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23rd December 2011 00:13 #1
Warphead VS Black Templars- quick question
Hey, am i right in believing that if i have a psyker in my squad all units of a Black Templar army HAVE to move towards him?
The reason i ask is i am sick of playing someone who plants his army at the opposing side of the table and does not move
, but barrages the boyz with a downpour of cyclone missiles. I am wondering if this can be avoided by adding in a Warphead and forcing him to move (hopefully preventing him from using these cyclone missiles).
Thanks in advance
Xan
There is a peace that can only be found on the other side of war
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23rd December 2011 00:38 #2
No, not necessarily. They have a Vow, that they have to pay for, though it's the cheapest one, in which if there is a psyker present on the board, they get an extra movement before the game starts, before turn 1, which must be made in the direction of the psyker.
Typically though, BT players don't take that vow.
I do agree however that those are indeed boring games. What I would do, is take the largest LoS blocking pieces of terrain, place it in the center, and make a blind spot where he cannot see and you can move up peacefully.
Good judgement comes from experience, alot of that comes from bad judgement
[quote="Tahaal"]And AoB, git ova' 'ere. I want to make love to you.
[quote="The_Peacemaker"] Everytime he uses it I look away.
[quote="LT Claws"]EDIT: Dude Angelofblades you said it all. You=Awesome
[quote="spruecutter"]may whatever diety you worship bless you AoB.
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23rd December 2011 09:28 #3
Well obviously he thinks he has found a real nasty big huge weakness and is doing all he can to exploit that. Lets face it - the lad is a lazy git. Add as much terrain to your advantage as possible. Marines are insects and Orks are Gods
remember that and have a merry little christmass ...... wooops! sneaky Squig arrested (
)
Cheers
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23rd December 2011 10:07 #4
2 Things I can recommend, only 1 I've tried myself and the other just seems good from battle reports.
Koptas! (Or something similar) I don't know how many fast attack you have free but the only ones I use at the moment are Deffkoptas. In groups of 1-3, they are nice and manouverable and serve a pretty damn good job of getting in the way
I Just tend to fly them round, possibly providing cover saves if they are ignored, and taking pot shots at squads such as termies with my rokkits. I found that they have the firepower to kill their fair share of units, and by doing so the enemy likes to focus fire on them. I'm currently fielding 3 squads of 1 (They're my only FA models atm) but they're very effective! If they decide tehy want that pesky kopta out the way, they have to unload an entire squad of fire onto the 1 model, with the other 2 flying around. This lets your walking mobs get some extra ground and keep their numbers high for reaching them.
The one I'm just itching to try out is Kommandos. Either keep the points low and use them mostly as a distraction that calls for immediate targeting, letting your stuff run even further, or one combo i've seen work well is Snik+MDGrot in with a mob, and watch as thy tear through a few groups, take fire to the face and save it with invulnerable saves!
Hope it helps
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23rd December 2011 12:37 #5
Thanks for this, i actually have a few Deffkoptas which i havn't used much, primarily because they have been on the painting table waiting for final touches. I think they may have to forgo the final "make over" and get their butts into gear.
I shall also think more seriously about using terrain a bit more, to my advantage.
Thanks, oh and merry xmas to you all (do Orks actually have a Xmas? Or maybe 2! One for Gork and one for Mork)

There is a peace that can only be found on the other side of war
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23rd December 2011 13:45 #6
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25th December 2011 23:41 #7
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