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A little update...

7/8/2012

13 Comments

 
So I've gotten about 10 games under my belt now in 6th Edition and I'm starting to see little patterns develop.  Nothing mind-bending, or terrible, mind you.  Just little things that we'll need to either watch carefully or take full advantage of going forward.  I'll be getting into those things as time goes on.

This update, however, is simply to notify those that have emailed about me contacting Games Workshop...I have done so this morning.  I was pretty thorough and we'll see if any of this makes an impression.  I talked about needed FAQ clarifications (about a dozen right now), the state of the Black Templars (rules/fluff), and how we perceive the company feels about the Black Templars.  I'll let you guys know if I get a legitimate, non-corporate speak response.  But more likely, we'll at least get some clarifications done in a revised FAQ.

Next, please note that the BT 101 guide will be slowly updated as I have the time to do so.  For the time being, more time will be spent updating my lists and doing analysis via the blog.  However, as I put the finishing touches on the guide, I'll let you know.

Lastly, I'd like to know what you'd like to see first?  More lists?  Analysis on our units and/or rules?  How we build effective armies in the new edition?  Something else?  Let me know.  There is lots to talk about, but I'd rather start with stuff that people want first.  ;)
13 Comments
grimmy
7/8/2012 05:14:08 am

I would like to know your input on grimaldus; since he spreads the chaplain abilities to nearby units would that be a viable HQ choice now?

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Marshal Laeroth (Admin) link
7/8/2012 05:59:07 am

Here are the clarifications I felt were critical. While this does not constitute everything I mentioned to GW as far as updates, these are things that NEED to go into a FAQ immediately.

1) With the introduction of the Snap-Fire rules, we have some wargear counter-actions that need to be addressed. Specifically, how the Black Templars' Signum works in conjunction with Snap-Fire. With the way Snap-Fire is worded, it forces an unit to fire at BS1. However, does the Signum override this by allowing that particular model to fire at BS5? Neither the Snap-Fire rule or the Signum clarify which takes precedence. You can find this type of problem throughout several codices.

2) To go along with the first question, can vehicles fire ordnance weapons after moving cruising speed (i.e. Vindicators)? The Snap-Fire rule says that no ordnance weapon can be fired as such, however, the Ordnance rules themselves say it applies to "non-vehicles" only. Which is the correct ruling? And if these vehicles are allowed to fire snap shots, does the Black Templars "Power of the Machine Spirit" override the BS1?

3) The Land Speeder Typhoon Missile Launcher rules were removed from the FAQ. While the reference sheet in the back of the rulebook give the updated rules, it is commonly played that the FAQ and codex take precedence. Thus, our Typhoons are downgraded to the Twin-Linked Str5 AP5 Blast weapon once again. An re-update would be appreciated. :)

4) Because of the wording in the Black Templar's Drop Pod Assault rules, and how the FAQ was written, it removed the ability of the Black Templars to take Drop Pods in our armies because the unit entries in the codex didn't give us that option. This needs to be fixed please.

5) In shooting, "rending" activates as an AP2 weapon. However, the rules are not so clear when in close combat. With the change of how weapons interact with armor in assault, knowing if the "rending" special rule grants AP2 in close combat as well is going to be very important.

6) How does the BT Vow "Abhor the Witch" interact with the new "Deny the Witch" rule? Do Black Templar players get to take both saves against Psychic Powers (and if so, which order)? Or is it only one of these rules?

7) Which takes precedence in the FAQ for "Abhor the Witch" consolidation move: Before or after Scout moves? There are two conflicting clarifications in our FAQ that say both things.

8) Can a Commander and/or Chaplain in the BT Codex take a Terminator Command squad without taking terminator armor as an upgrade themselves? By the wording of the "Black Templars Characters (Pg. 22)" rule, it is allowed. However, a more concrete ruling would be appreciated.

9) Are upgrade specialists in the BT Command Squad (e.g. Apothecary) considered "Characters"?

10) Do the weapons selected out of the Black Templar armory that say two-handed rob you of the ability to benefit from rage (via "Accept Any Challenge" vow)?

11) Can Independent Characters on bikes join units without a bike?

12) With the common practice of updating wargear options to the new rules, why does the Black Templars Bike entry still disallow Characters to ride a bike if taken with a command squad? Every other Space Marine chapter has this ability and allowing the Black Templars to take Command Squad bikers will be a boon.

