• Home
    • Links and Contact Page
    • Site Index
    • Site Primer
    • Kabal of Eternal Darkness>
      • Dark Eldar Army Lists
      • Dark Eldar Fluff
  • Laeroth's Blog
  • Forum
  • The Njesta Crusade
    • Black Templars Army Lists>
      • How to Use the "Defensive" Drop Pod List
    • Black Templars Tactics>
      • BT Unit Analysis>
        • HQ Units by Bigdunc
        • Troops Units by Bigdunc
        • Heavy Support Units by Bigdunc
        • Infantry-based Units by Marshal Wilhelm
        • Vehicle-based Units by Marshal Wilhelm
        • Miscellaneous Items by Marshal Wilhelm
      • Unapproved BT Tactical Articles
      • Laeroth's Battle Reports>
        • February 2012 -- Dark Star GT
        • August 2011 -- Nova Open Grand Tournament
        • October 9th, 2010 -- Misty Mountain Games RTT
    • Njesta Crusade Fluff>
      • Black Templars Background Literature
  • Black Templars 101
    • BT 101: Where to Start>
      • BT 101: Building Low-Point BT Armies
      • BT 101: Commonly Used Abbreviations
    • BT 101: Building a 6th Edition List>
      • BT 101: Building A Competitive 6th Edition List
      • BT 101: Building Another Competitive 6th Edition List
    • BT 101: Assembling Your Crusade
    • BT 101: Playing With Your New Army>
      • BT 101: Duality
      • BT 101: Tips For Beating Other Armies
    • BT 101: The Conclusion
  • Painting and Modeling
    • Black Templars Gallery
    • How To Paint Black Templars

Black Templars Unit Guide:  Troops by Bigdunc

Crusader Squads

Crusader Squads, are our only troop choice.  Fortunately, it’s an adaptable unit so no matter what kind of Templar list you’re building, you won’t feel angry for having to take them.

Crusader Squads have immediate wargear options with the minimum squad size of 5 Initiates.  Without having to purchase more bodies, Crusader Squads (CS) are able to equip 2 pieces of special wargear.  This is rare and considered by some to be one of the major strengths of our dated codex.  Due to its lack of bodies, these CS are usually equipped with heavy and ranged special weapons.  The popular configurations are:

  • Multi-Melta and Flamer
  • Lascannon and Plasmagun
  • Lascannon and Flamer

These configurations are usually used in conjunction with a list building approach called MSU (multiple small units).  This approach focuses on saturating the enemy with lots of small units usually riding in vehicles.  Each unit is almost ‘not worth killing’ in the eyes of the opponent because of it’s small size and duplicity.  Though individually insignificant, when fielded in mass their firepower can be deadly.

The Multi-Melta (MM) and Flamer is an MSU configuration that is used inside a Rhino to create a “MM Bunker”.  These numerous ‘bunkers’ are designed to speed into the midfield where the Rhino itself is used for blocking tactics and the shorter range of the MM and flamer isn’t a factor.  The melta threat bubble further complicates target priority for an opponent and the flamer gives this unit Duality.  This approach takes advantage of the vehicle damage chart to some degree.  A shaken result does not allow the MM to shoot (though the flamer can dismount to do so) but leaves the Rhino mobile to continuing blocking the enemy.  A weapon destroyed result is effectively ‘ignored’.  As for immobilization, hopefully the Rhino is in a blocking position and without a shaken result, the MM and flamer are able to fire.  Both destroyed results are a mixed bag.  Assuming pinning tests are passed, the MM will be able to fire from cover next turn, and the crater or wrecked vehicle creates difficult terrain in a choke point.

The Lascannon/Plasmagun (LasPlas) configuration is used in a fire support role and can be taken individually or with MSUs in mind.  In Black Tide lists a transport isn’t used while in Mech lists a Laserback (Razorback with a twin Lascannon) is usually fielded.  This unit’s position is behind the front line and is used to capture nearby objectives.  The unit can either be mounted inside the Laserback or work independently of it.  The plasmagun is taken instead of the meltagun because of its greater range and ability to kill both infantry and light armor.

