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Offline Colonel-Commissar Ghostmaker

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Which Chapter Should I Choose?
« on: February 1, 2003, 03:05:17 PM »
Ranger of Alaitoc:

I think we needed a post where newbies can learn about the differences in tactics between chapters.  However, I think it best if it is composed by YOU the forum members.  I am unlocking this thread, but only for comments on what to add to this original post, any arguments will be deleted and may have consequences so mind your manners!

Blood Angels: are an excellent assault chapter with many special squad options and some powerful special rules.  When in the right conditions  they can reach combat in the first turn.

Ultramarines: There in nothing as nasty when you use Deathwatch kill team against Niids or Orks.  They also Have the niid Hunters.

Black Templars are an excellent assualt chapter, with special squad options and special rules.

White Scars and Ravenwing are both very fast chapters as they both use a lot of bikes.

Dark Angels: Like the idea of Tactical Marines holding their ground instead of running like cowards? Like the idea of Plasma Cannons in Tactical Squads? Prefer Shooting to moving and assaulting? Want your Marine sergeants to have dresses? Dark Angels are the chapter for you.

Reason #1, Dark Angels can lay down a torrent of fire, and plasma cannons in a Tactical Squad really show those Chaos scum who is boss.

Reason #2 Dark Angels hardly ever fall back, and some units never do. For X number of points you can make your Tactical Squads Stubborn. But you don't want to pay for it? Never mind, if you fail a 25% break check, it happens anyway (limited time only, terms and conditions apply).

Reason #3, want to field a supreme grand pan Terminator Force? Codex Dark Angels allows you to do just that. Or perhaps Biking is your thing? Never fear, with a  Ravenwing company, you can do that too.

Reason #4, Dark Angels have one of the best history's in my opinion. Like the idea of chasing your own chapter round the galaxy? Feel you need to atone for playing CSM? Dark Angels fluff is just for you.

So, to conclude. Dark Angels can do anything a vanilla army can do (I made them out to be very shotoy, tho they are not, and any servant of the Emperor is to be feared in hand to hand. However, if your tendancy is to rip people's bleeding hearts out, then there are chapters who can do that better, but alas, do not wear dresses.) With some very useful wargear items, Terminator Honours already added to a Hero's profile, and the most feared Terminators in the Universe to back them up, Dark Angels can hold their own in close combat too. However, I think they are best played as a static force which shoots their opponents to death

Deathwing: are a company made entirely of terminators and dreadnoughts.  They can do what ever you want them too really, but are better in combat then shooting.  You will be severly outnumbered in every battle and they are a difficult army to get to grips with.  But if you value a heroic battle than Deathwing are very appealing.  But remember even in 2000 points you'll probably still have only about 25 models.  However, they have a very appealing paint scheme and the lack of models allows for less time required for modeling and painting.  But you will usually find yourself shorthanded in combat, and you can't just throw away any of your units, they are all way too valuable to lose.  Also with so few models, if your army is not painted up to standards you will really look bad, as you had far less models to paint than the other players.

Salamanders Do you want to field frightening number of Terminators, but don´t like the pasty-white amrour of the Deathwing? Want to roast and toast your way around the battlefield with a plethora of flamers? Want to have Space Marines so slow that they strike simultaneously with Guardsmen? Then look no further than the Salamanders!  Sallie termies are quite a bit cheaper than other chapters, meaning you get to field more of these awesome warriors. And master crafted weapons are cheaper too, so theres no reason not to hand them out to all your characters.  Sallie Tactical squads can get twice as many flamers as vanilla tactical squads. Plus you can use that long-range melta of doom, the Multi Melta in your squads.  The major con to Sallies is that there Initiative is lower than other Chapters, meaning that they are less effective in CC.  Due to their slow wits in CC, theres all the more reason to shoot your opponent to smithereens. All Sallie characters can get a Signum, meaning that your fire will be much more accurate. And to top it off, Sallie players can even prolong the game, due to a special rule.

