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*** STILL NEEDS TO BE UPDATED TO 6TH EDITION! ***

Assembling Your Crusade

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To begin this section, I'd recommend reading the BT Model Guide on the B&C Forum.  This highlights the best sources for our models and does it in such a way that I cannot really do it any better.  So, to start off, you should read that.  Unfortunately, it doesn't examine the best ways to start off your army.  That is what I'm going to do on this page.

This section is going to assume you are building the first list found in Part Two.  Once again, this list is not designed as the best tournament list possible for the Black Templars.  It is simply a template for you use.  Edit it how you will, but remember Part Two's principles.  Duality and balance!

This section will be look at building this army in 500 point sections, much like an Escalation League would have you do.  This also cuts down on your expenses.  Because we have a set list we're building, the points might be a bit off until we fill the last pieces of the army.  Of course, remember that you can change the list, the discussion regarding what to purchase first in your personal army is the important thing to take from this article. 


For simplicity sake, here is our 5th Edition list:

Marshal: Lightning Claw, Storm Shield, Holy Orb of Antioch, Melta Bombs, and Frag Grenades -- 131
Emperor's Champion -- 140
Assault Terminator Squad (5 terminators): 3 pairs of lightning claws, 2 sets of Thunder Hammers and Storm Shields, and Land Raider Crusader w/ Smoke Launchers -- 483
Crusader Squad (7 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor -- 215
Crusader Squad (7 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor --  215
Crusader Squad (8 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor --  231
Land Speeder w/ Heavy Bolter and Typhoon Missile Launcher -- 70
Land Speeder w/ Heavy Bolter and Typhoon Missile Launcher -- 70
Land Speeder w/ Heavy Bolter and Typhoon Missile Launcher -- 70
Predator w/ Autocannon and Lascannon sponsons -- 125
Predator w/ Autocannon and Lascannon sponsons -- 125
Predator w/ Autocannon and Lascannon sponsons -- 125

The First 500 Points

As I mentioned elsewhere on this site, the Black Templars do not scale well until after the 1000 point mark and start coming into their own at about 1500 points.  I just want to point it out now, especially if you only plan to design small sized armies with the Black Templars.  If that is what you're going for, I would suggest not spending the money on models until we get a new codex.  You just can't field enough on the board to be successful against other new armies at low points levels.  Our stuff is too expensive and specialized for these games.  As a result, you might find yourself losing more than you win until you build to those higher points games.  But I implore you, this is normal and hopefully you trudge on through to building your army to larger sizes.  Do not despair.

We really don't get much to work with, but one thing is for sure, we need two troops and one HQ unit.  This is the core of your army, and you'll be working up from this in the future.  So that means you have to decide whether or not to purchase the Marshal now, or wait until higher points levels.  Personally, I would just get the Emperor's Champion now, as you'll need him in the next 500 points anyway.  You can use him as your HQ, and those vows will give you a much needed boost to an underpowered army at this points level.  This is how I would build the first 500 points and after, I'll discuss why:

Emperor's Champion -- 140
Crusader Squad (5 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers --  178
Crusader Squad (5 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers --  178
Total: 496

The reason I opted for this section of the list, is that you have the Emperor's Champion already built into your list as I've already mentioned.  He gives you a significant bonus in close combat, and at 500 points, will be difficult to deal with.  Then you also have your required two troops squads in the form of 7-man crusader squads in rhinos.  At this low a points level, you won't get the maximum killy-ness possible from these guys, but you simply don't have the points to upgrade them further.  But remember, your opponent is also playing within the bounds of 500 points and will have similar problems.  This list has everything it needs to win a game:  mobility via the rhinos, close combat ability from the Crusader squads and Emperor's Champion, and anti-tank power in the meltaguns.  You will also have decent ability to defeat monstrous creatures with both the Black Sword and the power fists.

The other reason I chose this list is based on cost.  I didn't choose any units that I wouldn't immediately use.  That means our EC and both rhinos will find themselves in future lists.  In addition, you can minimize the purchases of troops to the EC, two Rhinos, a single tactical squad (or equivalent), and one box of scouts.  Now go paint up your army before you buy more stuff!

Building to 1000 Points

So you've played a few games, painted up your forces, and like what you see.  Good.  I'm glad you're on your way to becoming one of the elite in the Eternal Crusade.  However, that's all well and dandy, but it doesn't tell you what you need to know:  What to buy next.

There are two options here, and you can do either with reasonable success.  You can opt to build your army into an elite close combat force that features a decked out squad of Assault Terminators in a Land Raider Crusader.  Or you can build a more balanced army so that you're able to take all comers.  At this low a points level, either is a valid option.  There are deficiencies in each list.  The close combat "rock" army has the advantage of your opponent likely not having the firepower to deal with the assault terminators presence on the battlefield and they will likely wreck havoc.  However, if your opponent is able to handle them (Tau, Imperial Guard), then you'll have a wasted 500 points here.  The balanced list is able to take on everything thrown at you, but unfortunately, lacks a concentrated close combat threat you would like at this points level.  This will end up hurting you against some armies that you cannot reliably blast off the board.

So which route did I chose?  The threat of losing the LRC early game is too much of a problem for me, however unlikely it is.  So I went with the balanced army.  It is much more able to deal a wide variety of opponents, and provide you with a bigger array of battle plans.  If one fails, you also have the resources available to provide a backup option.

Unfortunately, this is where you start having to spend some money.  If you have an option for a discounted price either from Ebay, a local store's loyalty discount, online sources, etc, use them.  You will be purchasing a few vehicles in this part, and they tend to be on the higher end of price.

