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40K: Black Templars FAQ – What Happened?

4 Minute Read
Feb 1 2011
Warhammer 40K
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By Paintraina

We all know that GW released some FAQs recently which have really made a difference on how the older marine armies play. Dark Angel Deathwing has been made more viable, and has been discussed on this site and many others. Today I would like to take some time to discuss what has changed for our frenzied, crusading, black power armor clad pals.

A discussion of the codex in general would be lengthy, so this article will focus primarily on units in the army which have gotten better or worse.

Let’s start off with the Armory. The most exciting change in wargear is the storm shields. Black Templar Terminator Assault Squads were already one of the most feared close combat units in the game. Their ability to erase most enemy units on the charge at initiative 5 is terrifying. Their only down side was that their extreme offensive prowess was sometimes a hindrance, as the wipe out of enemy squads usually meant that you were a sitting duck in the opponents shooting phase. Terminator armor is good, but it’s not invincible. Now with new Storm Shields a unit of 6 terminators with 4 Lightning claws and 2 Thunder Hammers will still annihilate pretty much anything in hand to hand, and be able to take quite a lot more firepower the turn after.

The Cyclone Missile Launcher was also changed to the better codex marine version. However I usually want to be using my terminators as the assault variety, so this isn’t going to change how I play.

Fast Attack
Templar fast attack has changed immensely. The most obvious change is to Typhoon Missile Launchers. The Templars now have the same Typhoons as codex marines, but we get them twenty points cheaper. This is incredible. Typhoons in the marine codex are pretty solid, and often featured in strong tournament lists. Templars made a good thing better here. Templar Typhoons are paying 35 points per rocket shot. This is still about 10 points more than Long Fangs pay, but Typhoons can obviously move 12” and still fire.

Templar Assault squads can also take advantage of this. I am not sure about this upgrade. On one hand, if you make the save on it just once, you have essentially gotten back what you paid for the upgrade. On the other, I’m just not sure if a 15 point upgrade is worth paying to save a 22 point model. I think I will probably be giving it a pass.

A more subtle change to fast attack is the errata regarding bikes. They now get to add the special weapons they purchase instead of replacing the bolt pistol. This essentially means that the power weapon option now becomes viable. Five bikers with three power weapons has 9 preferred enemy power weapon attacks on the charge, and comes in at a cool 190 points. I think the addition of a multimelta attack bike might be helpful but he costs more than the marines pay, so I am a little hesitant to recommend this set up. It certainly could do some damage to transports and then allow the squad to assault the occupants in the same turn.

Heavy Support
Heavy support for the Templars got some big changes as well. We now pay fewer points for a Land Raider Crusader than the codex marines (with comparable upgrades) for an identical vehicle. Both Power of the Machine Spirit and Smoke Launchers were changed to match codex marine profiles. I’m not entirely sure if this is better or worse for us. Templar smoke launchers used to provide what was pretty much a turn of invulnerability. That’s now gone but regular smoke launchers don’t suck, and the new PotMS is much better than the old. What I do know is that Templars are the only chapter that can put PotMS on vehicles as an upgrade. I plan on experimenting with it on a vindicator. Being able to always fire the demolisher cannon is pretty terrifying for the enemy since the usual tactic of just throwing a shaken result on the tank now doesn’t work.

The Predator Annihilator hasn’t changed, but it deserves a mention. This is another vehicle that we pay less for than codex marines. An Annihilator with lascannons clocks in at 145 which is 20 points cheaper than vanilla marines. I think the most successful templar armies will have lots of vehicular long rang firepower in the form of Annihilators and Typhoons which will de-mech the enemy from 4 feet away. This is when the assault elements of the army can shine and crush the fools hiding in their transport craters.

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There are many other small changes, but none that I can see will really have an effect on list building.

Putting it All Together
Here is an example of an 1850 list that I will be trying out:

Marshal: Terminator Armor, Lightning Claws

Emperors Champion: Accept any Challenge

Sword Brethren Terminator Assault Squad: 4 LC, 2 SSTH, Furious Charge
Land Raider Crusader Transport: Smoke Launchers, Dozer Blade

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Crusader Squad: Power Fist, Meltagun, 10 initiates, 5 neophytes
Crusader Squad: Power Fist, Meltagun, 10 initiates, 4 neophytes

Landspeeder Typhoon
Landspeeder Typhoon

Predator Annihilator: 2x Lascannons
Predator Annihilator: 2x Lascannons
Predator Annihilator: 2x Lascannons

It’s a bit light on scoring bodies, but it does a great job highlighting the efficient units in the codex. The Terminators can ride in the land raider, or deep strike in and let one of the foot units with the Emperors Champion ride. There is a lot of firepower in the list. 9 Lascannons and 4 missile launchers will do work on mech lists. This should do well in the current meta.

What are my fellow Harbingers of the Emperors Light finding effective post-FAQ? 

-Paintraina out.

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Author: Larry Vela
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