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Black Templars Unit Analysis:  HQ's in 6th Edition

7/14/2012

25 Comments

 
Ah, yes.  Unit analysis.  This is going to be something I've wanted to do for a good while now, but never really took the time because everyone and their mom was doing it.  Not only that, the codex was at a point in 5th Edition where it would have been largely meaningless, as most everyone was already on the "same" level.  At least as far as analysis goes.  But now, with a completely new edition and everyone still trying to find their way, it sounds like a perfect time to get this done.

I'm going to do each section in little parts, starting with the HQ's and then working my way down.  As I typically write my articles on the fly and then go back to edit them later to add/subtract stuff, I don't know how much will be mentioned for each unit.  We'll see as time goes on.  Feel free to pipe in!  You might bring up something I missed or forgot about, so then I'll be able to have a more complete analysis.  :)

High Marshal Helbrecht:

I talk in great length about Helbrecht in this email response post, but I'll highlight some of that here.  To begin, he's a very hefty price-tag at 175 points.  Because we'll commonly reach those points levels with our HQs in 6th Edition, I should clarify my statement a little:  for what you get, he's far too expensive.  This trait becomes even more exuberant when taking a Command squad, due to the requirement of taking the Furious Charge trait for every member.  Which, in my opinion, is no longer worth the cost due to losing the +1 initiative.

He does have artificer armor, which will be incredibly important in 6th Edition.  This will prevent the majority of power weapons from hurting him.  But his 4+ invulnerable save leaves me feeling unsafe, especially with the addition of Precision Shots and Challenges to the game.  Add in the huge amounts of Force weaponry that is around and it gets a little scary.  The lack of Eternal Warrior really hurts Helbrecht in this respect, though "Look Out Sir!" will help mitigate that a little bit.  Still, I'd be more comfortable with a better invulnerable save at least.  The Sword of Marshals is pretty nice when it works out, but its still only AP3.  The only other notable piece of wargear he has is the Combi-Melta, which is situational, but nice to have nonetheless.

Other than that, his stat-line is pretty average for a 4th Edition commander.  However, his Rites of Battle really don't give us much anymore, as the only thing its really going to help with is Righteous Zeal.  Kill Them All is gone, so we no longer need that LD10 across the board.

In summary, you'll probably want to avoid using Helbrecht because he can't do some of the cool things our other basic Commanders can do (like take bikes), for similar points.  ;)

Chaplain Grimaldus:

Unlike Helbrecht, I believe Grimaldus might be seeing a minor revival of sorts in 6th Edition.  However, not on a full scale level, as he still has problems.  He too is really expensive.  Clocking in at 195 points, he's nothing to sniff at.  But...but...but!  You are taking high priced Chaplains, why not take Grimaldus instead?

The problem lies in his equipment.  With the change to the Crozius Arcanum (being a power maul), he's no longer a MEQ killer.  And that is going to be your main opponent.  Having +2 Strength doesn't make up for the fact that they get armor saves against it.  Just like in the previous edition, we need to kill what we charge and losing the ability to negate 3+ armor is huge.

What he does do, however, is kill everything else REALLY well.  Instant Death on T3 models is nice, so its not a total loss.  Likewise, he's equipped with a Master-Crafted Plasma Pistol which is kinda whatever.  The lack of a 2+ armor save really hurts though and will ensure Grimaldus takes far more wounds than he needs to.  Challenges will destroy Grimaldus, as he's got nothing to protect himself with.

However, not all is lost.  You don't entirely take an HQ choice based on his stat-line and wargear, but also his special rules.  This is where Grimaldus has some interesting ones.  His servitors have a Holy Relic, so he has the capability of launching some devastating charges when combined with our "new" AAC vow.  Likewise, you can also use it when you get charged to give you some extra attacks.  Grimaldus also has a ghetto Eternal Warrior in "Only in Death does Duty End".  But even there, if he fails the test or takes another wound, he dies.  You get one safety net save and that's it.  In addition, his Unmatched Zeal special rule has a 6" bubble so if you're running a footslogging list, you don't have to worry about Righteous Zeal (as the wording is still ambiguous).

In the end, 195 points for someone without T5, 2+ armor, and/or proper wargear still isn't worth it.  We can do the almost the same thing with a normal Chaplain, but cheaper and more effectively.

