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The storm of fire trait, 1d4 lists it as effecting any attack. Is that true or does it only effect shooting attacks?

 

It says "In the shooting phase" 

 

Most of the other Traits that we can take wouldn't benefit him as much. Iron Resolve would be the only other one I'd choose for him. 

Overall, I think things are looking alright.  There's not much flavor really, but no one has much (and we have more than most of the C:SM).  But while the flavor is rather sparse, the rules, characters and such are a good notch above par for the typical Templar list of "This is a sword.  As is everything else."

 

However I am yet to see the Crusader Squad rules.  If it remains the same as the Index, that's fine. They may have decided we get too many toys in a squad, which would suck.  Or, they could've included the Dedicated LRC rule in the datasheet :teehee:

 

I dont know what you mean, Zeal and Deny the witch are not much flavor? The Raven Guard specials couldnt take more flavor and many other chapter specials are full of flavor too (Salamanders for example).

 

Overall, I think things are looking alright.  There's not much flavor really, but no one has much (and we have more than most of the C:SM).  But while the flavor is rather sparse, the rules, characters and such are a good notch above par for the typical Templar list of "This is a sword.  As is everything else."

 

However I am yet to see the Crusader Squad rules.  If it remains the same as the Index, that's fine. They may have decided we get too many toys in a squad, which would suck.  Or, they could've included the Dedicated LRC rule in the datasheet :teehee:

 

I dont know what you mean, Zeal and Deny the witch are not much flavor? The Raven Guard specials couldnt take more flavor and many other chapter specials are full of flavor too (Salamanders for example).

 

 

Oh by that I think he means to say that our previous flavor has gone down by heaps... and the same applies to everybody else as well...

 

I think the only way they can keep the game balanced and at the same time keep our armies tone is to lower the flavor by a lot to the point where everyone is almost like Vanilla, but still add a few sprinkles here and there to make each sub-faction unique...

 

Can't be helped Firepower, if we get too much flavor the other Factions might complain about being OP... I just hope that Codex Creep doesn't happen this time around as that caused the whole trouble of 6-7th edition... tbh, I like what we're getting, but Chapter Tactics need to have that reroll 1 or both dice, not just reroll both for Charge Distance... Templar Specific Warlord Trait needs to just be a plain +6" to Heroic Intervention and +3" standard Charge Distance... but the Templar Relic, Strategem and internal balance of the Codex seem to be just right... Kind of excited now for what the enemies of mankind can bring on the table...

I said I would hold my opinion when everyone was bugging out over the Chapter Trait. This looks pretty solid. I may start playing again, and bring the pain to Witches, Xenos, Traitors, and Primaris alike. Edited by d3m01iti0n

What I meant is (and don't you lot go putting words in my Vox grill!) is that a lot of the peculiarities of Templars have been smoothed over in favor of something very streamlined.  A lot of you seem to have disliked it, but the 7th edition Chapter Tactic was very reminiscent of our glory days in how it activated and worked, i.e. killing Neophyte Bob leads to a whole pissed off squad.  And there's the loss of DT LRC, which is more than a small nuisance for me.

 

While we are now 'just' Marines that are a bit more eager to get stuck in, a lot of Chapters have been reduced to 'just' and have even less than us.  We still get our own Troop choice which, if unchanged from the Index, is a Tactical Squad +1, and we have more Characters which are all awesome in their own ways.

 

The days of our 4th edition special flavor is long gone.  Going this way from 7th isn't some huge and sudden betrayal of that, just another step, more of a sidestep than a downward one at that.  But rage and rancor at change and those who perpetrate it while clinging to the crusading ways of the past is sort of at the core of being a Templar, so I'll stick to my cantankerous grumbles and codex conservatism thank you very much!

 

So what irks me is something that is irking across the board, and so long as everyone is as miserable or more miserable than me, I'm content.  You may call that petty (and earn a proper paddlin') but I call it community. :D

 

 

What does Oath Keeper do exactly? And our Warlord has to take it? No choice at all?

You can Heroic Intervention up to 6" instead of 3 and you only have to take it is your warlord is one of the named characters. Generic guys can still take whatever

 

Well I guess that's handy for Helbrecht who wants to cut things up in melee w/ the Reforged Sword of Dorn... but I guess there would be other Traits that would suit him better... I haven't looked at the leaks and reviews, as I'd rather have them on hand instead.... wait a week :tongue.:

What about Legendary fighter (+1A on charge) ?