Your Chaplain is awesome. Always take one, atleast. Thunder Hammer, Mantle, all the goodies. A properly kitted Chaplain gives you a good hero to plug up any holes.  Thanks to the new assault rules, your veteren sarges become infinitely more useful. Be fluffy and give your vet sarges in basic tac squads Thunder Hammers, storm sheilds if you can afford it. I can assure your, proper Vet Sarges are the difference between a newb army and a force to be reckoned with. As a Salamander, you get much better sarges cheaper (MC weapons cost less and whatnot.) Look under the general section at the heroics thread for a sample.  Your devestators are the most effective of any SM army. A vet sarge with a signum is another requirement, as it gives you the heavy firepower otherwise lacking. I use 4 ML's myself since it is cheap, but if you have the points in cash, you may want to invent in Plasma Cannons or Lascannons.  Your Tactical squads are the back bone of your army, never forget this. 2 flamers a peice makes any enemy nervous to get close, as a miscalculation equals a toasted assault group.

Space Wolves: Do you like cute little puppies?  Then the Space Wolves is your chapter!  Great CC abilities, combined with above average shooting gives these puppies a very fierce bite.
1. Shooting: Have you ever said to yourself "I wish my heavy weapons squad could shoot more than one tank a turn!"?  Well then, the Long Fangs, the SW devastators, are perfect for you.  With an ability allowing them to shoot multiple units under certain circumstances.  They also have the option of taking the Leman Russ Exterminator, a tank exclusively for the SW, which is great at mowing down 4+ save enemies.  Other than this, they don't have a ton of other great shooting things other than basic bolters, which is their only true con in my eyes.
2. Terminators: Tired of being told what your terminators have in terms of weapons with little or no choice, and very little variation within the unit?  Wolf Guard are the answer.  Although they can only be used in the place of Vet. Sarges or bodyguard retinues, they have full access to the SW armoury, comboed with very, very cheap terminator armor, combined with the fact that every terminator can be configured differently with almost any combination of weapons, they make a very strong force.
3. Close Combat: Have you ever said, "Only one attack for charging?  What is up with that!"?  Blood Claws get more than just one attack when they charge, and they are very nice in their ability to take up to four power weapons/fists in a full unit with a wolf guard.  Grey hunters combine bolter fire with the True Grit ability to provide not only a fairly decent fire base, but also decent close combat ability.
4. Stealth: Space Wolf scouts are, in my opinion, the best in the game.  This stems from the fact that they can use SW scout weapons, or norm SM weapons.  Also, with their Behind Enemy Lines special rule, it is possible for these guys to just hide out and then appear behind the enemy to wreak havoc on rear armor tanks

Raven Gaurd: They're good, but are a hard chapter to use. You need a keen eye for weaknesses and a good idea for what your units can do. Your armylist must be tuned the right way. So why are they deadly?:

Raven Gaurd have high mobility, with abillity to deep strike accurate and with the help of scouts they can also deep strike fast. You can deep strike a lot for less, thus you get the capability to put units where you need them. You even have an alternate option for your command squad to wear lightning claws and jump packs, thus enabeling them to hit fast and hard.

Also they have some grudges against some Chaos, leveling your chances against these spawns of evil.

Lastly they have a small drawback. Full out devestation, holding the hill while shooting and these kinds of actions are a lot harder with Raven Gaurd. Because they are so specialized in what they do, their Heavy Support is limited.

So if you choose this chapter, you need patience and a keen eye. Practice until you have it, and then you are very hard to defeat.

Normal (codex) marines:, can adopt either assult or shooty.


Credits: Ranger of Alaitoc, Farseer Questel, Terradax, Sheepz Eat Exarchs, Erenthal, Samdan, Valkor, Anderz, M. G. Smurf

Here are the 'Whats the best chapter?' threads Commisar Ghostmaker has dug up from the archives.

http://www.40konline.com/index.php?topic=25830

http://www.40konline.com/index.php?topic=24989

http://www.40konline.com/index.php?topic=22591
(This ones been locked BTW)

http://www.40konline.com/index.php?topic=22450

http://www.40konline.com/index.php?topic=19756

http://www.40konline.com/index.php?topic=18716

Also, FearTheReaver has found a great resource for icons and Chapter info:

Check out this large list of Chapters I found online. Might give you some ideas.

