Showing posts with label The Crusades. Show all posts
Showing posts with label The Crusades. Show all posts

Sunday, February 6, 2011

The Crusades Eternal



There is no number to this post as it is simply a notice. I have gone through each of the 7 part series on my look into the Black Templar codex and revised some of my comments based on the newest FAQ that hit. As many of us know, the FAQ really updated much of the armies old wargear to the new standards, and this had some effect on how certain units perform and how effective some upgrades could now be.

So check out the newly updated review of the Black Templars codex. Look for changes to be in red.

Edit: I have added another label for the series. All of the Black Templars Codex Review can be found under The Crusades on the left hand bar. Hope this helps.

Cheers!

Sunday, January 2, 2011

The Crusades Part VII


Revisions to the original Post have been made in light of the newest FAQ. These revisions will appear in red

Welcome to Part VII and the final look into the Black Templars codex. As mentioned before, We're looking at the special Characters within the zealous ranks of the Templar, both of which having a unique and all around amazing feel to spice up the power of not only the HQ section, but also the rest of the army as that is one of the main specialties of this codex... but we will also take a final closing look at the codex as a whole. So lets take a look at the big shots themselves!


Special Characters

These are the major hitters in the codex, and provide players not only a chance to use more powerful options, but also allow them the ability to relive a bit of 40k's past. Long ago, the Armageddon Campaign was the big scoop, and much of the events and tournaments played centered around this colossal engagement. At the heart of this fight was the Black Templar Chapter. Both in the ship to ship combat in orbit, and in the Hive Cities below, the knights of the Chapter brought death to the enemy. A look into the Black Library's book Helsreach, you can see this first hand.


High Marshal Helbrecht

The big shot himself, he is the equivalent of any other marine army's Chapter Master, he is considered one of the most tactically intelligent, and vicious of any marine chapter. He has the ability to really hit the enemy's front line, and do some major damage alone.

Now his stat line is not much more than a regular marshal from the rest of the army (as in 4th, characters weren't always gods :P ). He does have two bumps where it can really count though, both his Wounds and Attack profile are 4 base. This gives him an extra wound to play with which can really come in handy. His attack is a little less bang for the buck as he is not duel armed (and similarly equipped marshals usually are as well as taking Term. Honors putting them at 5 base as well). Where this is offset is his weapon. The sword of the High Marshal does not give him duel armed, instead it says that on the first round of any combat (charging or not) he gains D3 additional attacks. This is a nice bit of rules play that really hits what the army is designed to do. Helbrecht (to me) is a character designed to finish the job in one turn (maybe two if dice don't go the way he wants). He hits hardest the first turn of the combat, but then settles down a bit for the rest of the engagement. Now keep in mind every new combat he'll get the additional attacks, so it's not a one hit wonder.

He comes with the wonder that is Rites of Battle, and is of course an I.C. He bears Artificer Armor as well as Bionics (I have had that 6 come up to save him many times now and it never stops being funny when it does) as well as a combi-melta. This is a nice tank buster that the enemy never expects to see coming. He also has his own Iron Halo, and the extra griblets you'd expect a Marshal to carry...

But where Helbrecht really shines is with his Command Squad. Being from an older codex genre, he still has the old Retinue rules for his Command Squad. This is not only amazing at keeping him alive, but really charges up the command squad. He allows them to take 5 Neophytes which like any others act as surplus wounds in time of need, and forces them to take Furious Charge (which generally they will anyways) and believe me they really come in handy here. I have used the Command Squad with Helbrecht to devastating effect before, and the only way I can see to do it is with Helbrecht joining the fight.

Now, outside of the command Squad I can't really say Helbrecht will do too much. Most normal Marshals with similar equipment will do about the same, or better and also provide a way to take some nifty toys (Holy Orb being the big one). But if he is packed in with that large command squad, most anything they hit, won't be much besides a blood stain on the battlefield.

Overall, he's great in his command squad, but outside that, bring a regular Marshal.


Chaplain Grimaldus

I will say that this model and this character is the reason I really fell in love with this codex to start with. Again, if you read Helsreach you can really get to know this guy pretty well.

Grimaldus brings to the table some nifty rules that are more about support than personal glory. Now that's not to say he can't kill alone, as he brings his Crozious and MC plasma pistol into the fight. But here's the kicker. First and foremost he comes standard with 3 servitors (so there's the +3 to zeal moves). He gains the benefit of having a Holy Relic so long as any one is alive... which I'll get back to in a moment.

Remember the rules the Chaplains have to bolster the righteous zeal movement and make them fearless (Unmatched Zeal on page 32), well Grimaldus has this with an extra perk of it applying to all squads with a model within 6" of him. This is amazing. It is a single chaplain that can effectively bolster multiple blob squads (or any squads really). Talk about efficiency. Now his servitor benefits do not apply to any other squad other than the one he is attached to... but remember that he has a holy relic to pop and give many squads on the line up to 4 attacks on the charge. I have not met many enemies that can stand up to 2 full blob squads (20 man and 24 with Grimaldus and servitors.) with 4 attacks base.

And lets not stop there! He has a rule that reflects his unprecedented will to fight, and it says that when he looses his last wound, he must make a leadership test. If passed he'll fight on with another wound. If this extra wound is lost, he is removed as normal. But this is a nifty trick to get around those pesky Power Fists that would normally kill any other I.C. dead. He simply returns to life and continues to kill what he can. Now, he is only Lead 9(as he counts as a Reclusiarch only) but he does have the bolster to his WS and BS. He's a nifty Hybrid character.

This guys is a great way to be efficient when it comes to running Blob Squads across the table. I strongly without question urge the use of him in the event you are running more than one 20 man crusader squad.

Both Thumbs up to this guy!


So there they are, the Big shots themselves in all their glory. Both characters find themselves in a unique position as they both have a massive benefit to give, but outside of that they are less potent. I feel both of them serve to fit the fluff they were designed with, and they add a great bang to the front lines in this army of Melee Masters!


Final Look

And before you knew it, the codex has been reviewed in it's entirety! It has been a lot of fun to look through the pages of my old Codex and see just what it can bring to the table. I still invite everyone to revisit some of these old posts and make comments or suggestions, as it has been a fun experience learning tricks from the comments of you the readers.

But looking back at the sections of the codex, I can still say without a doubt that the codex has an element of synergy that is not seen much anymore. Of course many of the newer codexes out there still have ways for the HQ to effect the rest of the army, the biggest example of which is the Chapter Tactics seen with characters in the Codex: Space Marines. But this goes beyond that in that the HQ choices can really be used to bolster not only a squad's leadership, but really affect the rules the codex utilizes the fullest.

