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How do I take Out a Black Templar Command Squad?


Brother Anders

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Hello Brothers,

 

I've been playing my Friend (a Black Templar Player) and I cannot for the love of the Emperor, Kill his Command squad. I've only won once, and that's because I refused to go any where near it. But thats not the case on small boards or objective games.

 

He has 3 HQs (Chap, Marshall, and E. Chap) with 5 other marines. I've thought about employing Melta guns for Instant kills, but I only have one in my army. I did come close once, with only his Marshall remaining, but they chewed through the rest of my army first and was getting bombarded by my "dev" terminator squad when the 7 turn ended.

 

Any thoughts?

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really - deal with it like any other deathstar, vindicator, Autocannon/lascannons predator, plasmaguns or even a dev squad with 3 plasmacanons... Dont play his game (h-to-h) unless you are playing BA's or GK's and can hit him with enough PW attacks at higher Initiative... Or feed him a 5-man scout squad every turn and laugh at him as his 650-odd point unit kills 150 pts of scouts over an entire game...
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Like others have said, shoot them off the board.

 

Does he footslog them? If so shooting them off the board is easy. If they're in a Rhino it's slightly more difficult, a Land Raider and I can see where the problems come in.

 

As others have said, plasma, Vindicator, krak missiles, mass melta, mass bolter fire, any and all will work. Or Hammernators.

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FYI, page 31 of Codex: Black Templars states

 

Always an Independent Character: The Emperor's Champion always fights as an Independent Character and may never lead, join or be attached to a Command Squad.

 

Beyond that, they're Marines with 3+ armor, and maybe some 3++ Storm Shields. They drop like flies to plasma, melta, sternguard, lascannons, vindicators, etc. Remember what negates his apothecary's Feel No Pain - S8+ weapons, AP1 or AP2, and power weapons/fists/hammers all deny him that 4+ FNP (assuming he takes the Apothecary).

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He doesn't have an Apothecary, but the normal boards we play on allow him to close in within 2 turns in a rhino, and I don't have most of those options. His HQ's alone have 8 wounds, plus the 5 meat shields (who are tough in their own right) Put that all in a rhino, and I do not have the firepower to take his squad out in 5 or 6 turns. Plus he is very lucky on saves.......... wait just saw Grey Paladin's post, thats gonna save me so much trouble. Thank you
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