Chapter Iconography and List

« Last Edit: August 9, 2006, 01:06:54 PM by Creeping Death »
Check out my Fluffman thread:
http://www.40k.ca/community/index.php?board=34;action=display;threadid=24599;start=0
Quality fluff free of charge!

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Offline Dangonblane

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Re:Best chapter/army threads so no 1 does NEmore of them
« Reply #1 on: February 2, 2003, 05:43:40 PM »
make a long list of summaries and such of the chapters that everyone agrees on and make THAT sticky.

Two slight things regarding this:

1)  Not everyone will agree - god knows we don't on this board already!  Plus it gives newbies the chance to see how some of the threads on this board have developed.

2) Summaries of the Chapters will appear on the 40k.ca website when it (finally) goes up.  I've seen some of them and thier okay.


NOTE TO ALL:
This thread is locked to stop arguments starting.  If you really think you have something of importance to add to (i.e. another link) please message me wih it.

-Dangonblane
« Last Edit: February 2, 2003, 05:44:37 PM by Dangonblane »

Offline Ranger Astheria

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Re: Starting Space Marines? You'll want to read this!
« Reply #2 on: November 15, 2003, 05:01:49 PM »
I've reopened the thread as mentioned above but be warned.  There will be consequences if you spam, repeat information, or begin to argue, so mind your manners!

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Offline Terradax

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Re: Which Chapter Should I Choose?
« Reply #3 on: November 20, 2003, 10:09:17 AM »
well, i'm a blood angels player, and i can say (so can my opponents), that blood angels are one of the most feared c.c army! if you play them right, you can get into close combat in the first round. read more about tactics on www12.brinkster.com/terradax
and please, sign the guestbook.

Offline Ranger Astheria

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Re: Which Chapter Should I Choose?
« Reply #4 on: November 21, 2003, 07:35:44 AM »
Hmm, not to be mean or anything or single you out.  But that's kinda the example that I wasn't looking for.  If you look in the first post you'll notice small things about each army, notably the Deathwing one.  If you play Blood Angels why not write a little blurb like that?

I guess I wasn't clear enough in the beginning though.  DO NOT say that your army is the best!

However Terradax, you did post a sentence that is useful, but let's see some more.

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Offline Sheepz

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Re: Which Chapter Should I Choose?
« Reply #5 on: November 24, 2003, 03:43:27 PM »
I am shocked Dark Angels have not been brought up.


Like the idea of Tactical Marines holding their ground instead of running like cowards? Like the idea of Plasma Cannons in Tactical Squads? Prefer Shooting to moving and assaulting? Want your Marine sergeants to have dresses? Dark Angels are the chapter for you.

1) Shooty.

Dark Angels can lay down a torrent of fire, and plasma cannons in a Tactical Squad really show those Chaos scum who is boss.

2) Stubborn

Dark Angels hardly ever fall back, and some units never do. For X number of points you can make your Tactical Squads Stubborn. But you don't want to pay of it? Never mind, if you fail a 25% break check, it happens anyway (limited time only, terms and conditions apply).

3) Offshoots.

Want to field a supreme grand pan Terminator Force? Codex Dark Angels allows you to do just that. Or perhaps Biking is your thing? Never fear, with a  Ravenwing company, you can do that too.

4) Fluff.

Dark Angels have one of the best history's in my opinion. Like the idea of chasing your own chapter round the galaxy? Feel you need to atone for playing CSM? Dark Angels fluff is just for you.

So, to conclude. Dark Angels can do anything a vanilla army can do (I made them out to be very shotoy, tho they are not, and any servant of the Emperor is to be feared in hand to hand. However, if your tendancy is to rip people's bleeding hearts out, then there are chapters who can do that better, but alas, do not wear dresses.) With some very useful wargear items, Terminator Honours already added to a Hero's profile, and the most feared Terminators in the Universe to back them up, Dark Angels can hold their own in close combat too. However, I think they are best played as a static force which shoots their opponents to death, before the specialist Ravenwing and Deathwing mop them up.

