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Black Templars CT Leaked


Dosjetka

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Actually, it says under rerolls

 

Re-rolls

Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.

 

Just to be that guy, you think we can raw argue that we are allowed to reroll a single dice? With our tactics?

 

That would make the CT a little better ... I just didn't find my crusader squads to be amazing in CC though

From the one that started this thread with, I admit, a very negative outlook on us potentially not getting our own CTs I'm actually very happy with reroll charges! I do have a very cc focused army with deep striking Assault Termies etc. so maybe a bit biased - but I play against orks a lot in my local meta so I know how strong Ere we go is combined with Da Jump.

 

I would have liked some kind of psychic defence, I was kind of expecting that our units might be able to attempt to deny on a single dice like Sanctioned Psykers can or maybe add 1 to psychic tests when within 12" but fluff-wise there's no real reason we should get that kind of defence, Black templars aren't Blanks like SoS or Cullexus Assassins, a blast of ruinous psychic energy is going to hurt us like any other chapter.


You have to click the "Use Full Editor" button to edit a topic title, Kilamandaros.

 

Ah you sir are a scholar and gentleman.

Maybe its not bad but look at UM and WC chapter tactics. They are much much better... And even add two thing, ours only one. 

 

I'd say Raven Guard are the best by a big margin, WS and UM are both situational which are better sometimes and worse others - remember they don't affect the main thing you want to be able to fall back and fight with; your tanks. A lot of the time I'd prefer a full reroll on my big charges (e.g. a 280 point terminator squad deepstriking) rather than have the ability to fall back and shoot with my crusader squads...

 

And Imperial Fist tactics are truly bad after having arguably the best last edition, swings and roundabouts.

 

Edit: Scratch that, just seen Salamanders, they have the best by a long way!

So this is meh for Black Tide and LRC and rhinos just making it slightly easier to reach combat.  (personally not a big issue)

 

Are we going to see BT tactics around DS back line suicide termies?  I honestly don't see me using drop pods at the points tax over rhinos.  

 

Maybe a cataphract termi unit DS with chain fists?  

 

Bah, I hope the warlord trait is a force multiplier.  

So this is meh for Black Tide and LRC and rhinos just making it slightly easier to reach combat.  (personally not a big issue)

 

Are we going to see BT tactics around DS back line suicide termies?  I honestly don't see me using drop pods at the points tax over rhinos.  

 

Maybe a cataphract termi unit DS with chain fists?  

 

Bah, I hope the warlord trait is a force multiplier.  

 

Tactic doesn't work on LRC and Rhinos ... only on infantry, bikes, dreads

For what it's worth, I actually think these tactics are better than UM tactics.

Our tactics are also encouraging of MSU style of play. More charges=More chance to reroll.

 

Given that chargers always go first, and you can charge after firing any weapon, failing a charge is more devastating than ever. Even failing a charge against that Tau squad means they can rapidfire you, then charge and get to get all their attacks in before you do anything. 

 

So this is meh for Black Tide and LRC and rhinos just making it slightly easier to reach combat.  (personally not a big issue)

 

Are we going to see BT tactics around DS back line suicide termies?  I honestly don't see me using drop pods at the points tax over rhinos.  

 

Maybe a cataphract termi unit DS with chain fists?  

 

Bah, I hope the warlord trait is a force multiplier.  

 

Tactic doesn't work on LRC and Rhinos ... only on infantry, bikes, dreads

 

Sorry that is not what I was talking about it was talking about when you have transports you really don't need this chapter tactic for your troops.  I did not intend to infer that I was talking about charging with my transports.  

 

For what it's worth, I actually think these tactics are better than UM tactics.

 

 

FWIW ... Reece from frontline gaming has said that after play testing that he felt the UM tactics were the strongest

 

Maybe counting special characters, unique strategem, Relic, and warlord traits. For the pure tactic by itself, I feel like most units that charge a shooty squad can reduce its numbers enough to make some shooting at minus 1 a tad irrelevant. A choppy squad obviously doesn't want to use the tactic, since they can't charge. And they count on your opponent wanting to charge you, against a lot of armies, they'll never get to use their abilitites. On the other hand, reroll charge distances all the time works against everyone, and every time it gives us an extra charge, it's a pretty big deal.

I don't play anywhere as much as I'd like to ... just relaying what a play tester said.

 

As for our CT ... really need a FAQ from GW whether the re-roll rule means you can choose 1 or both of the dice of if you have to re-roll both or none.

 

Apparently the greenskin xenos have been having this argument for a while with their 'ere we go special rule

 

For what it's worth, I actually think these tactics are better than UM tactics.

 

 

FWIW ... Reece from frontline gaming has said that after play testing that he felt the UM tactics were the strongest

 

 

Understandable, +1 LD is nice boost to counter -LD effects and makes Know No Fear even stronger.  The fallback and shooting can be really good combed with combat squads.

Because Games Workshop has treated us fine? I mean it's not a bad tactic it's just not Ultra, and Scars teir. And as I said above, the best part about Black Templars is the Crusader Squad. We have the best Tactical Squad Variant bar Grey Hunters. Our characters are superb. Cenobytes are "generic" finally. I have some complaints yes about way we have been treated (I still want Biker Crusaders). But this edition has treated our army, our characters and more very well.

Because Games Workshop has treated us fine? I mean it's not a bad tactic it's just not Ultra, and Scars teir. And as I said above, the best part about Black Templars is the Crusader Squad. We have the best Tactical Squad Variant bar Grey Hunters. Our characters are superb. Cenobytes are "generic" finally. I have some complaints yes about way we have been treated (I still want Biker Crusaders). But this edition has treated our army, our characters and more very well.

Remember we have also not seen our stratagems and relics. 

Overall im happy so far. 

To me it's meh. I think i failed two charges ever. Only one i burned a command point to reroll. The other didn't matter if i got it or not.

 

Could have been worse. I was hoping a +1 to hit or extra attack the turn we charged. But i guess that would have been broken.

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