The Big Example of this is the Chaplain's effect on the Righteous Zeal rule. This rule alone in all it's glory is my biggest reason for claiming this codex is not only not as useless as our fellow gamers at BoLS and other sites claim in many an article, but I will even go so far as to say it has more power in it's pages than many of the newer 5th codexes.

I stood by this codex before the FAQ as being a potent and powerful army... the new FAQ has almost increased this army's ability to God Tier. With the best of the old world (armory Upgrade System) combined with the best of the new world (wargear such as the Storm Shields), we have an unbelievably killy army. This isn't to say we are unbeatable, but darn cloase.

Now the new FAQ wasn't all great news. Loosing old smoke did kill our Rhino's and the like the peace of mind of being darn near indestructible, but it's a small price to pay for the perks.
We still have the R.Z. movement allowing this assault-based army close the gap with unparalleled speed and its unique manner. Yes I will say this is beyond a shadow of a doubt still very much a viable and powerful codex.

I hope you all have enjoyed The Crusades and I look forward to writing more and more. I invite all of you to post along with any comments you may have, put in your suggestions for the next codex to review. So until next time

Cheers!

Saturday, December 11, 2010

The Crusades Part VI


Revisions to the original Post have been made in light of the newest FAQ. These revisions will appear in red

Greetings to all you crazed 40k players out there, and welcome to Part VI of the Crusades. Last time I covered the agile fast units and transport vehicles, so lets look at the bulkier units today. We're looking at selections ranging from the big daddy heavy shells fired from the back field, to the megaton transports shoving the killiest of killy right down the enemy's throat. that's right, it's time to look at the Heavy Support section of the Black Templars codex.


Heavy Support
Just like all codexes out there, this unit's title sums it's roll up very nicely. The units chosen from here are those that answer the big shots that make your enemy worry about his little space men/monsters/robots/bugs/whatevers! Often these are the primary targets the enemy will seek to silence before they can cause too much harm to their own forces. Within the Black Templar Codex, each has a specific roll to play in an army's construction, much like other marine codexes out there. However, I feel that some have a larger roll to play over others based on the style of the Black Templars. So what's the selection look like?

The Vindicator
Probably the biggest of the big shots, the Vindicator is a monster of a support unit. The threat of a 10 2 pie plate blasting the bajesus out of anything it looks at is already enough, but to rock a 13 front ark as well can make this baby a pretty tough nut to crack. As far as punching a whole in the enemy's lines, it's hard to pass this option by.

Now, it is still for the most part a standard Vindicator, and so it's impressive strength is balanced by it's slow speed, and limited range of visibility. While some argue that a max 24" range (potential 30" when adding the movement in) is not very long, it can be very misleading. This can be a misconception to capitalize on. The one glaring difference I see when looking at this baby is it's lack of Siege Shield. This piece of wargear is a relatively new addition to the marine vidicators out there from 5th. And while no it can not purchase it, it still has access to the dozer blades... but remember, the old dozer blades only work when moving 6" or less. However, a vindicator will usually only be moving that or less to optimize it's use.

Now with that set back addressed, I can offer one amazing counter to it. This codex still has access to purchasing Power of the Machine Spirit for it's vehicles. It is pretty salty, but it does allow the vehicle to fire in the event it is shaken or stunned. This is amazing. Vehicles have the weakness of only getting to fire 1/6th of the time when the enemy hits the damage table against them, and even so they're now immobilized. This add-on gives it a remarkable 50/50 chance of firing. And now with the new rules for Power of the Machine Spirit, we maintain our normal BS4. I whole heatedly feel that you should run the PotMS in ever vindicator you can to keep these things throwing death as much as possible.

Overall, I have a special place in my heart (and my list) reserved for the Vindicator. If you want a tank that will not only cause psychological harm to the enemy, but also have the brute force to back that threat up, the Vindicator is a prime choice. Thumbs up here mates.


The Predator Annihilator / Destructor
I will start by saying these are two separate options in this codex, but as they are very similar I will cover both together. They perform the same basic rolls as the selections from any other marine counter part. But remember back when I said some options have a bigger roll than others? This is one of those moments.

Looking at Black Templar as a whole, the infantry units in the army have all the anti-infantry you could want. Generally having 2 attacks base, and 3 on the charge, all with the Preferred Enemy rule to back them, they can cover taking out the enemy footsloggers. As this is the roll of the Predator Destructor pattern as well, it's uses tend to bleed into something the army already has covered well. Of course it can be helpful to have the extra shots, and with the strength and ap value of the Heavy Bolter and Auto cannon, it will put the hurting on anything (even the Space Marines).

What the Black Templar Infantry need is a way to punch open enemy mech, or drop the big nasty MC's out there. And while the option of a special weapon like a meltagun or plasma gun can help with this, sometimes it just isn't enough. This is where the Annihilator comes in. Bringing 3 lascannons (of which one is TL'ed) to bear against the enemy, it can be pretty scary; and like all Preds, it boasts 13 front armor.

Now, as they are two different patterns, they both come with no side sponsons, and both patterns have the option to upgrade to either heavy bolters, or lascannons on the side. The only real difference is the turret mounted weapon which can not be changed. The Annihilator (TL LC) comes in at 20 points base over the Destructor. And here is where the new FAQ really hit the jackpot. the new rules for PotMS are unbelievably amazing for the Predators. Both benefit quite well from this perk for several reasons.

One the one hand, they can continue to fire at least one weapon (probably the turret mount in both cases) in the event they would not normally be allowed to fire. They can also use this perk to fire an additional weapon on the move. So move 6" and fire two weapons, or 12" and fire one. But above all else it's great to be able to fire at an additional target. So now the Destructor can fire HB's at troopers, and the Autocannon at another unit or even a vehicle; likewise the Annihilator can potentially crack two tanks in a single round.


Overall, they both look great, but I can only really recommend the Annihilator when building an assault based army for the above mentioned reasons. The new FAQ has increased both tanks ability by a substantial bit, but the Destructors still suffers from doing something the rest of the army already does well.


The Land Raider
This is once again a moment where I must say I find this unit a little less than ideal for the Templar. While still bringing 14 box armor, heavy fire power in the form of 2 TL LC's, and all while being a transport, I don't think it synergies well with the army, or even itself. This tank is a good ranged platform and can be used quite well from a distance or moving forward, but it just seems a little off to me; like it doesn't know what it wants to do. It also holds a max capacity of 10. This is a bit of a bummer to me as it is roughly 5 times the price of a rhino, with no bolster to it's capacity.

