Showing posts with label Black Templars. Show all posts
Showing posts with label Black Templars. Show all posts

Friday, December 11, 2009

MK 1 Rhino - Part 1 - side panels

I have begun my MK 1 rhino conversion. progress is slow but looking good so far. I have cut the side panels out and attached them to the sides of the Rhino kit. Platicard is a lot more difficult to work with than I had expected. I recommend making sure you have a new, sharp blade. I did not at first, and cutting the .040" card was a laborious task...




This is a dry fit of the plates, nothing has been rimmed or glued at this point.I cut the pattern a tad larger than indicated by the printout. this way, I could glue the card to the Rhino body and then trim the edges to make it flush. It was better than making it too small!




In this photo I show how I have removed all the rivets and raised parts on the side of the Rhino kit.


Here is a shot of the sides attached:




I am working on the plates for the top of the rhino and the front plate as well. Updates to follow!

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Thursday, December 3, 2009

MKI Rhino: Project Preview

Just picked up a Razorback and some plasticard to start on a new project. I am going to build a MKI rhino for my sword brethren, command squad, or whoever deserves to ride in an holy artifact from the heresy. I got the idea from DeSnifter from warseer. Here is a photo of his Iron warriors MKI rhino:




I will opt out on adding the dozer blade though. Keep checking in for more updates.

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Wednesday, November 25, 2009

New Tournament Point Level Army

I've been working on an 1850 list that is a take all list for any game type. This particular version has been played a couple times against my brother's Dark Angels, however, he's not the most diverse tactician and is easy to read and beat (dice being willing of course). This is the list:



Black Templars - 1850 pts
HQ
Emperor's Champion
Suffer Not the Unclean to Live

Chaplain
Crozius Arcanum
Bolt Pistol

Elite
5x Sword Brethren Veterans w/ Counter Attack
3x Bolt Pistol / CCW / Combat Shield
1x Lightning Claw pair
1x Bolt Pistol / Power Weapon / Combat Shield
Razorback w/ Heavy Bolter
Extra Armor
Smoke Launchers

Troops
8x Black Templars (BP/CCW)
Meltagun
Powerfist
6x Neophytes w/ shotguns

10x Black Templars (BP/CCW)
Meltagun
Powerfist
Rhino
Extra Armor
Smoke Launchers

5x Black Templars (Bolters)
Lascannon
5x Neophytes w/ Bolt Pistol / CCW

5x Black Templars (Bolters)
Lascannon
5x Neophytes w/ Bolt Pistol / CCW


Heavy Support
Land Raider Crusader

Predator Annihilator w/ Heavy Bolter Sponsons
Extra Armor
Pintle Mounted Storm Bolter
Smoke Launchers

Vindicator
Dozer Blade
Extra Armor
Power of the Machine Spirit
Smoke Launchers


I feel this list has the ability to take on many opponent builds. I also think I fixed the weaknesses (no mobility) in the list from earlier this year (see earlier post). My gaming is limited, so I'm not delusional to think that I will hold my own against every army due to no experiences playing against them. So far I have played against a few Tau armies, Chaos Marines, Dark Angels, Imperial Guard (with and without Demon Hunter allies), Vanilla Space Marines, Demon Hunters and Tyranids. I haven't used this list against any except a half game against Dark Angels. Furthermore, I haven't played any other armies recently, some I haven't played against since third edition. In the list above, each unit has a specific role on the table top.


Photo Notes: I realize I have a few unpainted and not fully assembled models. I also see that in the photos my tanks are dusty... So far, I am happy with this list so keep checking in as I get this army painted completely. Also, the list from earlier this year is completely painted.



14 man Crusader Squad and Emperor's Champion mounted in the Crusader

This Squad is the main offensive unit in the list. It's role is to seize objectives and eliminate infantry. The idea is to have the Crusader charge to the center of the opponent lines. The armor and speed of the crusader should deliver the squad unharmed to the enemy early in the game. The unit should exit the tank and assault the enemy by turn two and start making a mess of enemy lines, preferably anti armor weapons. Since the Templars are Strength 5 and have a great deal of attacks in combat they should do short work of anything besides the most heavily armored elite infantry; terminators are such a unit and should be avoided.

The Neophytes with shotguns are to lend fire support before the assault. 6 shots at Assault 2 gives a high rate of fire that should make my opponent fail some armor saves. I will try to have the Crusader only move 6 inches the turn the squad exits to assault to lend covering fire. a twin linked assault cannons and Hurricane Bolters deliver a devastating amount of attacks. 16 total within 12" with re-rolls to hit! The idea is to hit the largest infantry unit on the table, reduce their numbers with firepower and clean up in assault with Strength 5 initiates. I believe this will help eliminate "tar pit" units and high model count objective holders.

The Emperor's Champion boost the units leadership and provides high strength, armor save ignoring attacks. Hopefully, He can even take on Dreadnoughts. In no way do I plan to seek out the heavy walkers but they are popular counter attackers and infantry line supporters due to their similar movement ability.



10 man Crusader Squad mounted in Rhino

These guys are equipped to seek out and seize objectives that are away from the rest of the army. also being mounted in a rhino allows them to counter Deep Striking units or outflanking units. They have no ability to combat a Terminator squad or Melta speeder, for example, but can tie up the unit to prevent them from doing harm to the back lines of the rest of the Templar force. The plan is to hold them off from doing either job until mid game and then going after the ignored objective or threats deployed from reserve. in an annihilation game this unit acts as a flank attacker, going after small fragile units and static heavy weapon infantry squads. Smoke Launchers should provide safety to gainground early in the game. Hooray for fourth edition smoke rules!