13) Righteous Zeal requires that a player move towards the closest enemy unit if the moral check is passed, stating that it is identical to the Consolidation Move in the rulebook. However, the Consolidation rules state that this movement can be made in any direction. Which requirement is correct?

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Algesan link
7/8/2012 07:36:43 am

Well, #1 is clearly codex overrules rulebook (pg 7 of rulebook), but anyway, yeah, there are lots of things going on, not just for us that need fixing.

List churning needs to be done and I have several with variations that might inspire more thought. My problem: I cannot find any lists with "zing" to them and several of the changes to special rules and (IMO) unnecessary changes to the our codex directly preclude the option of going with what I consider an acceptable "hammer" list. I did find a list with two variations that looked good to me using Drop Pods by going old school (Dreadnaught Elites and no Terminators), with the option to suicide drop a couple of the Dreadnaughts (or their empty Pods), but...they are illegal now as you noted above.

IMO, they should just pull the RZ rule until they get a clue what to do with it. It is still a variation on the Righteous Mild Enthusiasm because it neither forces us to move nor gives us anything real for having to make the check. It is just an easier way to have a chance to rout Black Templar units mostly and occasionally a way to get a useful few inches of movement.

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Piperi
7/8/2012 07:37:54 am

I would like to see your analysis on our units and how to build effective armies in 6th.

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DasPanzerIstUber
7/8/2012 10:27:51 pm

I would like to know what role and wargear you think is most appropriate for our Crusader Squads now. Should give us a firm foundation to work up from. :)

Reply
Algesan link
7/9/2012 03:29:10 am

Tactical Squads without Sgts. Right now, get out as cheaply as possible, so something like a Las/Plas (or Las/Flamer, the flamer is about 5% better in overwatch situations vs MEQ) at 101 does that. The problem with it, shooting a single Lascannon is like shooting a single ML, MM or Meltagun...you miss 1/3 of the time.

Pretty much, I don't see much change from 5th on the missions.

@Marshal Laeroth: I was just wondering as I'm sitting here working through lists...<plants tongue firmly in cheek>...would you mind seeing if when they fix the entry in the FAQ for page 39 about the Typhoons, if we could just, kinda sorta, maybe, accidently-on-purpose have the top FAQ entry for page 39, ummm, disappear?

<carefully doesn't bring up that he can get a deal on a bunch of jump pack Marine models and has lots and lots of shields from other kits for kitbashing>

;)

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Marshal Laeroth (Admin) link
7/9/2012 02:53:42 pm

Accidentally, of course. :P

Rathalas
7/9/2012 02:55:22 am

I am trying to nail down a list with a little fluff to it. First, the IG allies will be on the table facilitating long range fire, then the BT army comes in on Drop Pods to "rescue or defend" the IG. Maybe some would be in Rhinos. I would like to incorporate a "feel" in my army. Maybe like Armageddon.

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Algesan link
7/9/2012 12:39:14 pm

Fluff? Okay, it was rattling around in my head for the last week or so and you inspired me to write it down:

http://algesansblog.weebly.com/2/post/2012/07/a-communique-to-the-high-marshall.html

Reply
Th!rdeye
7/10/2012 05:34:05 pm

Could we get some Black Tide lists/thoughts? Templar bubble? Something for our crusaders that isn't MSU? Grey Knights allies?

Stuff for us casual/semi-competitive guys is nice. 1000, 1500, and 1850. :)

I think i had a Templar bubble down but Tau showed me how easy it is to kill 400pts of Termis.... :(

Reply
Algesan link
7/11/2012 05:53:37 am

Black Tide?

3x 10/10 melta, BP/PF, rest BP/CCW [855]
1x EC-ATW [110]
2x Reclusiarch, Crozius, Rosarius, BP, Frags [194]

There is a decent core right there with the ICs out front to use LOSir to spread the pain to the Neophytes. Hopefully they have a psyker so you can use the Witch move to get started across the board. Now hang on various Bikers, Speeders, Terminators, Predators and Vindicators to fill it out.

Reply
DVK
7/12/2012 06:17:33 am

I agree with Piperi, an updated unit analysis would be a sweet read imho.

Reply
Marshal Laeroth (Admin) link
7/12/2012 04:58:22 pm

That's good, because that is what I'm currently working on. I was hoping to get a post out today on it, but I didn't finish. Got bogged down IRL, and with emails, so it wasn't possible. Fortunately, I got most of the emails out of the way today...just have 5 or so left to reply to. :)

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