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Posted: Wed Feb 08, 2006 6:24 am
This is a question to all those Black templar users out there. Who would agree with me that they should have had a Emepror's champion special character?
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Posted: Wed Feb 08, 2006 6:44 am
I think they should have had an Emperors champion character that can be used in generic marine armies.Maybe more expensive than BT ones to show how rare they are.
The reason that BT don't have a named EC character is because they are choosen at random the day before the battle.None serve as champion permanatly.
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Posted: Wed Feb 08, 2006 9:09 am
GT_Popogeejo I think they should have had an Emperors champion character that can be used in generic marine armies.Maybe more expensive than BT ones to show how rare they are. The reason that BT don't have a named EC character is because they are choosen at random the day before the battle.None serve as champion permanatly. Exactly. Plus, Theyusually end up givin a greater sacrifice in the battle that they serve as champion. For if they were to survive they would ultimately be put to death. As there psychic visions would be expressly frowned upon over a long period of time...
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Posted: Wed Feb 08, 2006 9:54 am
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Posted: Wed Feb 08, 2006 11:24 am
My Black Templar army has grown slightly since last I was here. any reccomendations as to what to add next?
HQ Commander -Storm bolter -Power weapon I vary he is other war gear depending on the game.
Chaplain -bolt pistol I vary his as well.
Emperors Champion Usually the ten point vow as it leaves points for everything else I want.
Elites Assault terminatorsX10 2 with hammers and shields
Dreadnought -hvy flamer his load out changes but the flamer never does. sweatdrop Always venerable if I use him.
Tech marine -bolt pistol -full harness -Multi melta servitors X2 -tech servitors
Troops 7:6 X3 -melta gun -power fists -ccw/bolt pistols
0:8 X1 -multi melta -plasma gun
0:8 X2 -melta gun -Power fist
They usually have crusader seals and/or frag/krak grenades.
Fast attack Land speeder tornado Land speeder typhoon
Full bike squad -melta gun X3 -attack bike multi melta
Heavy Land raider crusaders X3
Vindicator
Anihilator -las cannon sponsons
Transports RhinosX2 -Storm bolters
LRCs' usually act as transports for other units so I can fit two inside 2000 points.
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Posted: Fri Feb 10, 2006 4:05 pm
Dude, I like those.
Do you spray the Termi's heads seperately? I do. So much easier to do. xd
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Posted: Fri Feb 10, 2006 6:26 pm
SPRAY!?!?! I hand mix my paint then ever so carefully apply it to the model. It takes anywhere from 2-4 hours to paint in my oh so crappy style. I have to get my highlight skills back up to par. Wish my kids were in school so I had the time to do it...
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Posted: Sat Feb 11, 2006 10:30 pm
I have 1250 points of bt for the dark crusade with a singal organization chart. now does that mean I only get 1hq and 2 troop's? any help (and advice on what to use) is appreciated.
Edit: also what is the crusader badge for the dark crusade.
army list
suport squad -plasma cannon -flamer + Rhino -hunter killer -smoke launcher -storm bolter
Marshal -bike -power weapon /MC -artificier armour -iorn halo -bolt pistol -holy orb of antioch
Emperor's Champion -abhor the witch, destroy the witch
7Initiate Tactial Squad 7Neophytes -power weapon/bolt pisto -melta gun -frags
Tactical Squad 2 *
Dreadnought -heavy flamer -smoke launchers
10 Assault Marines -plasma pistol -plasma pistol
Total= 1250 army thus far. the support squad will use the rhino as a transport and fire the plasma cannon out the top, they get close they get toasty and storm bolter.
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Posted: Sun Feb 12, 2006 3:25 am
wash_away I have 1250 points of bt for the dark crusade with a singal organization chart. now does that mean I only get 1hq and 2 troop's? any help (and advice on what to use) is appreciated. Edit: also what is the crusader badge for the dark crusade. army list suport squad -plasma cannon -flamer + Rhino -hunter killer -smoke launcher -storm bolter Marshal -bike -power weapon /MC -artificier armour -iorn halo -bolt pistol -holy orb of antioch Emperor's Champion -abhor the witch, destroy the witch 7Initiate Tactial Squad 7Neophytes -power weapon/bolt pisto -melta gun -frags Tactical Squad 2 * Dreadnought -heavy flamer -smoke launchers 10 Assault Marines -plasma pistol -plasma pistol Total= 1250 army thus far. the support squad will use the rhino as a transport and fire the plasma cannon out the top, they get close they get toasty and storm bolter. ! force chart when filled is 2 HQ (BT 3 w/ EC), 3elites hvy, fast attack, 6 troops. you can fill the other slots however you so please. Your army is not bad. The marshall will be all alone out front if you are not careful. Cause of his bike he is a sitting duck drop the bike give him an assault pack. If you give your dread extra armor and venerable his survivabilty goes up. Rhinos with HK is a waste but for now no biggy. extra armor is good on the rhino also. I am a strong believer in Crusader seals as this is what gets the templar running. Good luck and great gameing, no clue as to the badge...
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Posted: Mon Feb 13, 2006 7:43 am
Looks like a great army but I prefer the accept any challenge no matter the odds vow for I have a complete close combat BT army except for the few heavy support. As for the marshall I like to give him the 2+ armour save and the 4+ invulnerable as well as a pair of lightning claws with terminator honours as well a sthe claws being master crafted so that he can have 5 attacks 6 on the charge, hitting normal troops on a 3+ and able to re-roll one failed to hit and all failed to wounds, now that is a marshall that can kick some major a**.
