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Discussion Starter · #1 ·
Im technically a newbie, having only played 1 or two games and need help as im in the process of getting my own 1500 pt army. The army ive decided to go with is black templars allied daemonhunters. Since im a newbie id like as much advice about any do's or dont's in making my army list. Well here it is:


HQ:(479pt)

Grandmaster-mastercraft weapon, teleport homer, a psychic attack(20 points designated so i can choose anyone, of course leaning towards hammerhand or holocaust depending)
-4 grey knight terminators

Emperior's Champion-all his goodies added on


Troops:

Troop1: 8 initiates (6 with bolters)
(205pt) -1 lascannon
-5 frag grenades
-1 meltagun
-1purity seal

joined with a standard rhino with smokelaunchers

Troop 2: 8 initates(6 with ccw and bolt pistol)
(201pt) -1 lascannon
-1 flamer
-5 frag grenades
-1 purity seal

joined with a rhino-has smokelaunchers

Havent decided which initiates will hold each wargear


Fast Attack:

Fast Attack 1: 5 initiates(3 with ccw and bolt pistol)
(155pt) -2 with meltabombs
-2 with power weapons and bolt pistol
-1 purity seal
-all have jet packs

havent decided which initiats will hold wargear.


Fast Attack 2: 1 justicator-meltabombs
(265pt) 7 grey knights-1 psycannon, 1 incinerator


Heavy Support:

Vindicator
(120pt)
Whirlwind
(75pt)

total pts:1500 exact
 

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Hmmm Well IM A Big Black Templar Player and if I was going to suggest something. Your List is good sofar.

Dreadnought - 1
Termy Squad - 1

to add a bit more muscle to your army. but other then that it looks good bro.
 

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firstly, remove the psycannon if u from the GK if u are going to deepstrike and replace it with an incinerator if u want as the incinerator is better at close range and psycannon is pointless as u should deepstrike right next to the enemy

i would go for grey knight dreadnought instead of a black templar one as it can get an incinerator and GK equipment (not much but extra stuff against chaos) but it of course depends on points and stuff
 

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He can't take a GK dreadnought as an ally, no Daemonhunters heavy support. No one listen to Max's advice, he doesn't know what he's talking about. I would give the GM a storm shield. KEEP the psycannon, it's a powerful weapon.
 

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I think it's cheesy..... at least fluff wise... I can't stand when space marine players take Daemon Hunters as allies. Just stick to your base chapter. I mean really, why would a Daemon Hunter grandmaster be leading a black templar army. Did the emporer not think that the black templar lord was worthy to lead his own troops into battle or what. The only reason I can see even using allies is when they are controlled by another player. The only exception that I can see is maybe imperial gaurd seeing as how it's common to see a inquisitor taking command of a gaurd army to be used to purge a planet or something. But to take a black templar army's command away from them and replacing it with another amry then... maybe you should just be playing a Daemon Hunter army. :huh:
 

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ok, sorry i forgot about the heavy support rule, but i would like to point out that i do know something and not nothing :eek:

also, the psycannon/incinerator issue is a personal preference thing for an army, as both have their merits and it depends on how u want to use them and what army are playing against
 

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Its not cheesy.
The ordo malleus has the authority to requisition any army necessary for its mission. It also says in the daemonhunters codex or white dwarf that some space marine chapters have oaths or honour debts to the inquisition.
It is a good army list amd good deal with most things in combat.
A callidus assassin is very useful if you have deepstriking troops as she can tie up and probably destroy entire enemy weapon teams while you gk deepstrike and cant move for a turn. Its up to you but i dont recommend a psycannnonif you are deeepstriking. An incinerator has -1S but still has ap4 and ignores invulnerable saves and it can hit more targets.
A lascannon and flamer is a bad combination because one is only useful close up and the other you cannot move with if you fire it.
Hammerhand is not useful as you already have str 6 pwr wpn and force weapon.
Holocaust is very useful though.

with faith in the emperor we will never fail
NOBODY CAN ESCAPE THE SCRUTINY OF THE INQUISITION.........
INNOCENCE PROVES NOTHING!!!!!!!!!
 

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yes they may have oaths or honor debts.... but they wouldn't just ditch the black templar commander and take his army.......... May just be my opinion but I think it's cheesy. Now taking an assassin in a space marine army is truly cheesier. Space marines are supposed to be the elite of the emperium. Why would they need the assistance of a hired normal human mercanary.

Either way... I think taking Daemon hunters with a space marine army would be no different than me taking Iron Warriors with my berzerker army.


Also I noticed that you have 8 man squads but in thier gear you have 5 frag gernades. Correct me if I'm wrong but aren't frag gernades only effective if the whole squad has em.
 

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The grey knights dont take over the army.
It says in the codex: inducted imperial guard
and ALLIED space marines.

Assassins are hardly human
Even if they are then they are hardly normal

Apparantely (though i doubt it a bit myself)

A callidus assassin killed night haunter
There is even a picture in the codex of a vindicaire in a space marine army.

