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Miscellaneous Other Items

Kill Power

Kill power is the effectiveness of your forces at eradicating your foe in close combat. There are different ways of achieving this end. When described in terms of shooting this might be described as torrent of fire, which would be in contrast to armour penetration.

Kill power is made up of two main things; Kill quantity and Kill quality.

Kill quantity ~ the amount of wounding hits you can get verses your foe.
Kill quality ~ the amount of wounding hits that ignore armour saves.

Kill quality has a higher aspiration within itself, not only to ignore saves but to wound easily and to cause inta-kills.

Examples without Mathhammer:

Quantity; Crusader squads. These guys can pump out a good amount of accurate (75 to 89% to hit) attacks that wound often (50 to 66%). They don’t ignore armour saves.
These guys will reap a good tally against Ork boyz.

Point for point, Crusaders will put out even more damage than our feared Assault Terminators (with Furious Charge!) on the charge.

I think it was a Russian Military leader who said “Quantity has a quality all of it’s own”

Quality A; Assault Terminators with Pairs of Lightning claws. These guys can pump out a good amount of accurate (75 to 89% to hit) attacks that wound often (75 to 89%). They ignore armour saves.
These guys will reap a good tally against Marines.

Quality B; Dreadnought with Dreadnought close combat weapon. This guy can puts out a few accurate (75 to 89% to hit) attacks that wound often (83%). They ignore armour saves and cause instant death.  He will reap a good tally against Mega Nobz, other multi wound units and Independent characters.
Yet he will kill only as many grotz as he would Mega Nobz....

+++

Examples with Mathhammer.
Quantity; Crusader squads. These guys can pump out a good amount of accurate (75 to 89% to hit) attacks that wound often (50 to 66%). They don’t ignore armour saves.
These guys will reap a good tally against Ork boyz.

Point for point, Crusaders will put out even more damage than our feared Assault Terminators (with Furious Charge!) on the charge.

I think it was a Russian Military leader who said “Quantity has a quality all of it’s own”

*This scenario shows the Kill Quantity that cost effective Crusaders bring to the table top.

CRUSADER SQUAD ~ 10 Inititates (8 bp&cs, PF, Mg) + 7 Neophytes. = 255 pts.

Crusaders volley and assault.

9 bs 4 shots, 7 bs 3 shots. 5.94 + 3.5 = 9.44 hits
4.72 wounds.

1 Mg shot, 0.66 hit, 0.55 wounds.

Shooting total = 5.27 wounds.

26 AAC A, 19.5 H.
21 ws3 A, 10.5 H.
= 30 hits.
15 wounds.
12.5 failed saves.

TALLY = 17.77 dead Orks.

2 Choppa boyz attack.
6 A, 3 H, 1.5 wound, 0.5 dead Initiates.

2 PF AAC A, 1.5 H, 1.25 dead Orks.

Crusaders win combat by 12. They killed 19 Orks and lost 1 Initiate.

20 Choppa boyz volley and assault.
20 shots. 6.6 H, 3.3 W, 1 failed PA save.

15 AAC A, 14 ws 3 A, = 11.25 + 7.5 = 18.75 H
9.38 W, 7.8 failed saves.
8 dead Orks

48 A, 24 H, 12 W, over 16 BT. 8 PA saves = 2.64 dead PA. 4 SA saves = 2 dead Neos.
Tally = 3 dead Initiates, 2 dead Neos.

1 AAC PF A, 0.75 H, 0.63 W, 1 more dead Ork

The Orks killed 4 Initiates + 2 Neos and scored 5 combat res. BT killed 8 Orks.
*3 Fearless armour saves on the Orks.

SUMMARY:
Crusaders charge; 19 v 1 - ratio = 19
Boyz charge; 8 v 6 - ratio = 1.33

Assault Terms charge; 14 v 1 - ratio = 14
Boyz charge; 8 v 2 - ratio = 4

Sword Brethren PA charge; 17 v 1 - ratio = 17
Boyz charge; 7 v 4 - ratio = 1.75

That means Crusaders kill the most on the charge but suffer the most when charged. Assault Terms take the charge very well.

***

Quality A; Assault Terminators with Pairs of Lightning claws. These guys can pump out a good amount of accurate (75 to 89% to hit) attacks that wound often (75 to 89%). They ignore armour saves.
These guys will reap a good tally against Marines.

*This scenario shows the Kill Quality that power weapon equivalents bring to the table top.

5 Assault Terminators with Furious Charge ~ 4 LC pairs, 1 TH & SS: 215 pts
8 PA Sword Brethren with Furious Charge ~ Lightning claws & THons. Power weapon & THons: 212 pts.
10 Initiates ~ Power fist, Melta gun + 3 Neophytes: 215 pts.

*whoever can, has taken Bp&Cs. All BT have AAC vow.