The Emperor's Champion:

The EC is a requisite in every list 750 points or over, so he's the one I'll start with.  Vows are the most obvious place to start here, as they are the force multiplier of the Black Templars army.  They also influence how many points he costs you.  Depending on how you look at it, the changes to some of the vows when 6th Edition hit could be considered good or bad.  Long story short, "Accept Any Challenge" was changed from Preferred Enemy to the new Rage special rule.  Honestly, I expected to lose PE when our codex was updated, so this wasn't a big shocker to me.  But to other people?  Watch out, cause the sky is falling.  I don't believe it is and I discussed why in this post.

"Abhor the Witch" was the other vow changed slightly, but not to change its function.  It still works the same, but until an updated FAQ changes things, we get two "saves" against psychic powers.  First the "Abhor" save, when an opponent first targets your unit.  Then, if you fail your save and they pass their psychic test, then you get the Deny the Witch save too.  Works out to be something like a 44% chance to nullify a power used against you.  Which is a pretty high percentage.  And that isn't even counting the free consolidation move you get at the beginning of the game verses armies with psykers.

Outside of vows, he's still a beast.  Higher WS skill than anything in our codex, plus has a LD 10 for any squad you'd like to toss him in.  The Black Sword changed a little bit, giving it only a AP3 value in close combat, but it still has the +2 Str.  So while he'll still kill MEQ just fine, its the 2+ armor saves that will give him trouble.  Our EC has a 2+ armor save (which is huge) and also has a 4+ invulnerable save in close combat.  So he's got a reasonable amount of durability as well.

In addition, he is required to take and receive any challenge in the combat he's in.  Making him deadly to any opponent who doesn't have 2+ armor (Eldar/Dark Eldar, I'm looking at you).  No "Look out sir!" saves in a challenge.  In the end, even though he's required, he's an excellent HQ.

Commander:

Right out of the box, the changes in 6th Edition requiring a Warlord means that we either have to take a Commander or a Chaplain.  If you want cheap, a Commander will save you some points over the Chaplain.  But you lose the re-rolls on the charge that a Chaplain gives you.  "Rites of Battle" is much less important now, due to the removal of "Kill the All".  Nevertheless, with a decent stat-line and access to everything in the BT armory, you can create a monster character.

He is an extremely versatile and can be outfitted in any number of ways to compliment your forces.  I would outfit him a CC-role, however, as that is one of the places he excels.  Storm Shields are a must, as well as any sort of 2+ save if its possible.  Challenges will keep him busy and you have to be able to survive them, while being able to take out your opponent.  There is also the option to take either a Command squad or a Terminator Command squad to accompany him, which also add their own dimensions to the battle.

Where he really comes into his own is when you give a Marshal a Space Marine bike.  With the changes to bikes, these become extremely durable and essentially give them Instant Death protection from high strength weaponry.  If you also invest in artificer armor and a storm shield, he'll be extremely difficult for your opponent to kill.  Use his mobility to assault the flanks of your opponent's army, or to find the weak points and wreck havoc.  You ideally want to give him a power fist or thunder hammer, but a power axe will be sufficient as well.  The key is the AP2, but the ability to damage tanks and monstrous creatures consistently is important.  His durability will compensate for the I1 strikes.

Overall, he is best suited for a close combat role for your forces if you need a cheaper HQ.  If you have another CC-unit in the army, the Chaplain might be a better choice due to the Litanies of Hate.

Chaplain:

What was lost, is now found!  I "predicted" several months ago that Chaplains would be making a huge revival with 6th Edition.  No one believed me.  Now Chaplains are being taken in almost every BT list out there, and for good reason!  With the changes to "Accept Any Challenge", close combat units need a way to ensure that maximum damage is inflicted.  Preferred Enemy was huge in helping to create a torrent of attacks on an opponent, but it made the Chaplain irrelevant.  Now that its Rage, an extra attack doesn't stack up quite as well.  Unless, of course, you add a Chaplain to their squad.  Litanies of Hate will make your opponent cry.  However, just like Rage, it relies on the charge.  So it will be instrumental that you learn how to set up your charges properly with your list.

On the other hand, if you're not going to combo your Chaplain with a CC-oriented unit of some sort, then it might not be worth taking him (depending on your build).  A cheaper Commander might be the better option.  In either case, due to Challenges, I think the Master of Sanctity is the required purchase here.  I just don't trust the survivability of 2 wounds anymore.  The things Characters can do now just isn't worth the risk!  You want to be able to keep your HQ alive as long as possible so he continues to buff his squad.