Overall, it has a place... well it has a few places, but in comparison with the Iconic next choice, I'm not a fan of this variant. But let me assure you in no way does my opinion make this a bad choice, just not my first.


The Land Raider Crusader
In my opinion, not enough good things can be said about this tank. First off this is a variant that was created by the Black Templar chapter itself. Second it hosts an impressive variety of shots (including a massive number of bolter shots which count as defensive weaponry). Third, it has a built in multi-melta, frag assault launchers, and extra armor for 15 points base over the standard pattern (making it 10 points cheaper than the alternative marine codex variants out there). Forth, it has the option to take Blessed Hull, nullifying the lance rule. With Dark Eldar now hitting the tables more with their recent update... this can prove quite handy on the table. Fifth, it has a capacity 15 (or 8 terminators), making it a superb transport that wants nothing more than to bring the pain to the enemy in the form of throat shoving goodness.

I just can't say enough about this tank. I love it, and just about ever list I run about 1,500 points has one in it somewhere. Generally it holds my Sword Brethren Assault terminators or a Command Squad with Helbrecht... and I have yet to really have many problems allowing it to serve it purpose. To me if you run Templar, a small portion of you should want to run this tank. Also, don't forget that darn near every unit may take one as a dedicated transport unit. While not particularly found of the land raid spam army... if you are, this codex, and this tank are made just for you.


So there you have it. Some of the heaviest shots around lie within this selection. Bringing death from a far while supporting the infantry of your own army is what these units are made for. And generally it shows.


And with that we have covered the standard options provided by the Black Templar codex. In the next and final part of The Crusades, we'll take a closer look at the Special Characters as well as a closing summery of the codex. So until then

Cheers!

Wednesday, November 24, 2010

The Crusades Part V


Revisions to the original Post have been made in light of the newest FAQ. These revisions will appear in red

Apologies first for the delay with Part V. Many films to work on and final projects piling up, along with a tournament this past weekend has had Loki running in several directions at once, so lets dig right in.

Part V of my look into the Black Templars will look at two sections, Transport Vehicles, and the Fast Attack Section of the Codex. As usual (especially with the older codexes out there) there are some good choices, and some not so good choices. None of them are bad, but they can get offal pricey at times.


Transport Vehicles
As most Space Marines players will know, there are generally three major selections when it comes to this area. The Rhino for the bulky Squads; the Razorback, offering support fire for the smaller more static squads, and the Drop Pod for those who like to close the gap early. To each, his own here, but lets look a little bit more closely at these options, and even throw in a surprise at the end.

Rhino
This is you standard run of the mill transport, commonly seen within the fluff and tabletop when it comes to the Angels of Death. The Templar also make good use of these mobile bunkers to quite good use. The standard 11 11 10 armor with the added perk of "Rhino Repair" makes these babies resilient little boxes to house those marines in while they cross the field. Now we did loose old smoke, but that doesn't mean these little babies aren't still useful.

The down side to all of this is that is is still just a Rhino. Once it's smoke is used up, it will die pretty quick to enemy anti-mech. In Annihilation, Rhinos become points to the enemy's favor quickly. They also won't do much if they are destroyed before you can do anything with them (losing them at the top of 1 for instance). Another down side is the price. Like a lot of things in this codex, it isn't cheap. at 50 points base before any extras, it takes more points than usual just to field it. If all wargear is equal (i.e. smoke launchers, extra armor, and searchlights) the B.T. Rhino costs 9 points more a pop. Granted we have the old smoke rule which is exceptional, but it is still 9 points more that must be taken to field it. I suggest shaving the searchlight for the extra point, but it's you call.

Overall, if Rhino Rush is your style, the Templar can do it quite well. Thumbs up to this choice.


The Razorback
Got points to spend (of course not in this codex), but if you do, these babies work very nicely. To save time, they too have the ability to pop smoke, but on the Razorback, this means you lose the shot you are paying an arm and a leg for, so it's someone less of a perk for this transport. And lets look at options.

The standard Razorback from the newer codexes have 5 options of weapons to take. The B.T. version is limited to 2! This in itself is a sad mark for the vehicle, but of the options of Heavy Bolter and Lascannon (both Twin linked of course) it's a far cry from the options of the newer variants. In addition, the price is outrageous! 70 base before optional wargear, and if you want to add the TL Lascannon, it's another 20 points. This makes it a total of 99 points that this codex does not really make room for easily.

Granted, the squads taking the Razorback will be smaller, and generally ranged so the lack of numbers is negligible. Add this to the wargear upgrade system not requiring specific numbers in the squads makes this tank and it's unit capable of massive firepower for a reasonable price. 6 marines, armed with a plasma gun, a Lascannon, and a Razorback with Smoke Launchers, will run you 204 points. Not a bad unit to sit back on a point and provide good AP 2 support fire.

All in all, the Razorback has it's place, but that place is at range in an army that usually moves forward. Not bad, but not my cup of tea. Though I have seen them used quite effectively by others.


The Drop Pod
It takes a little work to figure out these things, but if you are one for the Shock and Awe Entrance tactic, these will do the trick. Now under Transport options for the Squads I noticed Drop Pod is never mentioned. You have to look in the Army Rules under Drop Pod Assault for the list of units that may purchase the vehicle. Note again they do no get the ability to send in half rounded up on turn one, they simply arrive via reserves as normal.

The list mentions the Command Squad, Sword Brethren Squad, Dreadnought, Crusader Squad, and all types of Terminator Squads (numbering 10 or less) may purchase them. It does say specifically Assault Squads may not purchase them, but If you look at that closely you'll see something odd. Any Terminators numbering 10 or less... this is an error on their part as the Drop Pod itself states that it may only carry up to 5 Terminators.

The neat part about this is that it starts at a base 30 points. So while it does not have the ability to come in first turn, it is actually cheaper than the new variant, which is relatively rare. It follows the same rules for new Drop Pods, including the ability to avoid hitting terrain or other models (Guidance System basically) and has the ability to upgrade the Storm Bolter to a Deathwind Launcher, however remember the BS on this thing is still only a 2.

I myself am not a huge fan of this option, but again I can see it's uses.


And now for the surprise...


The Land Raider Crusader
While not expressly under the Transport Vehicle Section, all multi-model units except assault marines and vehicle units in the army may purchase it as a Dedicated Transport. Yes even our Crusader Squads may take them as a Transport, giving our army (now along with Blood Angels) the ability to take a Land Raider for our Troops. I will cover this more in Part VI since it is technically from that section, but it is nice to see this Chapter Based Variant get the love it deserves. If Land Raider Spam is your style... it's hard to beat this one.