Sheepz

Offline Erenthal

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Re: Which Chapter Should I Choose?
« Reply #6 on: November 24, 2003, 04:08:11 PM »
As for the Salamanders:

Do you want to field frightening number of Terminators, but don´t like the pasty-white amrour of the Deathwing? Want to roast and toast your way around the battlefield with a plethora of flamers? Want to have Space Marines so slow that they strike simultaneously with Guardsmen? Then look no further than the Salamanders!

1. Cheaper! Sallie termies are quite a bit cheaper than other chapters, meaning you get to field more of these awesome warriors. And master crafted weapons are cheaper too, so theres no reason not to hand them out to all your characters.

2. Toasty! Sallie Tactical squads can get twice as many flamers as vanilla tactical squads. Plus you can use that long-range melta of doom, the Multi Melta in your squads.

3. Sooo slooow... The major con to Sallies is that there Initiative is lower than other Chapters, meaning that they are less effective in CC.

4. Shooting galore Due to their slow wits in CC, theres all the more reason to shoot your opponent to smithereens. All Sallie characters can get a Signum, meaning that your fire will be much more accurate. And to top it off, Sallie players can even prolong the game, due to a special rule. Wee, more time for shooting!

Well, what are you waiting for? Pick up your copy of Codex: Armageddon and join the green wave!

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Offline Ranger Astheria

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Re: Which Chapter Should I Choose?
« Reply #7 on: November 24, 2003, 10:52:56 PM »
Very nice work guys, I've put them both in the original post, the little editing I did was just to keep things more uniform.  Good Work!

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Offline Samdan

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Re: Which Chapter Should I Choose?
« Reply #8 on: November 28, 2003, 09:50:50 AM »
i think the puppies deserve some representation.

Space Wolves
Do you like cute little puppies?  Then the Space Wolves is your chapter!  Great CC abilities, combined with above average shooting gives these puppies a very fierce bite.
1. Shooting: Have you ever said to yourself "Damn, I wish my heavy weapons squad could shoot more than one tank a turn!"?  Well then, the Long Fangs, the SW devastators, are perfect for you.  With an ability allowing them to shoot multiple units under certain circumstances.  They also have the option of taking the Leman Russ Exterminator, a tank exclusively for the SW, which is great at mowing down 4+ save enemies.  Other than this, they don't have a ton of other great shooting things other than basic bolters, which is their only true con in my eyes.
2. Terminators: Tired of being told what your terminators have in terms of weapons with little or no choice, and very little variation within the unit?  Wolf Guard are the answer.  Although they can only be used in the place of Vet. Sarges or bodyguard retinues, they have full access to the SW armoury, comboed with very, very cheap terminator armor, combined with the fact that every terminator can be configured differently with almost any combination of weapons, they make a very strong force.
3. Close Combat: Have you ever said, "Only one attack for charging?  Wtf is up with that!"?  Blood Claws get more than just one attack when they charge, and they are very nice in their ability to take up to four power weapons/fists in a full unit with a wolf guard.  Grey hunters combine bolter fire with the True Grit ability to provide not only a fairly decent fire base, but also decent close combat ability.
4. Stealth: SW scouts are, in my opinion, the best in the game.  This stems from the fact that they can use SW scout weapons, or norm SM weapons.  Also, with their Behind Enemy Lines special rule, it is possible for these guys to just hide out and then appear behind the enemy to wreak havoc on rear armor tanks.
« Last Edit: November 28, 2003, 09:59:40 AM by samdan »
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Offline Ranger Astheria

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Re: Which Chapter Should I Choose?
« Reply #9 on: November 28, 2003, 01:38:09 PM »
Very nice samdan, I've added it above, a little editing for language but that's it... hehe... I've made the size smaller too... does it still look good to everyone?