Just like the Commander, 2+ armor is almost a requirement.  The storm shield is less so, as he has a built in 4++ save, but if you want to play it safe (I'd suggest it), its a good purchase.  However, before any other purchase is made, a power fist needs to be taken.  This will give you the high Str, AP2 weapon you need in your list, as well giving you versatility of choice when combined with the Crozius Arcanum.  Doing as such will help ensure you win any challenges directed your way. 

Chaplains also do extremely well on bikes, just like the Marshal, so don't hesitate to explore this option.  But the jump pack is an upgrade that quite possibly opens up another facet of our outdated Codex -- the Assault Marines.  By giving these guys re-rolls to hit on the charge (with AAC and Hammer of Wrath), they are actually not half bad.  They are still susceptible to torrent-of-fire, but you don't have to invest much into this squad to make them extremely annoying to your opponent.  In the end, this is an excellent HQ choice for the majority of the Black Templar archetypes in 6th Edition.  If you're planning on fielding a close combat squad in your army, he's going to be an necessary purchase.

Command Squad:

Ah, yes.  The humble Command squad.  There isn't a whole lot of reasons to take these guys anymore, other than to take a theoretical (assuming the Drop Pods are fixed) first strike-melta unit into your opponent's deployment zone.  However, with Feel No Pain being slightly nerfed, they won't be as survivable.  Nevertheless, you can make a nasty squad out of these guys.  They are one of the few places you can take dual-melta and multiple power weapons, but they are harder to deliver with the changes to transports.  This squad can quickly become expensive, but is a versatile tool in the box for the right army.

Terminator Command Squad:

Because of the changes to Cyclone Missile Launchers, combined with the Tank-Hunter rules, this unit became extremely popular in 5th Edition due to being able to take two heavy weapons per squad.  With the new version of Tank-Hunters, Assault Cannons have become an interesting option once again.  Re-rolling the armor penetration dice gives you a much better chance to "proc" a rending roll.  Which is excellent, especially when you consider the addition of Flyers to the game.  Of course, CML's are the gold standard if you need reliable long range support for your army.  They will shred Rhino-chassis with ease.  This squad gives you plenty of AT/AI for its price tag.

If you want a more close combat-oriented squad, a Chaplain will be a nice HQ for you.  Toss in those ACs and you've got a mid/close-range squad that is packing the nasty.  Alternatively, the Commander provides a cheaper way to bring in those TH weaponry to the board while giving you some "Oomph" in close combat.  This squad is the only way to unlock the "Blackwing" archetype (4-5 Terminator squads) for us.  While not entirely balanced, such an army can be extremely difficult to beat if not prepared for it.  This unit is a great alternative to the Terminator squads in the Elites slot.


Well, there you have it.  My review of our HQ units.  I believe I touched on a little bit of everything, without going so deep into the details to make this a 900 page essay.  I'd prefer to keep your eyes from bleeding.  Did I miss something or have comments on what is written?  Let me know!  :D
25 Comments
Lucion
7/14/2012 12:16:02 pm

Excellent HQ analysis Laeroth. I enjoyed the read. It's exciting. I am seeing Bike's coming up alot, and wonder if we will see more of these in games. I am enjoying that alot of redundant units are seeing new life.

Our characters still dont appear to have enough edge, and I doubt that without a new codex they will strike any significance in games.

Sound's to me like the Monster Marshal HQ (Terminator armour, chainfist) is a strong choice with the rules now.

I am looking forwards to getting the rulebook soon, and curious about how the HQ's will synergize with the rest of the forces with 6th edition.

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Lucion
7/14/2012 12:46:53 pm

Incase anyone missed it I recommend reading http://algesansblog.weebly.com/2/post/2012/07/a-communique-to-the-high-marshall.html

Algesan creates an all-new dialogue.

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Algesan link
7/14/2012 11:50:10 pm

This is now 6th Edition and I don't have eat the 5th Edition "consensus-sanctified" rules errors. So, you know I'm going to argue until the cows come home about Grimaldus unless GW FAQs him and rewrites the rule. Since he is packing three (3) holy relics on his mandatory servitors, plus the straight reading of his rules says it, plus it isn't OP because Pedro is 20 points cheaper with a better version and better overall: Grimaldus pops a +1A to all eligible Space Marines (?!) within 2d6" every assault phase as long as one of those servitors is alive.

Also, in a change, a Chaplain having Cenobyte Servitors no longer bars squads having veteran skills and since Servitors are not characters, you don't have to pay to give them the skill. Ten point ablative hits from wargear, heh.

