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Crusader's Forte (ETL WiP)


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Yeah, I had never tried one of the new GW shades before. Put a dab of reikland flesh shade on a brush and splashed it on a marine head and was like "oh. That was easy!" And if you aren't confident with edge highlights (I lack the finesse really) consider staying away from anything too bright. I used a thin bit of medium grey, and washed the armour with the nuln oil shade. Toned it down so it is still there, but not too eye catching. Hides the fact that mine are a bit messy :P

Don't you say that something you do sucks, just give it a try. I want to say only this: more of those neophytes, please.

 

Oh, and your name... when I take a glance at it, I keep misreading it as "fortress monastery," too much DoW1 recently...

 

It is Done, No more power armor please

 

I understand. Painting infantry is very manpower intensive vs. vehicles, at least for me. That's Ok, the important thing is that you kept your vow. Templars keep their vows and don't issue them rashly.

 

Well done Brother!

So I tried to post the army lists for a batrep, and the servers died like right after so one more time.

 

Black Templars vs. Tau 1500 pts

 

Big Guns Never Tire

 

For the Black Templars I had High Marshal Helbrecht (Just barely off the paint table)

His Assault Terminator Body Guard (5 TH/SS) with dedicated LRC

Three Crusader Squads, one 9/9/1 with two power weapons, one 10/10 with Plasma gun, and one msu las/plas squad in rhino

One Dev squad with 3 plasma cannons and 1 ML (ran out of cannon models) and 3 bullet catchers

 

Tau Had Two buffmanders with Drone controllers and two marker drones, One had two missile pods, and the other had two flamers and Multi spec suite. Two teams of crisis suits all of them had twinlinked missile pods and 4 of them had plasma rifles, his warlord with Missile pods went with one of these and had 2 marker drones and two shield drones.

Five teams of 6 man fire warriors

one 4 man Pathfinder team

Two Hammerheads with sub rounds, disruption pods, and Smart Missile systems

One team of 2 broadsides with Target Lock and 2 marker drones and two shield drones. Multi Spec Suite Buffmander went here.

I got lucky and his Riptide wasn't built yet.

 

We rolled up 4 objectives, and he deployed first. The Objectives ended up with three in a line down the middle, and then one in his deployment zone for a nice triangle shape. Templars failed to seize the initiative, but thats ok we wanted to go second anyway.

 

Everyone started trying to reduce the number of shots they would be taking from Hammerheads except the Land Raider which was providing cover for the power weapon Crusaders, and the Rhino trying to do the same for the Plasma squad. Devs were in ruins near the far left objective on a roof.

 

Tau Turn one: shooting for the Tau involved lots of measuring of markerlights and figuring out that the only people in range were the scouting Pathfinders who lit up the LRC. Hammerheads both fire their str 10 shots into it and then glancing it once. The broadsides shooting the only thing they can pop the Rhino for First Blood.

 

Templar Turn one: LRC, the large Crusader Squads advance leaving the small one in their crater and the dev squad in their ruins.  Dev Squad only has Pathfinders in range but thats ok we wanted to kill them anyway. Some how only manage to kill one of them and then a scatter onto the nearby Broadsides takes out a shield drone. Pathfinders break and run, the Lascannon fires at a hammerhead which makes its cover save and the plasma squad ran a couple inches.

 

Tau Turn two: Pathfinders fail to regroup but sadly don't run off the table, buffmanders and co jump around a bit for better shots and one of the Fire Warrior teams get into a piece of cover near the right objective. Markerlights start going off, half into the LRC and the other half lighting up shooty Neos. Hammerheads fire on the LRC again, doing nothing to Helbrecht's blessed vehicle.  Broadsides fail their leadership test to split fire and end up spending their ignores cover shots on the LRC. Neophytes take casualties from some Missile pods and Fire Warrior pulse rifles. Awkward assault jumping puts suits in odd places.

 

Templar Turn two: LRC moves up, Choppy Crusaders advance and then prepare for Pie plates. Plasma Squad advances trying to put as much cover between them and the nearest set of Missile pods. Lascannon goes off, does nothing. Dev Squad can see more targets now and lets plasma hammer into the broadsides with extra smatterings of bolter rounds, taking out two marker drones and inflicting a large number of wounds into the broadsides and buffmander. Plasma Squad runs The Angry Inch. The LRC fires into one of the oddly close Fire Warrior teams sadly not dealing much damage beyond the single wound.