So there you have the transports. All of them have a good place in the army, and as I noticed yet again, there's not a bad choice among them, just some options that will be more pricey than others. So onward to the next part of this review...


Fast Attack
I will give you all a bit of a warning, as I will try to be objective, but I have never been completely sold on Space Marine Fast Attack sections. This army hasn't really changed that for more, though I do not opt to run these units a lot in my personal army... I know others do, and usually pretty decently. So lets catch a gimps of these agile units.

The Assault Squad
In an article I wrote called "Jumping the Gun" I mentioned this choice, and my opinion on them has yet to change. They are a decent choice with some nice options. However, they are very expensive, they have no way to take a meltagun, and instead may still have meltabombs. This is not bad, but it means that if assaulting a transport the charge must be wasted on the vehicle itself, rather than hitting the unit inside if the meltagun destroys it. It does provide them with a decent answer to Walkers and the like, but it still is a risky endeavor.

The biggest problem I have is that the unit may not righteous zeal. This is one of my favorite abilities of this army, and can often make them just as fast, if not faster than the assault squad. This is probably the biggest reason I am no a fan of these airborne knights. I personally am very sad as I love the aesthetic of the jump pack.

Now there is a nice perk for this unit that I unfortunately failed to mention before, but in light of the new FAQ, it's a pretty nifty trick. The entire unit may replace it's bolt pistols with the new Storm Shields for 15 points a pop. It's very expensive (and thus not always optimal) but it is a way to make this unit a very durable unit as it will almost always have a 3+ save. Again, you loose duel armed, and they cost a pretty substantial price (37 a model with the shield and meltabombs to be precise) but they might be an interesting addition.

Sadly I can not recommend this unit, but if you like them, then by all means try em out.


The Land Speeder
Again, I do not like the Speeder types on a personal level, but they can be effective. This codex runs the same Speeders are a slightly higher cost than the new codexes. The Typhoon Launcher now has the ability to fire the same style shots as any marine Typhoon pattern, however there is a catch. Terminators have the ability to buy Vet Skills, and thus can have S9 missiles. To each his own on this one all, S9 missiles on the termies, or more and mobile S8 shots here. Not a bad choice.

Solid choice if you like speeders. I would stay clear of the Anti-Infantry build, as the army already has that covered in the troop and elite sections quite nicely. However, the tank busting melta speeder, and the Typhoon patterns are decent choices for adding some mobile firepower to the army.


Bikes / Attack Bikes
Now I can say there is some positive here, but again it is vastly out shined by the new codexes. They are more expensive, have no sergeant, a smaller max unit size, and also loose the zeal movement. I can see a practical use for the Attack bike Squadron for mobile tank bust to support the troops, but neither of these options for the price is very efficiently. As most bike units are, they are vulnerable to heavy shots, and at the points you must pay to field them, along with the small cap size to keep models with additional wargear safe... they just don't seem to be the first choice (to me) when it comes to answering the problems they seem designed to do.

On a positive note, the bike squads wargear is open, so you can potentially have 3 special weapons and a heavy in one squad making them very hard hitting, but it will again cost you mucho point...o's

Once again, if you have points left open, and you're building for speed, these options are all useful, and can easily do the trick, but it will cost you much more than alternative options listed in other sections of the codex.

So there is the Fast Attack. I must say I am sorry that my look is so bleak on these guys, but to me they just do enough to merit their higher costs, and in some cases lack of options. You will all be happy to hear I have much more positive things to say about the Heavy Support section in Part VI. So until then.

Cheers!

Saturday, November 13, 2010

The Crusades Part IV



Welcome back to Part IV of my look into the Black Templar's codex. Today we are going to look into the troop section, and see just what makes this unit tick. I'll throw some information, some tactics, and even a quick comparison in on this unit, as it is one of my favorite troop choices in the game. So lets get to it.

TROOPS
Being one of the most basic and most essential parts of every army, the troop section is built on the principle of filling the space between the other units on the board. However, while they are considered troops, and in some cases need help from other units (leadership for instance), the Black Templar's excel in this category in my opinion. The odd thing about this observation is that they have very little options here; 1 to be precise. But that one option is fanominally versatile.

The Crusader Squad
Lets lay down the basics. The Squad starts as a 5 man unit of Initiates (Space Marines), and may purchase up to 5 additional Initiates at 16 points per model. In addition, due to the way in which neophytes in this army are trained, they are added to the squad as well. For every initiate you have in the sqaud, you may add one Neophyte (Scout). This means you may take as many Neophytes as Initiates up to a maximum of 20 men strong. This alone allows for great flexibility.

For instance, If you are looking to save points here and there, you could opt to run neophytes instead of Initiates. As they are 6 points a model less, these changes can add up quickly at get you the points you require for upgrades, units, etc. Or you could use a 5 /5 squad to get the bolstered numbers of models in the squad while saving points simultaneously. I use this trick on a ranged squad with Plasma Gun and Plasma Cannon... it allows me to take additional bodies to keep from putting wounds on my important plasma members while still saving points for other units that move forward and need to points more.

Finally there is the big option, and big is being used literally here. The "Blob Squad" as we affectionately call it around here is what the Templar can do that no other marines can do. As you can have an identical number of Initiates and neophytes, you may run 10 of each and have a base 20 man strong squad. After adding additional wargear (my suggestion is Power Fist and Meltagun and the frags) you sit at 305 points. for a 20 man unit with a PF and MG, that's a bargain. Add a chaplain to this to make them fearless and zeal faster towards any enemy unit, and you have a vicious unit hitting the board. This is my favorite option as it is a unique unit build for this codex, and it's a hard unit to crack.


I'll get to this more when I cover the special characters, but if you are running multiple Blob Squads, I recommend Grimaldus hands down. His unique rules and abilities are great for helping multiple squads, and for his points he's a steal to help multiple Blobs at once. One great chaplain aiding 3 20 man units is not only efficient, it's amazing.

Now on to their Wargear. The Initiates have Boltguns, which can be traded for a Bolt Pistol and Close Combat Weapon for the low, low price of free! This is nice as it in itself allows the unit to do either ranged or close quarters fighting for the same cost. Likewise, the Neophytes may be armed with Combat Shotguns (remember these are the older ones) which can also be swapped for Bolt Pistol and CCW for free. Now the other neat trick here is that they may be used on a by model basis. This means you can have a few members with Boltguns and others with pistol/CCW. Although this is nifty, I can't say I really recommend it unless you are building to be well rounded. I have seen players pop out, rapid fire Boltgun, then be just fine in the assault. Either way you equal out to the same attacks. This is where the versitility is great as it fits any play style the player is looking for.