The EC excels vs anything with 3+ and below, to the point of being able to solo regular squads. He can also be used in some builds to "babysit" allied squads, providing ATSKNF and Ld 10 to a...less motivated squad.

Amusingly, several of the people who heavily implied I was smoking strange substances last week reread their rules and agree that ICs attached to allied squads can ride in allied rides, so having the EC "escort" an IG squad to an objective to help hold it works.

Two points: BT as Allies do not require two HQs since they don't provide a Warlord, to the EC will do. Additionally if the BT are allies, then it might be the case that it is not considered a "Black Templars army", which would not trigger the EC requirement, although he'd be useful to take in an allied list usually.

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13astion
7/15/2012 04:09:12 pm

I'm interested in this IC in allied transports discussion could you link me the discussion or simply explain the legality? for example can I ally with blue book marines and put a chapter master with a drop podding crusader squad?

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Algesan link
7/16/2012 12:47:05 am

Takes Brothers In Arms allies, which says they cannot share rides.

"In the grim darkness of the far future, there is no carpooling."

Then look at the rule for Independent Characters (sorry don't have book handy and have to leave), last line on left column I think which says that when an IC joins a squad it becomes part of that squad for all rules purposes. Then go tot the box on Dedicated Transports and it mentions that only the unit assigned to it (and any attached ICs) may start the game in it.

I know why it works that way, swapping rides for units would be abusive, Chimeras would be full of Marines. OTOH, plenty of fluff where people that are BIA on the chart have individuals riding with allied squads. Lord Inquisitors with IG troops and Deathwatch Marines (oh would that be fun, add veteran Marines to IG squads for xenos hunts), Commisars, etc.

DasPanzerIstUber
7/16/2012 07:28:34 pm

Thoughts on melta bombs? I'm guessing they didn't come into your thinking because you already have a fist/hammer, but do they have a role to play?

Maybe a cheap support type of chaplain with power axe and melta bombs.

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Marshal Laeroth (Admin) link
7/21/2012 03:13:49 am

I'm going to do a wargear portion as well soon. That's where I'll cover things like Melta bombs. :)

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MarshalPyr
7/18/2012 07:20:07 am

I am sadly starting to see the FAQ has dealt a tremendous blow...

in the old days, the Emperor's Champion wasnt realy that powerful, but he was "OK since we are forced to take an HQ choice anyway".

now, 6th ed brought two nerfs: a) gave the poor Champ AP3(tremendously horrible;90% of challenges will include 2+ and he's forced to participate) AND forced us to buy a second HQ.

the bottom line is... now we buy a Marshal/Chaplain, fill our HQ slot, and then lose about 100 points for the Champion that does...next to nothing, realy. he can kill 2-3 MEQ per turn, but thats about it. he doesnt even have 2 wounds or a save applicable to shooting, so he cant even use the new wound allocation to "tank"!

didnt notice at first, but it feels as if we play each game with -100 points now :( i've yet to lose a game of 6th, but only cause i adapted better than most local players. i just know that " effective -100 pts limit" will be a tremendous impact in the top level.

its sad, cause it was shaping to be a great edition for us. not that e'd pwn all, but we could have so many variations/choices of different lists. *sigh*

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Marshal Laeroth (Admin) link
7/21/2012 04:32:11 am

I understand the frustration here, but there isn't much that can be done. The extra points would definitely be nice and I'm feeling the pinch in my lists too. But we have to find a way to work around it.

The Black Sword nerf was a little sad face, but he does have the ability to tank since he actually DOES have 2 wounds. But remember, he is required to issue and accept challenges, so that is where he comes into his own. Against the vast majority of "characters", he'll be able to wipe out the primary sources of power weaponry straight up while being able to reasonably survive the hits himself. And he's pretty darn good in challenges. Neutralizing one of your opponent's strongest characters is huge, even if the EC dies (as there are no overflow wounds).

In addition, besides providing vows to us in 5th Edition (which he still does now), he didn't do anything outside of CC either. His leadership was about it, but he still gives that now. The only "extra" thing he gave us is that he could count as the sole HQ unit.

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Mojo
7/18/2012 08:03:21 am

I just read something concerning the Emperor's Champion's Black sword...

The Black sword is only the name of the weapon and can be any weapon. (see p15, last paragraph). It is also listed as a "power weapon" in the entry. No FAQ updating this.

A power axe named The Black Sword?

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Mojo
7/18/2012 08:18:16 am

Well, nevermind this. The Black sword is an unusual weapon, with strength bonus and all, so it cannot be changed.
Damn it.