 

Tau Turn Three: losing the squad of Fire Warriors has brought him to see just how close everything is getting and how much damage the Dev Squad has done draws attention. Pathfinders regroup but thankfully are too far away to do anything other then sit behind the broadsides. Crisis Suits move forward to try and get shots on the Dev Squad and of course buffmanders get into good positions for markerlights. Markerlights start going off, 4 into the LRC again and then two on the Dev Squad. One Hammerhead fires into the LRC penetrating its armor but only shaking the crew about. Next Hammerhead tosses a pie plate at the poor abused Neos dropping them to 3 left from the 7 and taking out a badly placed Initiate. Missile Pods go Crazy taking out another two Neophytes and killing two of my bolter marines in the dev squad. I seem to have forgotten what the Broadsides fired at this turn.....

 

Templar Turn Three: Thank the Emperor for pre-measuring! I wanted to get the Dev Squad to the Objective right in front of them, so they ditched their ruins to get to the base of the building it was on. LRC rolls up trying to get a good angle to deposit Helbrecht next turn. Both crusader squads start forward again with the choppy squad trying its hardest to keep the LRC between them and pie plates. Lascannon fires....misses completely. Plasma squad runs again, The Dev Squad runs putting them just barely into the ruined building holding the left objective. LRC opens up on the Broadsides taking out the second shield drone and forces Look Out Sirs from the buffmander onto a broadside taking it out.

 

Tau Turn Four: The Crusaders are closing in, Suits start jumping and the Hammerheads start moving just enough to get jink. Markerlights into the plasma squad, and the choppy crusaders. Pie Plates drop into the Choppy Crusader Squad killing three choppy initiates, and another on the Dev Squad doing nothing. Broadside pops a shot at the choppy crusaders dropping another, Missile pods go out again killing the last of the bolter Neos and smacks about a couple of Initiates. Assault Jumping occurs, is silly.

 

Oh gods this thing is huge, will finish after sleeping......and seeing if I can remember all of this from a week ago.

ok ok ok, not much left.
 

Templar Turn Four: LRC rolls up letting Helbrecht and Friends disembark meaning to engage in Melee more because the store was closing soon and I didn't want to pay the points and then have them do jack all then it being tactically sound. Dev Squad shuffles, taking advantage of the signum bearer and the extra bolter bro to take the objective and fire the heavies. Plasma Squad keeps on walking now putting a large cliff face between them and all the shooting. Choppy Squad hugs the LRC and starts heads left to the center objective nearby. Good Cover saves is the only thing keeping the Broadsides alive from the Plasma and Krak. Lascannon still does nothing, but the LRC wipes out a team of Fire Warriors. and then after 4 turns a proper assault phase, Helbrecht and Assault Termies charge the Fire Warriors on their objective, and eat some where in the range of 30+ Pulse shots in overwatch.  Lose one termie on a bad roll and then make the charge massacring them between the Sword of High Marshals and Thunder Hammers. Consolidation lets them put a LoS blocking Rock between them and one of the Hammerheads.

 

Tau Turn Five: Everyone else is leaving with their models, and Owner is checking his watch so we pick up the pace and make our moves asap. Fire warriors back away from Helbrecht, and then oddly enough the closest hammerhead runs up in front of them....but doesn't tank shock. He decides denying me Linebreaker and getting slay the warlord is more important then handling the dev squad or ending the plasma squad. almost everything on the left half of the board fires on them including a str 10 shot that misses so badly that Storm Shields don't even get raised to try and bounce it. The right half tries to dislodge the choppy crusaders from the middle objective but dont cause nearly enough wounds to shake them.

 

Templar Turn Five: Plasma Squad moves up heading for the right objective, and choppy crusaders more firmly set themselves on the middle objective. Broadsides get wiped out with Plasma and Krak and the LRC takes its toll on another Fire Warrior Team. Plasma Squad runs the final 4 inches to the right objective. Helbrecht fires his Melta out of spite at Hammerhead, and then charged it as we should. Thunder Hammers rip it open for glorious VP.

 

Templar 7 - Tau 1 a conclusive stomp sadly brought about by bad dice on his part and then lots of good saves on mine.

So I'm using the Dark Vengeance Sergeant for my Cypher, and the DV Witch is going to be converted into a chaplain. Would I be better off using Green Stuff for Cypher's hood or just clipping the head off and putting the Hooded Head in its place. Also Tomb Kings good source for Chappy skulls?

So I'm using the Dark Vengeance Sergeant for my Cypher, and the DV Witch is going to be converted into a chaplain. Would I be better off using Green Stuff for Cypher's hood or just clipping the head off and putting the Hooded Head in its place. Also Tomb Kings good source for Chappy skulls?

 

Have you used greenstuff before? If you are confident in your greenstuffing ability or want the challenge go for it. If not, the head swap would probably be easier.

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