Space marines are good but they are not that specialized for anything

Sometime they need some help from a specialist (assassin)
 

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:huh:

You are missing a HQ choice.

You have to have a Black Templar HQ choice for your army to be legal. The Emperor's Champion does not count as a HQ choice in a Black Templar army. Although it's in the HQ section, and you must take one, You also have to make at least one other HQ selection. And according to the rules for Daemonhunters as allies you have to have the minimum force organizition slots filled by the parent list. Daemonhunter HQ choices don't count as the minimum one HQ selection you must have.

As for Cheesiness of the army. GK allies are best for one off missions or just to have some fun with. Please don't use them every game just because they are mega powered. That would probably be borderline cheese, not quite 3 deepstriking monoliths cheese, but close.
 

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I am a hardcore black templar player, i've been playing them for seven years and i hardly ever lose with these strategies.
First things first, you need to give all of the assault squad melta bombs, not just two, it says he entire squad may be equipped with melta bombs. Secondly, in 1500, your gonna be bunched up in a corner of a board, so you want some troops to go forward and start the assault before the rest of your army gets there. Expand that assault squad to a ten man squad, and give them two power weapons or a power fist, but they have no use for plasma pistols as they never get around to firing them.
Just somethin on an unrelated note, i suggest you just play templars on their own for a while, and downsize your army from 1500 to 1000 or 750pts if your a beginner, it's easier to keep track of.
try sticking in a dreadnought with missile launcher and twin linked lascannon for fire support as these have a huge range and can lay down an essential barrage for the first few turns while your getting there.
Take out the lascannon from the close combat squad and replace it with a power fist or power weapon.
It might be a good idea to try this strategy- 8 Terminator assault marines with lightning claws, the Emperor's champion and a hard chaplain(130pts or so) in a land raider crusader. This is the best land raider variant of the two as you can carry so much more. While thats getting there, hide one or two assault squads behind the silhouette of the raider, and no one will be able to shoot them! get them into assault range and pile it all into the enemy. That gives you 32 lightning claw attacks with the termis at WS and Str. 4 (always hit on 3s or +1 to wound if you take those vows)with re-rolled failed to wound rolls on the charge, plus 3-4 black sword attacks from the champion and anything from thirty to sixty attacks from the assault marines, 12 of which could be power weapons! And for all that inc the crusader, it's just over 600pts. Remember your a troop and assault army, so take lots of troops and don't hesitate to assault!
 

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Pure Venom.
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Hey! everythingstatic, you don't have to take two HQ choices in a Templars army, learn the rules! It still counts as an HQ choice as it's in the HQ section, but doesn't fill a space on the force organisation chart, giving you a chance to have two more HQ choices! Anyway, for those people who know the rules, here is my army list. It hardly ever loses, so i'm not bothered if you model your army on it:

HQ
Emperor's Champion (105)
105

Troops
9 Initiates(close combat squad)(135)
power fist(15)
meltagun(10)
Rhino(50)
Extra armour(5)
Smoke launchers(3)
215

7 initiates(105)
Plasma gun(6)
Lascannon(15
126

7 initiates(105)
Missile launcher(10)
115

Fast attack
5 man assault squad(125)
Melta bombs*5(20)
Power weapon(10)
Power fist(15)
170

Elites
Dreadnought(75)
Missile launcher(10)
Twin-linked lascannon(50)
Extra armour(5)
140

Heavy Support
Predator destructor(100)
Lascannon(25)
Storm bolter(10)
Extra armour(5)
140

999pts

Strategy: Emperors champion is part of combat squad, so he is in rhino with them-moves forward, activates smoke launchers for added survivability. Two bolter squads hold back and take potshots at enemy with heavy weapons, or get into better firing positions for later. Dreadnought and predator stay right back and do not move, launch all heavy weapons at the enemy. Assault squad flies over cover and gets into good position for assault next turn. Once in combat, consolidate through enemy army hacking everyone to bits. once your assault part of your army is dead, the rest can smash it at range as there ain't gonna be much left.
 

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Pure Venom.
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And it clearly says in the armageddon codex initiates may not mix weaponry, it's either all bolt pistols and close combat weapons or all bolters. They can still have plasma guns and power fists and stuff. And don't mount bolter squads in rhinos, you need the fire support.
 

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Please don't tell me I need to learn the rules... your assumption that I don't know them is unfounded and insulting. My knowledge of the rules is not flawless but I'd go against anyone in a quiz...

Now then, I don't have my Codex: Armageddon with me at the moment, I'm positive a Black Templars army is required to contain an Emperor's Champion, But I'm pretty sure he alone cannot lead your army. I know that he is listed in the HQ section but he does not count as a HQ selection because he's mandatory. Therefore you must have at least one other HQ choice.

Now bear in mind I don't have my Codex around right now, but I have played against the Black Templars on many occasions and in dozens of tournaments. So I know a thing or two about them.
 
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