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| Primer ![]() Join Date: Aug 2007 Location: Hawaii
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| O.K. fellow Templars, first allow me to say how glad I am to be with you all. I am new to the 40k world and several have questioned my description of a 2000 pt army as small, all of the other gaming club members are old schoolers which hold 2 or 3 10,000 to 20,000 pt armies. I feel safe calling mine small. 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. Here is a sticky point (if the Master of Sanctity and his command squad count as one or two different HQ choices) 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. The Emperor's Champion attached to a 10 member crusader squad (no vehicle) Terminator Assault Squad with lightning claws and teleport 2 "7" initiate crusader squads with a heavy weapon (1 lascannon and 1 Heavy Bolter) 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) 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. 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.
__________________ To those who love the Emperor I call Brothers, To those who do not I call for them to take their rightful place upon the Cross of Heretics. |
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| | #2 (permalink) |
| Primer ![]() Join Date: Aug 2007 Location: Hawaii
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| Someone brought up that the BT unit only has one infiltrator unit (sword brethren), so I suggest reading pg 33 of the dex. Under the special skills section the HQ can take furious charge, counter-attack, or infiltrate. So, with HQ and sword brethren (elite) there are a possible of 20 infiltrators, plus 10 in an assault squad with jump packs (fast attack), and 5 terminator assault squad can place about 35 marines in your face within 3 turns.
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| | #3 (permalink) |
| Resident Greyhunter ![]() Join Date: Nov 2006 Location: Wherever the wolves go
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| A few things 1. Do you mean a master crafted power weapon? 2. Is that only 1 single anti tank weapon in your whole army. Err just shoot that one squad out and tanks are basically free reign. 3. You need some fists or something because for me I would just shoot the unit with the lascannon forcing it to make a zelous charge then charge in with my venerable drednaught nothing seems to be able to hurt in your army besides the master od sancity on a 6 to glance it.
__________________ I am Lord Erak Grimnar Wolf Lord of the Night Hounds and we shall stand and fight no matter the cost. Each step shall be paid in blood non will be given for free. Here I am and here shall I die. +++ attributed to Leman Russ at the Battle of Rising Fell +++ To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. Last edited by Lord Erak Grimnar; 08-23-2007 at 05:18 AM. |
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| Primer ![]() Join Date: Aug 2007 Location: Hawaii
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| After talking to a few people, we came up with that same conclusion. However, instead of more heavy weapons we're looking into melta-bombs and possibly a plasma-cannon in the front line squads. I don't know about the power fists or thunder hammers. I want to utilize my initiative to pound quickly and not end up being last in the round. Is the power fist worth losing the initiative?
__________________ To those who love the Emperor I call Brothers, To those who do not I call for them to take their rightful place upon the Cross of Heretics. |
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| | #5 (permalink) | |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| greetings & welcome to holy terra! i'll include my thoughts in your list ![]() Quote:
a) numbers! b) anti-tank/MC capabilities you need power fists in your combat squads... yes they go last, but they're on squad members and thus are extremely difficult to single out. the fist will save you from encounters with dreads & wraithlords, while turning 'fexes & daemon princes into mince-meat! anti-tank... 1 lascannon isn't going to do much good. dreadnought/s, land speeder/s with multi-meltas, bike squads with meltaguns, meltaguns in all your squads. templars might be stuck with mainly short-ranged anti-tank, but it's bloody deadly when it gets in range! cheers!
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| | #6 (permalink) |
| Primer ![]() Join Date: Aug 2007 Location: Hawaii
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| Thank you for the advice Experiment, shows you the flaws of a rookie player too. Your advice really helps.
__________________ To those who love the Emperor I call Brothers, To those who do not I call for them to take their rightful place upon the Cross of Heretics. |
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| | #7 (permalink) | |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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we all began as rookies originally, and i know that i was once guilty of over-tooling my HQ's for example...as for how many neophytes to put into squads, don't have any more than a 2:1 initiate:neophyte ratio or you'll get hosed by the mixed armour rules... a 20 man squad may look awsome and quite imposing, but against a crafty opponent, they'll use the mixed armour rules to quickly waste a large portion of your unit!
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| | #8 (permalink) | |
| Resident Greyhunter ![]() Join Date: Nov 2006 Location: Wherever the wolves go
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__________________ I am Lord Erak Grimnar Wolf Lord of the Night Hounds and we shall stand and fight no matter the cost. Each step shall be paid in blood non will be given for free. Here I am and here shall I die. +++ attributed to Leman Russ at the Battle of Rising Fell +++ To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. | |
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| | #9 (permalink) | |
| Resident Greyhunter ![]() Join Date: Nov 2006 Location: Wherever the wolves go
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| Quote:
Absolutely NO idea why that did not properly quote
__________________ I am Lord Erak Grimnar Wolf Lord of the Night Hounds and we shall stand and fight no matter the cost. Each step shall be paid in blood non will be given for free. Here I am and here shall I die. +++ attributed to Leman Russ at the Battle of Rising Fell +++ To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts. | |
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| | #11 (permalink) | |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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in the assault phase, an IC is always treated as a seperate unit, so he/she/it must always be in direct base-to-base contact to fight! my point about the artificer armour being next to useless in assaults is because 99% of the stuff you'll likely want your higher I character to fight, (ie: power toy/fist wielding sergeants/champions, MC's, enemy characters etc...) will simply ignore his fancy 2+ save anyways! (making the invulnerable save the thing to really look at spending the pts on...) cheers!
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