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Algesan link
7/18/2012 09:27:02 am

Actually I had some success with my EC, but I had to pick my fights. You can handle anything up to a Terminator Sgt armed with a power weapon. Combination of higher I, higher S, higher A, we get more swings, more hits, more wounds for them to save.

Amusingly, it didn't take everyone I've played so far to revert to anti SOB psychic tactics..no attacks, simply buffs.

@Mojo, yes it can be changed. The "Black Sword" and "Armour of Faith" are merely what they are armed with. It is not an "unusual weapon", it is a power weapon. To be an unusual weapon it would have to have something else. I'm not planning on having a "Black Axe" though because I'll have plenty of other ways to deal with 2+ guys and the EC with his I5 does a nice enough job killing the midrange stuff.

If you are running a large foot squad with plenty of Neophytes, then the EC can still tank for them, he simply uses his 2+ LoS to pass wounds he cannot take off to Neophytes. Although I wouldn't worry about that too much, it didn't take me but a couple of times on the table testing to realize that I'm praying for my first four games at NOVA to be against IG blob lists.

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BigDunc
7/18/2012 02:52:49 pm

The EC's weapon *is* an unusual power weapon because it modifies the EC's strength characteristic. It cannot be made into a Black Axe.

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Algesan link
7/19/2012 12:22:12 am

Unusual power weapon require one or more unique rules. +X to S is not unique among weapons. So the Black Axe, Mace, Spear & Sword are all possible under the rules for the Black Sword.

Black Sword: S6 AP3 I5
Black Axe: S7 AP2 I1
Black Maul: S8(!) AP4 I5
Black Lance S7/6 AP3/4

The system is already balanced for power weapons and the Wolves have S+X weapons that can be modeled as any of the above.

Marshal Laeroth (Admin) link
7/21/2012 03:12:25 am

I won't lie, I play it as an Unusual Power Weapon as well. The wargear entry is called the Black Sword, so I'm not convinced that it is meant to be changed. But I can see your point of view Algesan.

Marshal Gamma
7/18/2012 10:25:56 pm

Hey, question. I know about the whole, "Thou shalt take a powerfist or thoust are a heretic!!!!111!!!one1!!11!!" but... Why? Surely a power axe would be sufficient? You get +1 attack with your crozius, so it (probably) ends up doing the same damage as a fist to T4. You'll still have vehicles running for insurance (5 str 6 re-roll to hit chops vs av 10 is good enough for the girls I date, especially if you have rage for 6 attacks). Plus, as I touched in the vehicles part, your crozius gets more attacks. So in places where that is the superior weapon, the power axe chaplain wins out. Yes, you are weaker against high toughness things (MC's) but MC's will rape your soul regardless of what you equip. all this for 10 points less. Besides, fist or axe you will destroy sgt's. Fist or axe dedicated guys will kill you unless you invest. "Oh!" You may say "Well, I did invest! I paid 170 points for a fist, axe, shield, and MoS! Now I can compete with those super killy guys!" Yup. All for a measly 60 points over my axe Reclusiarch. I still get Litanies (you know, the reason I took a chappie?) and similar defense (offense?) against 2+ armour. I also get 60 points over you in my list. Guess which I prefer? BTW, a toughness 5 close combat HQ wants to say hi to your chappy. Sorry for the sarcasm near the end, It's just how I am ;)

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MarshalPyriel
7/18/2012 11:14:23 pm

#MarshalGamma:
the thing is, 2+ save on 3-wound ICs is great to abuse the new wound allocation system, so it is mandatory. I do think, however, that the Power Axe is a superior weapon to the powerfist for our Crusader Squads(2 attacks vs 1, it is realy superior imho, hence i always take axes for my troops nowadays), and can be more than decent for a Chaplain(i would consider it).

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Marshal Gamma
7/19/2012 07:12:54 am

Ah, I see. Thanks! I totally forgot about "tanking" IC's in 6th. And thanks for the crusader tip. Totally slipped my mind they could TAKE power weapons! Someone's getting surgery....

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Marshal Laeroth (Admin) link
7/21/2012 05:20:54 am

Marshal Pyriel is correct on the extra expense for our IC's. Its due to the new wound allocation rules and challenges. Without 2+ armor, a good invulnerable save, and a bunch of wounds...don't expect them to stick around long. Which is a downfall, especially with the introduction of the "First Blood" mission parameters. If what you're looking for involves something cheap but deadly, then go for it. Cheaper is better. But I haven't built any sacrificial units in my lists yet...