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Offline Samdan

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Re: Which Chapter Should I Choose?
« Reply #10 on: November 28, 2003, 02:04:47 PM »
thats fine, its still readable... im just happy to help out.
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Offline Valkor

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Re: Which Chapter Should I Choose?
« Reply #11 on: November 28, 2003, 10:49:26 PM »
I decided to Chime in for my green little freinds. This is from a conversation I had with ROA.

A. Your Chaplain is awesome. Always take one, atleast. Thunder Hammer, Mantle, all the goodies. A properly kitted Chappy gives you a good hero to plug up any holes

B. Thanks to the new assault rules, your veteren sarges become infinitely more useful. Be fluffy and give your vet sarges in basic tac squads Thunder Hammers, storm sheilds if you can afford it. I can assure your, proper Vet Sarges are the difference between a newb army and a force to be reckoned with. As a Salamander, you get much better sarges cheaper (MC weapons cost less and whatnot.) Look under the general section at the heroics thread for a sample.

C. Your devestators are the most effective of any SM army. A vet sarge with a signum is another requirement, as it gives you the heavy firepower otherwise lacking. I use 4 ML's myself since it is cheap, but if you have the points in cash, you may want to invent in Plasma Cannons or Lascannons.

D.Your TAC squads are the back bone of your army, never forget this. 2 flamers a peice makes any enemy nervous to get close, as a miscalculation = a toasted assault group. Some players prefer melta and plasma, but I beleive such thoughts are heretical.

E. Dreadnoughts are cool. Nothing new here, just to say.

F. My personal opinion is that Terminators are also required by law, but the other Sally player in my area is a be-atch and disagrees. But he uses GK's instead. I don't like the S. Bolters and Powerfists, and usually max out on Heavy FLamers and Thunder Hammer dudes, a squad of 5-6 is optinum.

G. Oh, and the extra turn can be a real life saver.

Offline Ranger Astheria

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Re: Which Chapter Should I Choose?
« Reply #12 on: November 28, 2003, 10:52:54 PM »
Nice job Valkor I'll add some of that to Erenthal's bit.

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Offline JamesBot 9000

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Re: Which Chapter Should I Choose?
« Reply #13 on: December 8, 2003, 11:56:11 PM »
Blood Angels

1. Black Rage/Red Thirst - Both an incredible strength and glaring weakness. Extra cc bonuses, but heavy weapons are nearly useless.

2.  Death Company - C'mon, who doesn't like psychotic warriors who literally fight until hacked into tiny little pieces?

3. Librarians - Their power increases the already formidable BA cc skills.

4. Dreadnought mania - Like Dreads? BA can take SIX! 3 normal, 3 of their unique Furiosos.

5. The need for speed! - BA have upgraded engines on thier Rhinos/Razorbacks, allowing them to get into cc even quicker.

6. Up up and away! - BA can get a lot more jump-pack equipped units than other Chapters, again getting them into cc quickly.

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Offline Anderz

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Re: Which Chapter Should I Choose?
« Reply #14 on: December 10, 2003, 06:27:13 AM »
ahh finaly, some good posts in this fourom...

I was last in here, when the EoT campain was on.

then i kinda took a breake to warhammer and this Fourom, as Colonel Commisar Ghostmaker did a while.

Anyway i still love my Ultramarines, there in nothing as nasty when you use Deathwhatch kill team against Niids or Orks.

They also Have the niid Hunters, guess what they are too.


Also they Include some of the coolest marine fluff ever!!! ;)


For the Greater god
For Roboute Guillime
And for the kings of dead
For settra!!!


about 3k Ultramarines
about 1k Tau
about 1k Tomb kings

Special charachters Farsight O'shava (he rul'z) Lord Macragge(cool model) And TQ Khalida(she rul'z, why ain't she have the rule farsight has)

may the dead live long and prevail......

Offline M.G.SMurf

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Re: Which Chapter Should I Choose?
« Reply #15 on: December 11, 2003, 03:50:06 PM »
Learn how to become deadly, with
Raven Gaurd

They're good, but are a hard chapter to use. You need a keen eye for weaknesses and a good idea for what your units can do. Your armylist must be tuned the right way. So why are they deadly?:

Raven Gaurd have high mobility, with abillity to deep strike accurate and with the help of scouts they can also deep strike fast. You can deep strike a lot for less, thus you get the capability to put units where you need them. You even have an alternate option for your command squad to wear lightning claws and jump packs, thus enabeling them to hit fast and hard.