I have chosen Eavy armour and FNP as it grants an effective 75% saving throw. The Nobz are all equipped the same for convenience.
NOBZ MOB; 6 Nobz, 1 Painboy (grants Feel No Pain): 205 pts.
Eavy armour.

ASSAULT TERMS ASSAULT NOBZ.

16 LC A. 12 H. 10.68 W; 5 dead Nobz + 1 wounded.
2 Nobz Attack. 8 A. 4 H. 2 W. 0.334 failed saves; probably none failed.
3 TH A. 2.25 H. 1.87 W ~ which happens to be 2 insta-kills

*** Wipe-out!
13 v 0.

NOBZ VOLLEY AND ASSAULT THE TERMS.

7 shots, 2.31 hits, 1.15 wounds, 0.19 failed saves; probably none failed.
Nobz get Furious Charge bonus. Simultaneous hits at i4.
35 A, 17.5 H, 11.55 W, 1.92 failed saves; 2 dead LC Terms
12 LC A. 9 H, 6.75 W, 3 dead Nobz + 1 wounded.
2 TH A, 1.5 H, 1.25 W ~ 1 insta-kill.

*** 2 dead BT v 4 dead Nobz ~ Morale check at 2 - 8 = -6 on Ld 7....
8 v 2.

SWORD BRETHREN VOLLEY AND ASSAULT NOBZ.

7 bp shots. 4.62 h. 2.31 w. 0.58 failed 4+4+ saves; 1 wound.

18 A, 13.5 H, 8.91 W. Saveable. 2.23 failed saves.
4 PW A, 3 H. 2 W. No saves.
4 LC A. 3 H. 2.67 W. No saves.
6.9 wounds inflicted
3 dead Nobz + 1 wound on the wounded Nob = 4 dead Nobz.
3 Nobz attack. 12 A. 6 H. 3 W. 1 failed save.

***1 dead BT v 4 dead Nobz ~ Morale check at 1 - 7 = -6 on Ld 7....
8 v 1.


NOBZ VOLLEY AND ASSAULT SWORD BRETHREN.

7 shots, 2.31 h, 1.15 w, 0.38 failed saves; probably none failed.
Nobz get Furious Charge bonus. Simultaneous hits at i4.
35 A, 17.5 H, 11.55 W, 3.81 failed saves; 4 dead SB.

12 bp&cs A, 9 H. 4.5 W. 1.125 failed saves.
3 PW A, 2.25 H. 1.125 W.
3 LC A, 2.25 H. 1.69 W.
4 wounds inflicted.
2 dead Nobz.

***4 dead BT v 2 dead Nobz ~ Combat drawn.
4 v 4.

CRUSADERS VOLLEY AND ASSAULT NOBZ.

9 bs4 bp shots = 6 hits, 3 bs 3 bp shots = 1.5 hits
7.5 hits. 3.75 wounds. 0.93 failed 4+4+ saves; 1 wounded Nob
1 Mg shot, 0.66 h, 0.55 w; 1 insta-killed Nob.

9 ws 3 A, 4.5 h
26 AAC A, 19.5 h
24 H, 12 W, 3 failed saves; 1 dead Nob and 1 wound on the wounded Nob = 2 dead Nobz.

4 Nobz A, 16 A, 8 A, 4 W, 1.33 failed saves; 1 dead Initiate.

2 AAC PF A, 1.5 H, 1.25 W, 1 insta-killed Nob

*** 1 dead BT v 4 dead Nobz ~ Morale check at 1 - 4 = -3 on Ld 7....
6 v 1.

NOBZ VOLLEY AND ASSAULT CRUSADERS.

7 shots, 2.31 h, 1.15 w, 0.38 failed saves; probably no failed saves.

Nobz get Furious Charge bonus. Simultaneous hits at i4.
35 A, 17.5 H, 11.55 W - [9 saves v Initiates and 3 v Neophyte] 3 failed and 1.5 failed; 3 dead Is + 2 dead N.

6 ws 3 A, 3 H
17 AAC A, 12.75 H
15.75 H, 7.88 W, 1.97 failed saves; 1 dead Nob.

1 AAC PF A, 0.75 H, 0.62 W; 1 insta-killed Nob.

*** 5 dead BT v 2 dead Nobz ~ Combat lost by BT 3-5 - 2 fearless saving throws.
3 v 5.

Charging:
Terminators 13 v 0
Sword Brethren 8 v 1
Crusaders 6 v 1

Charged:
Terminators 8 v 2 (killed 205 pts & lost 86 pts of BT = 238.4%)
Sword Brethren 4 v 4 (killed 100 pts & lost 76 pts of BT = 131.6%)
Crusaders 3 v 5 (killed 75 pts & lost 68 pts of BT = 110.3%)

I think this post is a good counterpart to the versus boyz one. It demonstrates the kill-quality Terminators have. I don't think SB are exactly in between the two but can fit in a Rhino and get to Sweeping Advance and you can fit more quality into 10 SB than 10 Crusaders.

