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Black Templars V3.5

 Post subject: Black Templars V3.5
PostPosted: Fri Sep 25, 2009 10:31 pm 
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Black Templars V3.5

ok here is the latest list please take a look and tell me what you think, i'll be adding unit photo's in the next few weeks,

Change list:

The EC has gone back to 50 points.
Thunderhawk Transporters are now 250 for 2 or 350 for 3.
Neophytes are now 75 points for two units or 150 points for four units.
Neophyte bikes are now 35 points each and you can olny add up to four to a formation.
and I've put in the new Land Raider Crusader stats.

also i'm not that happy with the look of the front page, that symbol is too pixalated, so i've been thinking of putting something else in it's place.

so is there anything else i've missed?




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 Post subject: Black Templars V3.5
PostPosted: Fri Sep 25, 2009 11:16 pm 
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On THT's. This is from Ginger over on the Space Marine Compendium thread  

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However, IMHO you should consider revising the Thawk Transporter stats. I would suggest that it should be DC1 and 4+RA. The point about this is that it is armoured but much weaker, a single shot can take it out, so encouraging people to use it conservatively. On the other hand, two of these work out at 200 points.

The main issue with DC2 is that it will be too resilient even with reduced armour, because of the number of hits needed to take out one A/c in a formation of two or three.


it's an idea that has been floated about and i quite like it.

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 Post subject: Black Templars V3.5
PostPosted: Sat Sep 26, 2009 8:00 am 
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I do like the EpicUK thawk transporter implementation.

If those are your crusader stats they aren't worth a hundred. Likewise regular land raiders aren't worth a hundred (I'm talking about the upgrade).

Not going with the 4 vindies for 250?

Anyone tried to abuse sword brethren tacticals yet?

I also must say I loved the compulsory spaceship in the EpicUK list, I thought it highlighted the space born crusader bit very well.




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 Post subject: Black Templars V3.5
PostPosted: Sat Sep 26, 2009 10:22 am 
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I find myself interested in Gavin's DC1 idea.

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 Post subject: Black Templars V3.5
PostPosted: Sat Sep 26, 2009 11:54 am 
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I'm frankly no longer willing to play against the current transporter stats. It just dominates and ruins every game at the moment. It's that good.

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 Post subject: Black Templars V3.5
PostPosted: Sat Sep 26, 2009 12:25 pm 
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I'm not going to be posting any bat reps, because every game i've played against pulsar's BT has ended in an argument. I'd rather avoid that, thanks.




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 Post subject: Black Templars V3.5
PostPosted: Sat Sep 26, 2009 12:45 pm 
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Quote: (zombocom @ Sep. 26 2009, 11:54 )

I'm frankly no longer willing to play against the current transporter stats. It just dominates and ruins every game at the moment. It's that good.

Why not shoot them when they're on the ground and most vulnerable?

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 Post subject: Black Templars V3.5
PostPosted: Sat Sep 26, 2009 2:05 pm 
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The point, Hena, is that every game i've played against Black Templars has been unenjoyable, mostly because of the transporter. I have no desire to play unenjoyable games, so will not be playing against them in the immediate future, so will not be posting batreps.

I don't mean playing Pulsar is unenjoyable, we've had plenty of fun games with other armies.




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 Post subject: Black Templars V3.5
PostPosted: Sat Sep 26, 2009 2:07 pm 
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Quote: (zombocom @ Sep. 26 2009, 14:05 )

The point, Hena, is that every game i've played against Black Templars has been unenjoyable, mostly because of the transporter.

Can you expand on what's "not enjoyable" about the Transporter vs, say, a Landing Craft air assault, Zombo?

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 Post subject: Black Templars V3.5
PostPosted: Sat Sep 26, 2009 2:10 pm 
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Quote: (Chroma @ Sep. 26 2009, 14:07 )

Quote: (zombocom @ Sep. 26 2009, 14:05 )

The point, Hena, is that every game i've played against Black Templars has been unenjoyable, mostly because of the transporter.

Can you expand on what's "not enjoyable" about the Transporter vs, say, a Landing Craft air assault, Zombo?

I'd hazard a guess and say it's at least partially to do with those Land Raider Crusaders, dropping lots of great troops off, plus then using their MW firefight to support the already-powerful attack.

I've never seen Pulsar's mega assault Transporter formations fail to break or destroy whatever they attacked, though I have beaten his Templars as a whole fairly often.

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 Post subject: Black Templars V3.5
PostPosted: Sat Sep 26, 2009 2:14 pm 
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Quote: (Evil and Chaos @ Sep. 26 2009, 14:10 )

I'd hazard a guess and say it's at least partially to do with those Land Raider Crusaders, dropping lots of great troops off, plus then using their MW firefight to support the already-powerful attack.

And that has got to be a *lot* of points to do that... it should be scary, no?

And that sounds like it's more a problem with the Crusader.

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 Post subject: Black Templars V3.5
PostPosted: Sat Sep 26, 2009 2:27 pm 
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ok on the Battle reports thing i was going to post a few up but life is getting in my way as it always seems to when i try to do BR.

and Zombo yes we have had a few arguments but they have all helped me develop  the list  :laugh:  and i know you like to have an argument about epic every now and again so lets try again shall we?

Hena yes it would be cool if you could get a few BT games in :) and that go's for everyone one else to as i'm thinking the list now won't need that many more changes.

and the LR Crusader with the new stats isn't worth a 100 points, ok , i think with the transport capacity i think it might be. Neither is the normal LR, well i'm not sure as i've been using the Crusader for the most part.

And yes the THT assault is powerful, especially in turn two onwards when the enemy flak is reduced, that's why i've put the price up so that formations plus THT will cost more that the 650-700 they were costing.

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