Also they have some grudges against some Choas, leveling your chances against these spawns of evil.

Lastly they have a small drawback. Full out devestation, holding the hill while shooting and these kinds of actions are a lot harder with Raven Gaurd. Because they are so specialized in what they do, their Heavy Support is limited.

So if you choose this chapter, you need patience and a keen eye. Pratice until you have it, and then you are very hard to defeat.

Greetz,
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Offline Ranger Astheria

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Re: Which Chapter Should I Choose?
« Reply #16 on: December 12, 2003, 06:17:12 PM »
Very nice MG Smurf, a little spelling editing and we're done, we've got quite a compilation going here.  This will be useful to all our members who are searching for a chapter.  BTW, Dangonblane, we know you want to write the templar part. ;)

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Offline Archon Nickienog

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Re: Which Chapter Should I Choose?
« Reply #17 on: December 31, 2003, 09:28:45 AM »
ok i got one for our beloved Black Templars... ;D

How about fanatical spacemarines in black and white armor? Have u ever wished there was a close combat oriented version of the Dark Angels? Black Templars are DA way to go!

First of all there are many cool features i wish to point out to u newbies i'd prefer to call u 'neophytes' ;)

Painting and modelling:
Black and white may sound pretty dull, but if you've seen a nicely painted Black templars army u must admit it is so damn cool you might as well start one! The black templars are fanatics that like to decorate their armor with books strapped onto their shoulder plates, sometimes spikes or painting inscriptions and lots of gibberish on their armor. which gives you loads of conversion possibilities

Weapon Options:
this chapter has loads of both ranged and CC weapon options for most squads, the normal tactical squads can be given a heavy weapon as a firesupport role, or be given a power fist/power weapon and meltagun for a flexible assault unit. These squads can number up to 15 men, 10 space marines and 5 neophytes [newbie marines in scout armor with bs and ws 3] this is what the land raider crusader is made for, carrying the full black templar squad, or up to 8 terminators!

The assault Squads have quite a range of CC weapons to choose from. 2 can be armed with power weapons, powerfists or plasma pistols. you can also give them stormshields that although takes the +1 attack for 2 cc weapons away gives them a 4+ inv save in CC. which is a good trade for ony 3points!

one of the few disadvantages to the options in this army is that the emperor's champion, a 105 pt dude that duzent even take ur HQ slot must be fielded. he also steals ur High Marshal's precious iron halo!
the 2nd disadvantage in army options is that we dont have the beloved devastator Squads! now that hurts i know but there are other things which can be used..

Special Rules: Black templars have loads of special rules, most of them having to do with close combat. :D
they are very famous for 'Falling back forwards' If youare intent on charging the enemy, u would hope to fail ur Ld test from fire casualties! to make further use of this capability, make a chaplain or any kind of Marshal or the Emperor's champion himself join a squad of urs. everytime they fall back forwards they get 3d6 [pick 2 highest] sweeping advance distance or 4d6 pick 3 highest for jump packs. because they have purity seals.

furthermore the blacktemplars also have wows, a set of special rules that u choose 1 before a battle, the most useful one is where u hit on a 3+ regardless of WS in CC, which some even call cheesy, but it also has its weaknesses..

thats about it for the Black Templars! ;)


Offline Ranger Astheria

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Re: Which Chapter Should I Choose?
« Reply #18 on: December 31, 2003, 06:48:39 PM »
Good stuff, snot, BTW I've added FearTheReavers link in as well.

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Offline Cutlass442

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Re: Which Chapter Should I Choose?
« Reply #19 on: February 8, 2004, 10:07:54 PM »
I play ultramarines, and you guys make me feel bad.... (looks jelously at DA info)

but, what are the BAD parts of those armies?


 


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