Now a unit can't have pure positive so I will give you the few downsides they have. First and foremost they have no grenades base. Starting at 16 per initiate / 10 per neophyte points, they then have to buy frags at 1 point per, and I can't suggest the 2 points per kraks. This makes them 17/11 base before wargear which is already a little steep. Now squads based on range fighting may save the points here, but if you plan to assault, it's nice to have these... but never mandatory. Player's choice here.

Secondly, there is no sergeant in this squad. this means no leadership bolstering built into the squad as most armies have. However, look to the HQ's to help here. But this issue lends a hand with the next issue...

finally, we may only ever purchase 2 additional weapons. We get a special weapon, and then our choice of either a heavy or a melee weapon (power weapon/fist). I'm ok with this as it forces units to build a little for what they want to do. Yes we may not be as well rounded in some ways as other codex marines, however in this army, we'll make do. So where does the lack of sergeant come in here? If you look, we may get that power weapon or fist, but it is on a normal marine, and therefore it losses that bonus attack the sergeants gain from their Term. Honors. So on the charge we have 3 power weapon attacks, or 2 power fist attacks. Now granted we will usually have Preferred Enemy to help us make those lack of attacks be more accurate, but it is something that should be considered.


Now again these issues can be a bit of a pain, as running out of older codex can be sometimes. However, I can attest to the power of this one unit alone in the Black Templars army. I will argue that with it's options, the army rules, and the tactics available, they still have some of the most varied, and useful abilities to offer the army. And remember, they are a scoring unit. A lot of times those internet lists will dictate taking less scoring units to field more of those special units. However, this unit makes a great choice to just hit the enemy lines, and hit it hard. I have seen Crusader Squads hit the lines together and obliterate all that stand in their way based on 3 attacks per model on a large scale.

So lets do a quick comparison based on other assault marine units. My immediate look was at Blood Angels. Now without any other units to bolster either (No Chaplains, Priests, etc.) They have the same weapons (with the addition of Grenades and Jump Packs) at 18 points per. Now of course we don't have kraks, but I rarely see that become a major issue, but for 1 point less we have the frags. So the big difference is the leadership and the Jump Pack... but is there a difference.

A Blood Angel Assault Marine will have a 12" move, with a potential 6" run/assault. so effectively an 18" threat range.

A Black Templar will move 6" and run assault 6". So without any help they have a lesser movement. But with built in rules, if they are shot (which is generally the answer to stop an assaulting unit) they can move up to 6" with a re-roll if seals are taken. making them able to reach the same possible range.

Of course Blood Angels have a 1/6 chance to have Red Thirst, which is helpful, so without aid, they have a slight edge, but on the battlefield, even a priest and assault squad will have trouble with a full 20 man unit, and even more so if there is a chaplain or the Emperor's Champion with them.

All in all, I have to say I really have to tip my helmet to this unit. Great look, great tactics, amazingly reliable, and all while filling mandatory slots. This codex does have more mandatory unit requirements than most, and while options are limited in many ways, they are limited to units that are worth their points. The Crusader Squad is no different.

So that's the one troop choice we have. I look forward to see what you may think of this unit. What do you think of this unit compared to similar troop units? I plan to cover the Fast Attack portion in Part V, so until then...

Cheers!


To all you lurking readers, I invite you to join in on conversations. Jump in and give your two cents. We may not be BoLS, but we love to see your comments. I hope to see more from you guys in the future :).

Tuesday, November 9, 2010

The Crusades Part III


Revisions to the original Post have been made in light of the newest FAQ. These revisions will appear in red

Welcome back to part III of The Crusades. Today we're going to continue into the depths of the codex to review the Elites section of the army, and see what tricks can be brought to bare upon the enemies of mankind. I know I said I would also review the Troops section, however I do feel it would be good to keep the post separate, as the troops squad will take a good long bit to explain. But back to the Elites. As a marine army, this section tend to be the bulk of the meat and potatoes of the might in the force, and rightly so. So lets look to them.


ELITES
Generally seen as the best the force has to offer in skill and ability, the Elites of a Black Templar army are similar in many ways to those of the other chapter counterparts out there. However, the story behind these is a bit more interesting than simply those who have been granted the Terminator Honors and thus become sergeants. The Elites of the Black Templar are those who showed skill on the battlefield and were inducted into the Fleet Marshal's House; these knights are known as the Sword Brethren.

On the battlefield they serve as what you would expect from marines. The general idea would be mostly on the Terminators and the Dreadnought selections, however there are a few other units that make it into the Elites portion.

Sword Brethren Terminator Squad
These guys make up what is classically referred to as the "Shooty Termies." They come equipped with a storm bolter and a powerfist, which is not terrible. They do have the option to take the heavy weapons that most terminators do... but they do it much more efficiently. Like all the units in this codex there is no min or max number required to access this gear, and so it is possible to get 2 assault cannons if you only have the minimum number in the squad. Let us not forget to notice that the new Cyclone missile launchers are now Heavy 2's, and thus we have at out disposal a potential of 4 S9 missiles per squad going when firing at vehicles (gotta love Tank Hunters). However there is one catch that I noticed.

In the HQ section, you can buy the Terminator Command Squad. This unit may purchase the same gear, and also has a sergeant who can access the Templar Armory, which the squad in the elites section lacks. the HQ terminators also have the option to start at 4 models and reach up to 10, while this squad must have a minimum of 5. This becomes a slight issue when looking to be the most efficient with point in this codex (and with the points working the way they do in the BT codex, it is very helpful to save points where you can).

Now, both squads can take veteran skills at 3 points per model, so there is no difference there. The Tank Hunting shooting terminators work very well in many cases, though I myself do not frequent this tactic for a more assault based feel. All in all this squad is decent, but if shooting terminators are your thing, I'd recommend the HQ terminators instead. Obviously it you have used up you're HQ selections, these may be your best bet, so I won't say they are bad. But I do still push for the HQ terminators when possible based on equipment options and point savings.


Sword Brethren Terminator Assault Squad
Now you have a hard time going wrong with this unit when building to assault. These guys are your basic assault based terminators; armed with lightning claws which can be replaced for the TH/SS combo for free. With the newest FAQ we now have the new 3+ invulnerable at all times shields. With that said, i still urge the use of at least some (I prefer more) Lightning Claws, as they benefit more from the Furious Charge skill. and they do usually look to have a land raider, but most Hammer units in the marine codex line up tend to look in the same direction. Yet, this unit has one big thing that really makes it shine when comparing to other terminators.