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Posted: Mon Feb 13, 2006 8:38 am
eldin706 Looks like a great army but I prefer the accept any challenge no matter the odds vow for I have a complete close combat BT army except for the few heavy support. As for the marshall I like to give him the 2+ armour save and the 4+ invulnerable as well as a pair of lightning claws with terminator honours as well a sthe claws being master crafted so that he can have 5 attacks 6 on the charge, hitting normal troops on a 3+ and able to re-roll one failed to hit and all failed to wounds, now that is a marshall that can kick some major a**. Except for my bas a** idea. Chaos lord, Deamonic stature, Strength, Essence, Relience, and Mutation, Termi armour, MC Chainfist, MC Great weapon. I can hit you with 6 attacks on the charge, also I can inflict 5 strength 12 attacks. Also going with strength 4 for a marshel(I think thats their stregth) your trying to wound me on 6's. and with 4 or 5 wounds it wont be very fun
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Posted: Mon Feb 13, 2006 9:47 am
Reddemon eldin706 Looks like a great army but I prefer the accept any challenge no matter the odds vow for I have a complete close combat BT army except for the few heavy support. As for the marshall I like to give him the 2+ armour save and the 4+ invulnerable as well as a pair of lightning claws with terminator honours as well a sthe claws being master crafted so that he can have 5 attacks 6 on the charge, hitting normal troops on a 3+ and able to re-roll one failed to hit and all failed to wounds, now that is a marshall that can kick some major a**. Except for my bas a** idea. Chaos lord, Deamonic stature, Strength, Essence, Relience, and Mutation, Termi armour, MC Chainfist, MC Great weapon. I can hit you with 6 attacks on the charge, also I can inflict 5 strength 12 attacks. Also going with strength 4 for a marshel(I think thats their stregth) your trying to wound me on 6's. and with 4 or 5 wounds it wont be very fun Illegal, no Stature with Termi armor, as it doesn't have an Asterix(*) next to it. That also means no Chainfist. Plus you'd only have a Max of 4 wounds. And on average, as long as 3 of the marshals attacks hit, you should take a wound each turn.
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Posted: Mon Feb 13, 2006 10:12 am
Drachyench_The_Eternal Reddemon eldin706 Looks like a great army but I prefer the accept any challenge no matter the odds vow for I have a complete close combat BT army except for the few heavy support. As for the marshall I like to give him the 2+ armour save and the 4+ invulnerable as well as a pair of lightning claws with terminator honours as well a sthe claws being master crafted so that he can have 5 attacks 6 on the charge, hitting normal troops on a 3+ and able to re-roll one failed to hit and all failed to wounds, now that is a marshall that can kick some major a**. Except for my bas a** idea. Chaos lord, Deamonic stature, Strength, Essence, Relience, and Mutation, Termi armour, MC Chainfist, MC Great weapon. I can hit you with 6 attacks on the charge, also I can inflict 5 strength 12 attacks. Also going with strength 4 for a marshel(I think thats their stregth) your trying to wound me on 6's. and with 4 or 5 wounds it wont be very fun Illegal, no Stature with Termi armor, as it doesn't have an Asterix(*) next to it. That also means no Chainfist. Plus you'd only have a Max of 4 wounds. And on average, as long as 3 of the marshals attacks hit, you should take a wound each turn. Also max strength is 10 not 12.
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Posted: Mon Feb 13, 2006 10:34 am
xUnknownxAngelx Drachyench_The_Eternal Reddemon eldin706 Looks like a great army but I prefer the accept any challenge no matter the odds vow for I have a complete close combat BT army except for the few heavy support. As for the marshall I like to give him the 2+ armour save and the 4+ invulnerable as well as a pair of lightning claws with terminator honours as well a sthe claws being master crafted so that he can have 5 attacks 6 on the charge, hitting normal troops on a 3+ and able to re-roll one failed to hit and all failed to wounds, now that is a marshall that can kick some major a**. Except for my bas a** idea. Chaos lord, Deamonic stature, Strength, Essence, Relience, and Mutation, Termi armour, MC Chainfist, MC Great weapon. I can hit you with 6 attacks on the charge, also I can inflict 5 strength 12 attacks. Also going with strength 4 for a marshel(I think thats their stregth) your trying to wound me on 6's. and with 4 or 5 wounds it wont be very fun Illegal, no Stature with Termi armor, as it doesn't have an Asterix(*) next to it. That also means no Chainfist. Plus you'd only have a Max of 4 wounds. And on average, as long as 3 of the marshals attacks hit, you should take a wound each turn. Also max strength is 10 not 12. Deamonic Stature bring his strength up to 5. Chain fist can double it. And adding in the Deamonic Strength and Great weapon bonus you get Strength 12
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Posted: Mon Feb 13, 2006 10:37 am
Drachyench_The_Eternal Reddemon eldin706 Looks like a great army but I prefer the accept any challenge no matter the odds vow for I have a complete close combat BT army except for the few heavy support. As for the marshall I like to give him the 2+ armour save and the 4+ invulnerable as well as a pair of lightning claws with terminator honours as well a sthe claws being master crafted so that he can have 5 attacks 6 on the charge, hitting normal troops on a 3+ and able to re-roll one failed to hit and all failed to wounds, now that is a marshall that can kick some major a**. Except for my bas a** idea. Chaos lord, Deamonic stature, Strength, Essence, Relience, and Mutation, Termi armour, MC Chainfist, MC Great weapon. I can hit you with 6 attacks on the charge, also I can inflict 5 strength 12 attacks. Also going with strength 4 for a marshel(I think thats their stregth) your trying to wound me on 6's. and with 4 or 5 wounds it wont be very fun Illegal, no Stature with Termi armor, as it doesn't have an Asterix(*) next to it. That also means no Chainfist. Plus you'd only have a Max of 4 wounds. And on average, as long as 3 of the marshals attacks hit, you should take a wound each turn. Yes Im sorry your right. Change that to Deamonic Armour & Arura. And I guess it would have to be a power fist instead.
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