The Lascannon/Flamer configuration is a versatile hybrid of the above two.  This configuration gives up the penetrating power of the MM for the range of the Lascannon.  If mounted in a Rhino it can act as a defensive ‘laserback’ or advance into the midfield to act as a blocking unit with Duality.  When paired with a Laserback this configuration is used as near-field objective holders.  Usually the CS will start dismounted to take advantage of the Lascannon, but can be mounted when mobility or anti-infantry firepower is more important than anti-tank firepower.

The traditional Crusader Squad is designed for close combat and fills a Rhino.  Usually seven to eight Initiates and two to three Neophytes are taken.  This unit is designed to rush forward in the Rhino and fight for the mid-field and will often times be supported by ICs.  A meltagun is standard for this squad as you want to be able to deal with armor in the midfield, especially transports whose occupants can be assaulted by the Crusader Squad.  Because this unit will be moving and in close combat, a power weapon is preferable to a heavy weapon, and there’s two choices:  powerfist or power sword.

The powerfist only provides one base attack but with Accept Any Challenge it’ll usually hit with a very good chance of wounding.  Against enemy ICs, the powerfist has the ability to instant kill.  It allows a CS to take down dreadnaughts or other walkers, though that isn’t an ideal use for a CS.  Lastly, the powerfist is great when assaulting vehicles since Black Templars have to buy Krak grenades (which is not recommended).

The power sword is not a bad choice, however, and is the better choice versus armies with Toughness 3 or small amounts of mechanization.  Mathhammer wise the power sword and power fist are about even, but the power sword has the potential to kill a maximum of one more model in a turn than the fist.  The power sword also strikes at I4 whereas the powerfist is at I1, which gives the power sword the ability to strike at or before the models that are about to kill it.

In my opinion, the powerfist is the better choice and becomes mandatory when the Crusader Squad is joined by a friendly IC.

Before we move on to larger Crusader Squads, I want to talk about 5 Initiate/5 Neophyte Crusader Squads (5/5 squads).  Since GW released the new rulebook FAQ in late 2010, Black Templars are able to Go to Ground voluntarily and if forced to Righteous Zeal, will move forward and act normally in the following turn.  This effectively gives every model in a Black Templars army access to free, ghetto ‘storm shields’.  In my opinion, this makes 5/5 Crusader Squads more viable.  Mathhammer wise, you lose half a kill moving from an 8/2 squad to a 5/5 squad.  That’s not bad considering you save 18pts which is just about the difference in points between our Rhinos and other Chapters’ Rhinos.

Increasing in size we get to a 14-man Crusader Squad that fits inside a Landraider Crusader (LRC) and makes room for one IC.  Putting a CS inside a LRC is not ideal, however, as the killing power that a CS deals doesn’t warrant such an expensive transport, even with an IC attached.  Sword Brethren units should be given LRC-priority over Crusader Squads.  At this size, a powerfist becomes mandatory over a power weapon as you don’t want your larger squad to get tar-pitted fighting a walker, especially with an IC attached.  The meltagun remains standard.

The final CS configuration is 10 Initiates and 10 Neophytes.  This is the core unit for Black Tide lists and is often led by a Chaplain.  A meltagun remains the standard special weapon choice and the powerfist is mandatory as, again, you don’t want to be tar-pitted by a far less expensive walker.

Crusader Squads can purchase Frag grenades, Krak grenades, and Crusader Seals.  Never buy the Crusader Seals, they aren’t worth it.  An attached IC’s seals work for the entire unit and that’s usually enough.  Krak grenades aren’t worth taking either.  Just use the powerfist.  That leaves Frag grenades which are always nice to have but not mandatory.  I rarely purchase these for Crusader Squads and haven’t found it to be a hindrance most of the time.

Bolters vs Chainswords.  Everything that isn’t a heavy, special or power weapon should be a bolt pistol and chainsword, but that’s just my opinion.  Larger, close combat Crusader Squads should definitely have chainswords.  As for the smaller, fire support squads, if you have bolters use them but you’ll be alright with chainswords.

Although Crusader Squads are good at close combat, they are far from being powerful.  For this reason, pick your assaults carefully and avoid the truly strong assault-oriented units that are found in the Elite or Fast Attack slots of most armies.  Ultimately, Crusader Squads fill three roles in a Black Templar army:  fire support, capturing objectives, and mutual support of ICs.  Use them in these roles and you won’t be disappointed with their capabilities.

Create a free website with Weebly