This unit, like many in the codex has the option to take the veteran skills at 3 points per model, and with an assault unit, Furious Charge is always a good thing. Now couple this with the Preferred Enemy ability the army usually have an you have a combo of much win. This means those bearing the lightning claws are I and S 5 with re-rolls to hit, and to wound. It doesn't take much to see these guys are going to hurt what they hit. Follow that up with some S 9 TH's and you have an extremely smash based unit. I can't recommend these guys enough, and if not going for the expensive command squad as a Hammer Unit for the army, these guys make an efficient and capable unit.


Sword Brethren Squad
I will not lie, these guys show their age, and it makes me very sad when looking into them. Now, by no means is this squad a bad choice... but it is expensive for very little options. They come at base 19 with no more than standard weapons, and need 1 point per to get the frags that is usually standard. On top of this, it is usually a good idea to get the 10 point per Term. Honors they can buy, making them 3 attacks base, and 4 on the charge. They also need to look into additional wargear, but this becomes a conflict of issues in many ways.

The models (still beautiful) come with a set of lightning claws and a power weapon. Though the unit does have the options for things like a power fist, a meltagun, etc. the old metal models do not have the options to do so without heavy conversion work This is a bit of a problem as the usual pushed build (power weapons and pair of claws) does not allow for anti-mech, and thus the squad is not very well rounded. They are also expensive. Coming in at 30 points per without any vehicle or additional weapons is salty fora unit that isn't even scoring. This makes me quite sad.

Now, there is some positive to be taken with them. They do get veteran skills for free compared to other units which have to pay 3 point per to get. The squad (if it takes Term. honors on it's members) may also purchase the new Storm Shields for only 10 points per model. This is 5 points cheaper than any other outlet to the new shield. Keep in mind that this will only further increase their price, and will lose them an attack. However, the thought of adding a combat shield to some models for 5 points may not be a terrible idea, now that it offers a 6+ invulnerable. They also have a few more skills to chose from, though I still strongly urge the use of Furious Charge. All in all they aren't bad, but they are expensive with few options, and in a codex that needs to be as efficient as possible they do take a lot of points to do very little. But if you're looking to fit the fluff, a squad should hit the table if a marshal does. and with models that pretty, a fanatical Templar player should really look to pick some up.


The Dreadnought
All kinds of deadly, the Dreadnought brings the pain in many ways that the normal foot based units in the army can not. They come standard with the Assault Cannon with options to switch out for alternative weaponry, but I suggest keeping what it has for versatility and point savings. For every 2500 points you run (so basically one per army) you may run a venerable dreadnought. Along with the snazzy rule, it also allows him access to veteran skills. And with an army that could use all the tank busting it can get, and Tank Hunting Dreadnought will make even the mighty Monolith cry.

I usually keep the Assault Cannon and DCCW to allow him to move forward with the rest of the army and provide support, then hammer into an enemy tank with effectively S 11 hits. Now of course you can't go above 10, but Tank Hunters simply adds one to the roll for armor pen, so you get S 10 +1d6 +1. This is pretty nice as you are glancing a land raider on a 3 and penetrating on a 4+. Of course you can go with an alternative route and have a TL S 10 Lascannon and a S 9 Missile Launcher from range, but I always like synergy, and the ability to show off my DCCW conversions :D.

I would not take a dread in this army less you plan to make it venerable, as normal dreadnoughts tend to fall apart quickly to anti-mech shots. That's not to say you can't, but I think the lone Venerable Dread can stand up to a lot of hurt before he falls.


The Techmarine
Serving as a great defense when running mech, the Techmarine has his place. If you plan to run mech heavy here, this is a good unit to take to cover your bases. Coming with the ability to upgrade to the Harness and take Servitors to increase his ability to shoot, repair, and even melee (last one not recommended) he has good options at his disposal. He has one thing that I like above the new standard Techs though.

His servo harness while giving him a 2+ armor save and the same additional weaponry works differently than the new harness. The new ones simply add one to the roll needed to repair, so a 6+ would be a 5+... much like adding another servitor would be to a max of a 2+. His simply says re-roll failed repair rolls. So while he may only get to a 3+ if he takes all tech servitors, he gets the option of a re-roll. I am one for re-rolls (and may I say this army does that very well) so it is a nice difference between codexes.

All in all he's a solid choice if you run mech heavy, but I wouldn't suggest him if you aren't running the tank wall.


So there we have the Elites portion. I really want to hear what you guys think on this section, especially any of the other Templar Players out there. Tell me how you run yours and if you have alternative strategies I may have overlooked. Look for part IV to hit the Troops section.

Cheers!

Wednesday, November 3, 2010

The Crusades Part II


Revisions to the original Post have been made in light of the newest FAQ. These revisions will appear in red

Welcome to part II of my look into the Black Templars codex. Last time we covered the back story as well as the special rules for this unique army. Today I'll look into the unit selection from the HQ selection of the codex, and offer both description and uses for each one. So let's get to it.

HQ
This army is one that works on the idea of synergy in a lot of ways. For the most part, I have describe marine armies as being full of stand alone units. This means that each unit is self sufficient and able to hold it's own alone, while other armies require other units to aid them (i.e. Imperial Guardsmen - Command Squads, Tau Fire Warriors - Pathfinders, etc.) And while the units in this army are in fact marines, they have little abilities to help with the leadership aspect. This is where the HQ's come in. They provide various abilities to help the army with leadership (and with Righteous Zeal causes us to make tests with even one death, it helps substantially).

Additionally, without the sergeants in each squad, we lose some on the attack characteristics of our power weapon/fists. However, since we don't have to take full squads in order to gain special weapons (I'll get to this later), we can place the HQ's with squads with little consequence. So what options do we have?

The Emperor's Champion
This guy is what makes the army for us. in games of 750 points or more, he's a mandatory unit that takes up no HQ slots... that being said he's worth every point. He has a stat line which rivals most characters of the new edition even from early 4th. (Can't wait to see the stats and rules for him in the 5th ed. BT codex!) He comes standard with a 2+ armor save as well as a 4+ invulnerable in close combat. He wields the Black sword which is basically a relic blade which allows for a duel armed bonus, however as he is one attack short on the stat line from the comparable marine captain, it is pretty much the same thing (3 attacks base, with 4 on the charge).

He has no options to his wargear, which is a little sad, but with his built in frags, bolt pistol, and crusader seals he really needs not but enemies to kill. He does have one set of options though, and that is what Vow to take. There are 4 to chose from, each with a different point value, but the last one stands out above all in my opinion:

Suffer Not the Unclean to Live
Gain a +1 S, but suffer a -1 I as it takes time to gather this holy strength. Remember to use normal I value for sweeping advances and other I tests. However, the S bonus does not stack with other similar bonuses (i.e. Furious Charge).

