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so anybody know what to do with black templars who when takes a ldrshp test goes forward instead of runs away, wtf man.
Wipe out a squad at a time. Concentrate your fire on one unit unit you wipe it out or render it useless.
Taking pot shots will get you no-where, fast.
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so wat should I concentrate on (wats the biggest threat) a rhino full of marines, assualt marines, a pred, or a dread
And dont forget that as Ld tests are taken at the END of the shooting phase, once all shooting is finished, the black templars can only move forward then, and only once per squad per turn maximum.
The amount of people I see misusing this rule, man - think people who kill one templar to flush the squad out of cover, so that they can then rapid fire plasmaguns into it in the same turn! Cannot be done, not legally anywayAnd this is good advice for any army vs any army!Wipe out a squad at a time. Concentrate your fire on one unit unit you wipe it out or render it useless.
Taking pot shots will get you no-where, fast.
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Except in the last turn of the game where oyu desperatly try and prevent table quarters from falling into enemy hands.
Yeah. Anyway, just like Skarsgard said. take them out in squads. And thake out things that are a major threat. The only thing i really am annoyed at is Crusader Squads. they can take quite a bit of damage and still have mostly initates in the squad. Darn neophytes.
While I think onlainari might be exagerating a bit, concentrated fire is the way to go.
Don't forget that only infantry can Righteous Zeal, so assault marines do not have that special ability. So, depending on the type of army you play, the first threat is generally the assault marines. The rhino is a close second, but typically pretty easy to pop, even with smoke. The third and final threats are the regular old marines, who should be taken out one whole squad at a time.
I play both tau & BT, and always find the games very interesting. Units like stealth suits & the helios suit lose a lot of their playability due to RZ (especially when there is a chaplain there), so I've usually really tried to stay back as far and concentrate fire. Once 18" is hit by the BTs (that's their effective max charge range if they get a RZ), you are in a bit of trouble, but not too much really.
And don't forget that RAW allows the BT player to sit in the same spot (effectively move .00001") if they pass a RZ test and they don't want to move. RZ being exactly like a massacre result (towards the nearest enemy unit) gives the player some flexibility with the movement.
We can't necessarily make the BTs run around the tables like idiots, but I've found, to counter this extra RZ movement, you can keep the nearest visible enemy unit a pirahna or something super fast, off to the side (it's harder to pull off than what it sounds like, but fun nonetheless). It puts the BT player into the position of either RZ towards the pirahna (who can then fly away next turn) and away from the rest of your army, or just pass his RZ test and not move. If you can do this, you make the BTs a footslogging marine army that is way too slow to do much of anything. Of course, if their is a chaplain in the squad, this tactic goes right out the window.
In the games I play against myself, I find that if I can get 3 rounds of shooting with my tau at the BTs, the BTs will almost always lose the game. If I can only get 2 rounds, it's going to be much much closer.
Just my two cents.
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You could also try using Piranhas to fly behind a unit and then shoot it, as long as it is the closest unit they will have to move towards it if they pass their RZ test, making the army effectively run away from you.
You probably would want to save that for turn 3 when teh templars are not so close to their map side. Otherwise you'd not have enought space (20ish") to fire and not get assaulted. unless the pirana is a suicide unit.