He is also correct about the Power Axe in our Crusader squads. Without going into the statistics, a Power Axe is superior to the Power Fist in both offensive and defensive combats. The extra attack is critical and you're still wounding MEQ on a 3+.

As for the Chaplains/Commanders, because of their higher base number of attacks, the power fist is superior. While the power axe still kills normal terminators/MEQ better, what it doesn't factor in is Challenges, Monstrous Creatures, and Walkers. The power fist has the ability to instant kill T4 or less characters, so they will be very leery of attacking you. Toughness 5-6 things are still wounded on 2's and since most don't have invulnerable saves, they'll drop quickly. Because you invested in 2+/3++ wargear, you should survive to kill them. You have a very legitimate chance of killing Dreadnoughts with a Power fist on your HQs (since they only have 2 hull points). That is why the power fists are important. Primarily due to their ability to grant you instant death, which is especially important for those super-character units like Draigo-wing.

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Algesan link
7/21/2012 08:07:57 am

On the subject of the EC...while I'll argue the point that the Black Sword is merely a PW (one handed) with +2S so modelling would determine which kind it is, I wouldn't put an axe on him (I'll point out the picture on the front of Helsreach looks a lot more like Chinese "camp sword" I happen to own than a "real" sword, which could be considered an "axe" in 40k terms). Why?

Because he is a perfect killer of crap. Also, even though excess wounds to a challenger don't flow out as extra model casualties, as per Assault Result (pg 65): "Unsaved Wounds caused in a challenge count towards the assault result, alongside any unsaved Wounds caused by the rest of the characters' units.", any excess wounds will count towards who won the fight. So sacrificial challenges don't really help the assault result necessarily, but they do save models on the table.

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AleX link
8/28/2012 06:28:37 am

Thank you. The dialogue was very helpful. I learned a lot of useful information.

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Sam
10/2/2012 07:12:45 am

Just what I was looking for! Thanks! :D

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Northern_Fox
10/21/2012 02:29:23 pm

Hey, thanks for this article, it's really got me thinking. I'm still a fairly new Black Templars player.

I was wondering, on the EC wouldn't it be a better idea to make his "Black Sword" a "Black Power Maul"? At str 8 ap 4 anything at T 4 will be an instant kill on one failed save. Almost any space marine HQ will go down most of the time in the first round of combat with four attacks using his beefed WS and buffed up str. I think with these new challenges a lot of people are going to be looking at a 2+ save, nerfing the AP3 of a sword. Plus he'll be doubling as a fairly good anti tank CC model if needed. Plus he gets to hit at his Initiative.

I was also wondering though, when equipping a Marshal if it's worth while/allowed giving him a Storm shield, power fist and power maul. He would have 6 attacks on the charge with the choice of str 8 ap 2 init 1 or str 6 ap 4 standard init with a 2+3++ (Either Terminator or Artificer Armour)... My other thought was giving him an iron halo with a pair of lightening claws for the re-roll wounds at 7 att, str 4, ap 3...

I was thinking of running him in a squad of 6 Assault Terminators in a LR Crusader with 4 TH and Storm Shields and 2 Lightening Claws and the EC. The reason I'm opting to take him instead of the Chaplain is for the LD 10 it gives to all Black Templar Units as I'll also be taking four squads of 10 Initiates with 5 Neophytes, the Initiates all equipped with Bolters instead of CCW and Bolt Pistol as I've been having trouble running my normal two big squads each with a Chaplain each across the field. I feel this new way will allow me to slowly move across the board with LD 10 so I will almost always pass my moral with considerable Bolter fire to take out some of the enemy before I hit them.

I'm also running three att bikes with multi melta's so the LD 10 will also help them stay in position if they take a casualty instead of running 3d6 away from the enemy and wasting a turn.

Any thoughts and opinions greatly appreciated. Sorry for the long post... I tend to get carried away...

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Marshall Gaisgeach
11/5/2012 12:29:32 am

If one were to take a Marshall on an attack bike with a squadron of bikers, what would you recommend taking on the Marshall(TH/SS?) and on the squad(Melta,Flamer,or Power axe)??? Is the Marshall even allowed to take a bike(can't find in codex or updates). How many bikers may be take if allowed?...My guess would be 3-5, but I'm not sure.

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Michael
11/20/2012 03:45:24 am

is it true that we can now take different variations of the land raider like the land raider spartan? and if so will you please post which ones we can take

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