This is a nifty one, and I like it to a point, but compared to other bonuses, and it's lack of stacking with the Black Templars Veteran Skill Furious Charge, I'd have to give it a thumbs down.


Uphold the Honour of the Emperor
You may never claim cover, but all units gain a 6+ invulnerable, and may never be pinned.

Now while and invulnerable save on everyone sounds great, it's only a 6+ and in 5th cover is just amazingly useful; and pinning is rarely an issue with a usually Leadership 10 or fearless army (getting to those perks in just a second).

All in all, thumbs down for this one.


Abhor the Witch, Destroy the Witch
Before the game starts, BT units (including vehicles) may make a free Righteous Zeal move towards the nearest visible enemy unit, but only if there is an enemy psycher. In addition, any psychic powers which target the army are nullified on a 5+. This is amazingly useful as this is the only real psychic defense built into the army, however, it only really works if there is psychic powers being used by the enemy, and thus is sometimes worthless.

Thumbs up and down to this one, but compared to the next (and pseudo-standard one) way down.


Accept Any Challenge, No Matter the Odds
If a BT unit may charge an enemy, it must do so, but the army has Preferred Enemy against anything they are fighting. In an assault army this is a must, especially with the way Preferred Enemy works to give the re-roll now. I have had units go from 2 hits to 15 out of 20 rolls once... it is a great way to make this army go.

Two thumbs and both big toes way up to this one.


Please note that all vows work on Initiates (Marines) and Dreadnoughts, but not the Neophytes (scouts).


The Marshal
Your standard melee bamf, these guys take the roll of captain in the army. With complete access to the Armory (with options like the Holy Orb, and Terminator Honors, this is a major perk) and a decent stat line, these guys will doe everything you need on the front line. Now they do not start with anything save crusader seals, so that access to the armory is a necessity, however the starting cost is only 80 so it accommodates for this fact. But the big reason to take this option is for the "Rites."

That's right, Rights of Battle hits the field with the Marshal, making every unit in the army so long as he lives, able to use his leadership (10). This is a great perk, as the standard units have no way to increase their leadership for that crossing. Remember all BT units are fearless in CC, so it won't matter there, but it is useful when it comes time to pass a zeal test. I urge the use of this HQ in the case you are running rhino rush, or any build that uses a lot of units. I also recommend putting him with a standard troops choice to bolster their ability to kill. However, if they start with a veteran unit, he may purchase a veteran skill which can be helpful giving him I and S 5 if he takes Furious Charge, or perhaps Tank Hunters, however I recommend the former.

All in all these guys offer a solid commander for the army.


The Master of Sanctity
Now these guys are my favorite, Chaplains with the ability to take the front lines to the enemy of the Emperor with all due hast. They come with a power weapon (crozious) and a 4+ invulnerable save (rosarious) standard, and still have access to the armory to increase their kill ratio.

They make the unit they join fearless at all times, and when they zeal they can make the move towards any enemy unit rather than just the closest. In addition, they may purchase up to 3 cenobite servitors to increase the zeal move by 1 per servitor alive (to a max of 9") and serve as surplus wounds once the gap has been closed. They also have the classic Litanies of Hate. This means good news for those Neophytes who don't have the Preferred Enemy perk from the Champion.

Now, these guys to me are best suited for the Blob Squads. Those are the foot based (or crusader based) units that number around 15 to 20 strong. The Chaplain and 3 cenobites make for a 24 man squad potentially, which I have used to great effect. Not to say they can't work well in smaller squads, but to fully gain from the rules they offer, I strongly urge the use of a larger squad with them.

Now before moving on, I will mention that each the Marshal and the Master of Sanctity have cheaper alternatives (The Castellan and Reclusiarch respectively) however, I rarely use them as the small points difference is a bargain in the bolster to the stats (as well with the Marshall having Rites with a leadership value of 10 vs the Castellan's 9). I always suggest the more potent of the two unless you are dying, and I mean DYING! for points somewhere.

Now the units above make good use to any army for a leadership buff. The following units are still good, and serve a purpose, but I still urge the use of at least one of the above units to help the army in the Ld department.


The Sword Brethren Terminator Command Squad
A mouthful and a decent option. This is a 4 man terminator squad (can be bolstered to a 10 man squad) with the standard shooting pattern allotted to them. They may take up to two heavy weapons and they have a built in sergeant, which is a rarity to the army. He alone has access to the armory, and that is always a good thing, but with only 1 wound he's a little weak compared to other actual standalone choices as a commander.

I have seen beautiful use made of this unit with the assault cannons and the Tank Hunters Veteran Skill. I suggest a smaller size base so they can be a cheap and effective key strike unit.

I'd say they are not a bad choice. I myself do not use them, but I can see their uses.


The Command Squad
Now before I start, I'll say this unit is a guilty pleasure of mine. It is a group of 4-9 standard marines that serve as a similar unit to the Command Terminators. However, they have a million and one options including the ability to take specialist models (like the sergeant, company champion, standard bearer, and apothecary [who now is invaluable as he adds the Feel No Pain rule to the unit]). This unit is expensive with no questions asked... but if you're willing to spend the points, and play them well, they'll annihilate a good deal in themselves.

No Joke, took this unit with Helbrecht (who allows them to add up to 5 neophytes) and that unit alone crushed a 5th edition 1750 Tyranid army which was in a crescent moon shape in 1 ROUND of combat... not even a full turn; I assaulted, and killed the army on my assault. Steven, if you're out there... I love ya man.

Now again, they are EXPENSIVE. My usual unit consisting of Helbrecht, the squad, the neophytes, the upgrades, and the Crusader they rode in on runs around 880 points. I can't say it's efficient, but when it works... look out.


And with that we've wrapped up the HQ choices for the army, and I must say there isn't a bad choice among them. They all serve a purpose (and sometimes more) while being great syngerizer bunnies to the army. Look to part III to cover the Elites and the Troops (or in this case Troop) sections of the codex. Until next time,

Cheers!

Sunday, October 31, 2010

The Crusades Part I



Revisions to the original Post have been made in light of the newest FAQ. These revisions will appear in red

It's time for me to answer a request from long ago and begin a series of Codex Reviews. I pondered long and hard about which codex I would start with, but ultimately I feel it makes a certain amount of sense to begin with one's own army. As you all know by now I am a Brother of the Black Templar, and so I will bring to you all the knowledge I have gathered from the codex, as well as an added bonus of the experiences I have had on the battlefield with this particular army. So let us begin.

