Originally Posted by sjclem1 Anyway, this is my makeup and strategy for my Templars, most of us already agree that SPEED is needed in this army and I feel putting as much as I can closer to the enemy (infiltrate) and speed (jump packs and teleporting) is the best for me. I've yet to put this in a tournament, but it is currently undefeated against the green skins of a much more experienced player. So, please tell me how this is (strategically sound) for a possible tournament play.
High Marshal, w/ jump pack, artificer armor, terminator honors, master crafted weapon, and a teleport homer. Marshal is attached to a 10 member initiate assault squad with bolt pistols, close combat weapons, and jump packs. +++ the artificer armour, master-crafting & termie honours are a waste of pts;
a) the armour will not be used 99% of the time due to how the mixed armour rules work. once in combat, the stuff you generally want your IC fighting will ignore his save anyways!
b) master-crafting is horribly over-priced!!! if it let you re-roll all missed attacks, then the cost would be well worth it. however, a single re-roll for the cost of another marine is just pointless...
c) for basically the cost of another marine, you're gaining only 1 attack... i'd rather have the extra marine who is a scoring model, unlike your expensive IC!+++
Here is a sticky point (if the Master of Sanctity and his command squad count as one or two different HQ choices) +++ a retinue that is bought for a specific character does not 'use up' any FOC slots - they count as part of the IC's slot...+++
Master of Sanctity, w/ artificer armor, terminator honors, master crafted weapon, and teleport homer. The priest is attached to a 10 member command squad with bolt pistol, close combat weapon, and infiltration. +++ again, the artificer armour is a total waste, as are the honours. you really should add melta bombs to the chappy & a power fist vet sergeant to the command squad...
again the master-crafting! it's even more pointless on the chappy because of his own inherent re-roll abilities!+++
The Emperor's Champion attached to a 10 member crusader squad (no vehicle) +++ the biggest advantage the templars have is numbers... no other loyalist chapter, (except space wolves), can potentially outnumber their foes in combat! use that advantage - bulk out your main squad with neophytes... 12-16 strong squads will generally make it into combat with reliable numbers, or else they'll occupy so much of your opponent's attention, that the rest of your force will be reletively unscathed!+++
Terminator Assault Squad with lightning claws and teleport +++ a teleporting close combat unit is never a brillient investment... a canny opponent will deny you a good position and will also be a position to gun down your beloved combat troops before they get to charge!
plump for tactical termies unless you've got a land raider or drop pod handy. deep striking 2 heavy flamers is plain nasty, even for meq's to face! (lots of hits, generally wounding on 3's means lots of armour saves!)+++
2 "7" initiate crusader squads with a heavy weapon (1 lascannon and 1 Heavy Bolter) +++ needs to be 6 strong due to how scoring units work...+++
Vow: Accept all Challenges, No Matter the Odds
This totals 1494 including the points for the infiltration skill on the command squad.
I like the fact I'm much closer to the enemy lines before the first moves and the jump packs being cheaper than vehicles and getting just as far (moving the same distance but my jump infantry can still shoot once they're in range) +++ closer isn't always better! for example, 'nid players will rub their hands with glee as their higher I troops will be in combat that much sooner with more numbers on their side!
- never discount the usefullness of transports; especially in a templar army!!! anyone who understands how your rightous zeal works will have you charging off in the wrong direction with a single land speeder/vyper so such.
however, taking a transport or two can guard your flanks and prevent that, thus ensuring that your troops only charge forwards!+++
I took two teleport homers in order to bring my terminators to a location that is best needed without worrying about the mishaps that can occur.
with the Marshal, Master of Sanctity, 10 Sword Brethren, 10 initiates, 10 initiate assault marines, and 5 terminators... that makes a pretty heavy hitting force and once they're in close combat, my sloggers can move up in support. They will be shooting at targets while the others are getting in though. +++ heavy hitting, but small! even a few casulties will become a disadvantage... use the cheaper neophytes to bulk out your numbers.+++
The vehicles are kind of scary being that artillery, tanks, and heavy weapons can focus on two or three targets and take all of them out in just a couple of turns. |