2 10 man Crusader Squad with Lascannons

These squads have two jobs. The first is to hold the objective they are deployed on, when the mission has objectives. The second is to take out advancing armor, transports specifically. The Neophytes in the squad are to give the unit a higher body count and provide extra attacks if the unit is assaulted. They are cheaper than initiates and have 2 attacks with the bolt pistols and close combat weapons.



Sword Brethren and Chaplain mounted in Razorback

The job of this unit is to remove elite infantry, i.e. Command Squads, Veteran Squads, Terminators, etc. The razorback provides mobility to deliver the squad to the enemy at quick pace. This squad has an enormous amount of attacks many that ignore armor saves. They have combat shields to give them protection from armor save ignoring weapons to better counter the usual equipment of elite infantry. Their counter attack ability allows them to get the extra attack for charging even if they get charged. The squad will be deployed to counter the enemy's elite units attempt to take out the more importannt parts of my army, Troops and Heavy Support. This squad, however, will avoid Assault Terminators. Their high invulnerable save and strong attacks will be able to resist my attacks easily and then destroy the Sword Brethren in return.

The Chaplain, as the Emperor's Champion above, gives a much needed Leadership boost. The chaplain also has an impressive attack number and strength; He should be able to dispatch independent Characters in the enemy units.



Vindicator

The vindicator's job is easy, Use its strength 10 large blast to remove high armor value vehicles and high armor save infantry (I mean you Land Raiders and assault Terminators). The demolisher cannon has a relatively short range so the Vindicator has a dozer blade and smoke launchers to get it into position turn one to do damage. the Machine spirit allows me to attempt to shoot even if the crew is unable to do so. Yes, the Black Templar's machine spirit is not as good as regular space marines, but i can place the template in a manner that can minimize the danger of an high scatter roll.



Predator

The Predator has an anti tank ability if necessary, but will primarily be used as an anti infantry role. the heavy bolters gives an high rate of fire to take out infantry due to failed armor save rolls.


I expect both the Vindicator and Predator to be ignored early in the game with the threat of the land raider, rhino, and razorback all charging the opponent.

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Sunday, November 22, 2009

Photos

Here are some photos of a few models in my Black Templar army.

Master of the Watch 





Chaplain 




Techmarine


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Saturday, November 21, 2009

Black Templar Tournament Army, In Review

I participated in my first Warhammer 40k tournament in years this August and had a great time. However, i was effectively destroyed in all three rounds. I will say this was the first competitive setting I have played in since third edition but I have played enough since then to get an idea of what to expect from 5th edition (so i thought). I am writing a bit after the fact, but I stumbled on my notes from the tournament and had to kick this blog off some how. The list I ran is as follows:


HQ

Emperor’s Champion

Accept Any Challenge


Marshal

Bolt pistol

Power Fist

Teleport Homer

Terminator Honors


Elite

Terminators x5

Assault Cannon

Heavy Flamer


Sword Brethren Veterans x5

Infiltrate

3x bolt pistol/CCW/Combat Shield

1x bolt pistol/Power Weapon/Combat Shield

1x Lightning Claw pair


Techmarine

Bolt Pistol

Power Weapon

2x Tech Servitors


Troops

Black Templars x10 (w/ BP/CCW)

Power Fist

Meltagun


Black Templars x10 (w/ BP/CCW)

Power Fist

Meltagun


Black Templars x10 (w/ Bolters)

Meltagun

Neophytes w/ Shotguns x 10


Heavy

Predator Annihilator

Lascannon Sponsons

Searchlight

Smoke Launchers


Predator Annihilator

Heavy Bolter Sponsons

Pintle Mounted Storm Bolter

Searchlight

Smoke Launchers


Vindicator

Pintle Mounted Storm Bolter

Searchlight

Smoke Launchers


My initial reaction for the day is that this army is S-L-O-W. I could not seize objectives or avoid dangerous enemies at all. I played against Tau, Tyranids, and CSM and was out maneuvered by every army. The Tau were Suit and infantry heavy, very little mech, and i still was outflanked on the urban board the game was on. The Tyranid army was well balanced two carnifex, a tyrant, warriors, and lots of gaunts and stealers. I have never faced a tyranid army and had no idea how to combat them effectively, I feel I did fairly well and could have managed a draw if i sandbagged my last turn and did not let my opponent claim an objective (neither of us had one). My opponent was a nice guy and in the points lead for the tournament in its entirety. I ended my turn to allow his victory. He did, in fact, end up winning the whole thing. My large squad did very little, it was a huge mass of bodies that very little effect in the game at all, i will definitely rethink use of neophytes in the future. The star of the day were my Sword Brethren Veterans. These models were the best recieved unit; they looked good and faired surprisingly well on the table. The infiltrate ability allowed them to go deep into the enemy lines. However, their fragility and high points cost were an undoing. It was beneficial that no one in the tournament had seen a sword brethren unit in action so they were a nice surprise. I will look into mechanizing them in the future to gain added protection and mobility as they approach the enemy.


The Emperor's champion's vow was a mistake for me, yes the effect is great (conveying preffered enemy to entire army), I just could not, for the life of me, remember to re-roll anything. I will rethink my vow of choice for future lists.


Since the tournament I have played with variations of the tournament list to find were strengths and weaknesses lie with units on an independent basis and I feel I am getting a feel for the roles of each unit. Surprisingly, I have found techmarines to be a combat monster! A Power Weapon and Bolt pistol with Terminator Honors and a charge into combat gives a lot of attacks. plus an additional Power Fist attack!


Thoughts For new lists:

Rhinos, no templar squads without heavy weapons need to walk.

Terminators are a huge point sink and not as effective as I would like
Sword Brethren are great but need to be mounted in a rhino or razorback

The marshal with a power fist needs something bigger than a bolt pistol now that it doesnt confer an extra attack in 5th edition





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