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A quick look into the Story of the army may help to get a bit of an idea on where we're going.

Long ago the Space Marines were crusaders who moved through the galaxy, taking the fight to the enemies of the Emperor and mankind. After the Horus Heresy, and the Breaking of the Legions by Robert Guilliman to the Chapters of the current age, the majority of the Space marines were to follow this new order known as the Codex Astartes. However, the Black Templars have never taken to these new rules, as they have continued to crusade over the last 10,000 years, fulfilling the initial role of the Space Marines; take the fight to the enemy, purge all who stand in the way or threaten the God Emperor's goal, and never retreat even in the face of impossible odds.

Looked on as the most zealous and fanatical of all "chapters" the Black Templar continue the teachings and wear the colors of their first High Marshal (The equivalent to a standard Chapter Master) Sigismund. Now the crusade is as strong as ever, spanning the width of the galaxy itself, with what would seem to be 5 to 6 thousand battle brothers strong, though there is no evidence to fully support this claim. Never the less, the crusades will continue until the vision of the Emperor comes to fruition, and the galaxy is under his watchful gaze.


So let's look under the special rules for the Army and see what goodies the most zealous of the God Emperor's finest receive.

"And they Shall Know No Fear..."
This rule works exactly the same as all other Marine armies out there. It turns sweeping advances to no retreat (which is of little importance do to another rule which makes them fearless in close combat) and allows them regroup even if under half strength (which comes in handy with those large crusader squads which I'll cover later).


Drop Pod Assault
This rule is NOT the same as other chapters. It simply says that units in the army may make use of Drop Pods. However, the army does not get the nifty trick of sending in half rounded up on the first turn. They simply arrive from reserves as normal. This hurts the use of the drop pod in this codex a little as they are stuck waiting for reserves instead of getting to close the gap early.

A side note, this army rule is what gives the Drop Pods the same rules as "Inertial Guidance System" which is not included in the Drop Pod's Profile.


Abhor the Witch
Such is the hate of the Black Templars for even the slightest mutation that psychers may not be taken anywhere in the codex, nor in any army that may be allied with the Templars. This rule does make an exception for Grey Knights (under the ideal that the Grey Knights share a knightly honor, or perhaps the idea that upsetting the inquisition is unwise). This rule makes perfect sense in regards to the fluff, and rarely becomes an issue.


Vows
I'll cover this part more on the review of the Emperor's Champion. There are 4 choices (some decent, and others amazing) to chose from. It is no secret that the usual is the one giving the army Preferred Enemy but there are in fact other options.


Mixed Armor
This rule has been removed from play as it does nothing to actually effect game play. Units that are comprised of different types of armor saves and the like have been redefined by the rules regarding wound allocation in the newest (5th edition) rule set.


Kill Them All
This rule is a dated rule that seems to have little value in the current addition. A GW FAQ states that they must still make the test for target priority. However, as that rule is no longer described or used in the new rules... it is a somewhat strange ruling from the FAQ. As an additional note, I am further baffled by this newest FAQ. It states that the last sentence which talks about Target priority is removed.

The rule simply states that non-vehicles suffer a -1 to their leadership when testing to see if they can fire at a unit other than the closest. Again as their is no more target priority, this rule is somewhat foggy in it's practical uses as a "rule."


No Pity! No Remorse! No Fear!
This rule makes the army fearless when they are in close combat. No honor can be found in running from glorious combat with the enemy, and none would bring disgrace to the chapter by running from their hated foes.

And now for the big one... This one rule alone makes me question many of those who say that Black Templars are weak (That's right, I'm looking at you BoLS)


Righteous Zeal
This states that if a unit suffered casualties in the shooting phase (even if only one brother was lost) the unit takes a moral test. If they fail, they fall back following the normal rules for retreating. If they pass, they may make a D6 inch movement towards the closest enemy.

Simple, but add in the benefits the army has to alter this, and I'll show you why this makes all the difference.

First, you can take crusader seals or take a model that has them to re-roll the amount moved on the Zeal.

You may also add a Marshal to make the army Leadership 10 via Rites of Battle (why does that rule sound so familiar :D) But the true benefit here comes from chaplains. First and foremost they make their unit fearless, and so they auto-pass the test to zeal (as it is a moral test). Second, they allow the unit to zeal towards any enemy unit, not simply the closest. And third, you may take up to 3 cenobite servitors who add 1 to the zeal movement roll for ever servitor alive. Keep in mind that may exceed 6 (to a potential of 9 inches).

This makes the unit incredibly fast if even one member is lost, and gives the army (usually based on assault) a great answer to the assault based army's usual problem, being shot. Generally if you kill enough, assault units are hindered in their ability to work. However, in this army, you generally have one round of shooting at them. Couple this with the zeal move, the larger than average squads (I'll get to later) and the usual Preferred Enemy rule, and it's all a mixture of death and victory for the Templars.

Now given the assault nature of this army, you can really do some damage to other armies (including the enemy assault armies, in a great way to practically guarantee the charge for yourself. Place a chaplain with a unit, and now you can zeal towards anything. If the enemy is over 6" when their assault phase comes up, you're fine as it is, but say they aren't. Now you are worried they will assault you. So all you have to do is wait for those casualties to hit, then zeal towards another unit in a different direction, and pull out of that 6 inch mark.

The rule is vague at best, but this allows for us to capitalize on this. You must end closer to the nominated unit, and the move is identical to a consolidate which reads "you may move up to the amount rolled." This means we can move a smidgen of an inch if we don't want to get assaulted ourselves, or all the way to close that gap asap. Also remember that you can use this to get close to other units while simultaneously getting closer to the nominated unit. So long as you end the move closer to the nominated unit, you have done what you need. This rule makes the army incredibly capable of closing the gap in an quick and efficient manner.


Now, there is one major side effect all of this has on the army. It is still running a fourth edition mind set, and while this can offer some great advantages in some places... it has one crippling weakness. the Point costs are generally pretty steep. An average member of this army is 16 base, and has no grenades. Thus you must spend the 1 point per model to give frag grenades, and the idea of giving 2 point per model kraks is never something I suggest. So with quick math, that's 17 points a guy, plus additional wargear later. Rhino transports start at 50 points and require a few more points to make them go (the 3 for smoke launchers, and 5 for the extra armor) making them 8 points more a pop than the comparable extra armored rhinos from other codexes. So there are some downsides to the army, but all in all I feel they are severely outweighed by the good.

So that is where I will leave Part I. in part II, I'll cover the unit selections from Head to tail, giving my advice on the selections, and showing what the army is capable of. Until next time,

Cheers!