Horses for courses I think.

Sword Brethren, with this Codex, won't be chosen by me. I don't think they have enough power to justify dropping a TROOPS choice. Also running an IC or Dread with Crusaders masks their lower kill-quality enough that it offsets it, IMO.

Smoke Launchers and Extra Armor

These are things that have translated across from 4th to 5th ed. quite well.  They are very cheap and yet can keep our Armour functioning beyond what they should.

Extra armour.
Whilst not perhaps the steal that Smoke seems to be, it does change Stunned to Shaken. Changing a ‘2’ to a ‘1’ is not a spectacular, but it is radical.

You still can’t shoot, but you can move.

Being able to zoom a tank 12” and pivot, instead of being stuck, can get your not firing tank out of harms way, which could include a charging powerfist, a half range Melta shot, or put you into cover so you are obscured, or completely out of TLOS!

Moving vehicles are harder to hit in close combat, infinitely more so than one that cannot move.
Being able to pivot means you can present your better front (perhaps even side) armour to your foe.
Take a Vindicator for example; the difference between AV 13 and 10 is worthwhile, I think you’ll agree.
That then gives you a better chance of not being glanced/penetrated in the foe’s next turn, which helps to bring the guns back on line.

A mobile tank can ram and tank shock, and contend a held objective.

Transports perform several roles;
1] protection for the occupants from small arms fire.
2] obstruction from shooting and charging for their disembarked unit.
3] locomotion for their embarked unit.

Extra armour helps the Transport do all three of these things better.
1] keeping moving reduces the amount of turns a unit has to foot-slog to cover the distance.
2] a mobile transport can still screen it’s unit from shooting, and also provides moving cover to other men (such as Assault Marines, Bikes, etc.) and tanks.
3] moving 12” a turn is speedier and safer either A] not moving! or B] moving 6”+ run d6”+ d6” righteous zeal* and none of your guys are dying.

*Which assumes you haven’t failed your RZ test and are now heading in the opposite direction you had hoped for.

A Dreadnought is usually, depending on load out, a unit that is good at shooting and in close combat.

If your Dreadnought is just about to, or already has, suffered from some serious shooting, the safest place for it is in close combat. Extra armour lets it cover at least 6” + d6” into a good obscured position or 12” into cc.
Many popular Dreadnought load outs are short ranged (24” gun and flame template). This makes kept mobility crucial in getting effectiveness from them, even if they deploy by pod.

Being able to charge into close combat to rescue a Crusader squad from something terrible, or charge that tank with 3 s10 hits, or lock that shooting unit (now they are useless) or melee unit (which are now tar-pitted) into close combat are all potential game changing moments.

Extra Armour gives you all these things.

+++

Smoke launchers.
Due to 4th ed. rules, we manage to have the effect of the Smoke and gain benefit from whatever cover we might be in.

Ultramarines would get a 4+ cover save, which is nice, but you can’t use the Smoke save and the Cover save.

Black Templars can use Smoke and then Cover save.

Penetrating hits count as Glancing. Excellent.
-2 to the damage tables. That makes the Destroys impossible (unless hit by a +1 damage roll shot such as a Melta) and turns 4 of the 6 possible dice rolls into Shaken instead. (because you have now taken Extra armour, right?)

That adds some useful longevity to your Armour.

When to smoke?
Your might have landed your Podding Dreadnought into a vulnerable position (either by bad luck or by choice). Deploy your Dreadnought behind the pod, for the cover save, and smoke.
Next turn you can move and assault 12” in that other cover - close combat!

Your lead vehicle, when you are Rhino rushing, pops smoke. It will keep zooming even if it takes glancing/penetrating hits.

Turn one after zooming 12” is a good time to use it, you are nearly guaranteeing another 12” next turn.

Your Vindicator or Dread had it’s main gun destroyed, move at full speed to where ever is the best position and pop smoke. They will probably survive next turn, which means they can assault, tank shock/ram and get in the way of movement and provide cover as needs be.

If ever you need to relocate a shooting tank (perhaps some powerfists are nearby) then haul 12” and pop smoke. If you are not shooting, you might as well be well protected.

What can give you a cover save so you can use Smoke at the same time?
Your own army can. Zoom thse Bikes in front of your Rhino. The bikes turbo-boost gives them a 3++ save whilst giving the behind Rhino a 4++ save, plus Smoke.
I’m not saying that scenario is ideal, what I am trying to say is that you can get cover from many other sources, which means not having it come from Smoke does not really matter because you can manufacture it in other ways.

Smoke can turn something that has become useless into something useful, keep things moving and keeps things safe.

Editor's Note:  Smoke Launchers and Extra Armor are compulsatory for our transports.  Our Heavy Support units can get away without them, as they are likely out of range or have front armor facing the enemy.  Dreadnoughts need Extra Armor at the very least and Smoke Launchers are useful as points allow.

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