Emperor's Champion -- 140
Crusader Squad (6 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor --  199
Crusader Squad (6 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor --  199
Land Speeder w/ Heavy Bolters and Typhoon Missile Launcher -- 70
Land Speeder w/ Heavy Bolters and Typhoon Missile Launcher -- 70
Land Speeder w/ Heavy Bolters and Typhoon Missile Launcher -- 70
Predator w/ Autocannon and Lascannon sponsons -- 125
Predator w/ Autocannon and Lascannon sponsons -- 125
Total: 998

This will require a purchase of another tactical squad (or equivalent), three land speeders, and two predators.  Remember to ALWAYS magnetize your vehicles if they have alternate weapons options.  Check YouTube for instructional videos on how to do this.  The main one you'll be worrying about is the predators.

Adding these units will give you nearly all of the future fire support in your army right away.  You have plenty of anti-tank firepower in this list, with the addition of the fire support elements.  The Land Speeders and Predators are your dedicated AT support.   If your opponent is fielding more infantry than tanks, you have the heavy bolters/frag missiles on the Land Speeders to play around with.  This is especially important against Orcs and Tyranids.  They can also be used to contest objects that you are not able to capture.  Once again, be sure to paint up your forces before continuing your buying spree.  :)

Almost There:  1500 Points

Once again, you have a big decision to make here regarding the route of your army.  If you decided to go with the terminator squad in LRC last 500 points, then you simply add the 500 points that I did in the last section to your list to get to 1500 points.  However, if you went my direction, you will be tempted once more.  Do you add the LRC terminator squad or add additional fire support and troops?

Here is the problem.  The terminators are very good at this point, as you have lots of fire support to back them up and perhaps destroy your opponent's AT firepower, allowing you a clear shot into their army.  However, you are very low on troops if you go this route.  Two squads of troops is very risky, and the chances are that your opponent now has the weaponry to deal with them.  Or at the very least, minimize their use in the game (i.e. preventing you from using them to capture objectives).  Its not a sure thing, as you still have them protected in our rhinos and will likely end up in close combat, but its still a possibility you must consider.  But, if you add additional troops and fire support, you'll still be lacking a clear close combat element in your forces.  You'll getting to the point where close combat will make or break a game.  So its a delicate balance, and an important decision for you to make.

Once more, I opted to go the more balanced route here (starting to see a pattern here?).  While either option would have put you in an excellent position to win consistently, I felt that adding more troops would serve my purposes better.  The LRC terminator squad was still a risky move I am unwilling to make at this point.

Marshal: Lightning Claw, Storm Shield, Holy Orb of Antioch, and Frag Grenades -- 126
Emperor's Champion -- 140
Crusader Squad (7 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor -- 215
Crusader Squad (6 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor --  199
Crusader Squad (8 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor --  231
Land Speeder w/ Heavy Bolters and Typhoon Missile Launcher -- 70
Land Speeder w/ Heavy Bolters and Typhoon Missile Launcher -- 70
Land Speeder w/ Heavy Bolters and Typhoon Missile Launcher -- 70
Predator w/ Autocannon and Lascannon sponsons -- 125
Predator w/ Autocannon and Lascannon sponsons -- 125
Predator w/ Autocannon and Lascannon sponsons -- 125
Total: 1496

At this point, we've filled out our heavy support slot with another AT predator to help neutralize vehicles.  We've also added our requisite troops squad, and finished adding members to the other two.  Finally, a Marshal with a lightning claw and storm shield is added to the list to boost the CC-capabilities of one of Crusader squads.  He's cheap, durable, and provides a leadership of 10 to the entire army.  We're mechanized, but its nice to have nonetheless.  We're also going to bump up the sizes of the crusader squads.  They still are nowhere near the threat generated by a terminator squad, but we'll survive.  The additional troops squad is very important to the success to the army, as opponents will no longer be able to focus fire just those two squads.  This gives you much more time to neutralize their firepower.

This stage requires the purchase of yet another tactical squad equivalent and a rhino, one box of scouts, one predator (remember to magnetize!), and a Marshal.  Not too bad in the way of cost, but still about $110-130.  But look at it this way, your army is nearly done!  Now paint it.  :P

It All Comes Together:  2000 Points

Now the choices are limited.  But that is a good thing.  Again, if you opted to add in the LRC terminator squad before I did, just simply follow the instructions that I gave in the previous sections and you'll be finished with your list.  If you DID follow my list building, you simply add the assault terminator squad, a land raider crusader, and fill up the crusader squads.  Then you're done!


Marshal: Lightning Claw, Storm Shield, Holy Orb of Antioch, Melta Bombs, and Frag Grenades -- 131
Emperor's Champion -- 140
Assault Terminator Squad (5 terminators): 3 pairs of lightning claws, 2 sets of Thunder Hammers and Storm Shields, and Land Raider Crusader w/ Smoke Launchers -- 483
Crusader Squad (7 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor -- 215
Crusader Squad (7 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor --  215
Crusader Squad (8 initiates; 2 neophytes): 1 meltagun, 1 powerfist, and Rhino w/ Smoke Launchers and Extra Armor --  231
Land Speeder w/ Heavy Bolter and Typhoon Missile Launcher -- 70
Land Speeder w/ Heavy Bolter and Typhoon Missile Launcher -- 70
Land Speeder w/ Heavy Bolter and Typhoon Missile Launcher -- 70
Predator w/ Autocannon and Lascannon sponsons -- 125
Predator w/ Autocannon and Lascannon sponsons -- 125
Predator w/ Autocannon and Lascannon sponsons -- 125
Total:  2000

Now you have an army worthy of the Eternal Crusade!  Don't forget to paint it!  ;)

Next up, Part Four: Playing With Your New Army!

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