Edited by Ciler

 

 

 

What does Oath Keeper do exactly? And our Warlord has to take it? No choice at all?

You can Heroic Intervention up to 6" instead of 3 and you only have to take it is your warlord is one of the named characters. Generic guys can still take whatever

 

Well I guess that's handy for Helbrecht who wants to cut things up in melee w/ the Reforged Sword of Dorn... but I guess there would be other Traits that would suit him better... I haven't looked at the leaks and reviews, as I'd rather have them on hand instead.... wait a week :tongue.:

What about Legendary fighter (+1A on charge) ?

 

 

I reckon he won't need it... D3 Attacks w/ the Sword of the High Marshal on the charge, S6 due to Sword buff and Aura, D3 damage w/ AP-3... he'll be a beast at killing things in melee...

So did some thinking (dangerous!) and the Heroic Intervention within 6" has some rather niche uses that could be handy!

 

 

Any unit that falls back from combat that doesnt make it 6.1" away can be re-engaged

 

Models attempting to Melta something nearby gets engaged on their turn

 

Pushes screening units into a more difficult position.

 

Last turn objective grab--> Counter charge anyone from trying to sneak an obj away from having more models within 3" on the other side of the obj. 

I was about to say you can't do any of that, but then I reread the the rule and engaging a unit that charged isn't part of the requirements for it. Merely that it happens after the enemy has completed their charge moves

I actually can understand that 75 point cost regarding the EC.

 

He's a character/monster killer, but that's it. A character withouth jump pack, bike, no deep strike/special deploy, shoots like an initiate, and has no auras. Maybe is a bit cheaper that he should be, but you get my point.

This is a very good point.

So did some thinking (dangerous!) and the Heroic Intervention within 6" has some rather niche uses that could be handy!

 

 

Any unit that falls back from combat that doesnt make it 6.1" away can be re-engaged

 

Models attempting to Melta something nearby gets engaged on their turn

 

Pushes screening units into a more difficult position.

 

Last turn objective grab--> Counter charge anyone from trying to sneak an obj away from having more models within 3" on the other side of the obj.

That's actually a beauty... most infantry can't more more than 6"... so you're almost guaranteed to intervene. Now I'm thinking of maybe having a castellan on bike...

 

Edit: Hmm do we no longer have characters on bike?

 

Can enemies still overeatch if your heroically intervene?

Edited by Brother Talarian

New FAQ. Our Chapter Tactic got a little worse.

 

Page 178 – Re-rolls

Change this paragraph to read:

‘Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifers (if any) are applied.’

Essentially: you charge, fight. Their turn, they fall back 6" or wtv their movement is. Shoot, declare charge, once that's done you can heroically intervene. So the unit that moved 6" away from CC is within your heroic intervention range. You can now charge them again.

 

So did some thinking (dangerous!) and the Heroic Intervention within 6" has some rather niche uses that could be handy!

 

 

Any unit that falls back from combat that doesnt make it 6.1" away can be re-engaged

 

Models attempting to Melta something nearby gets engaged on their turn

 

Pushes screening units into a more difficult position.

 

Last turn objective grab--> Counter charge anyone from trying to sneak an obj away from having more models within 3" on the other side of the obj.

That's actually a beauty... most infantry can't more more than 6"... so you're almost guaranteed to intervene. Now I'm thinking of maybe having a castellan on bike...

 

Edit: Hmm do we no longer have characters on bike?

 

Can enemies still overeatch if your heroically intervene?

 

They cannot, as heroic intervention isnt an out of sequence charge, but a move to within range to be considered engaged for the fight phase.

 

For clarification for some:

 

Heroic Intervention does not require engaging a unit that charged- rather, it is a move that is triggered IF there is an enemy unit within 3" of the character at the end your opponents charge moves. 

 

Black Templar Warlords make this 6". 

 

So it can be used in instances where the enemy is close but did not (or could not) charge you.  For example, falling back. Or moving onto an obj.  This sort of thing.

 

 

This 6" ALSO makes it easier to move out for a normal intervention, as you can "move around" your own models to get to the fight better.

New FAQ. Our Chapter Tactic got a little worse.

 

Page 178 – Re-rolls

Change this paragraph to read:

‘Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifers (if any) are applied.’

I assumed it would be ruled like this. It's still a dramatic improvement to the success rate. I'll take the 48% chance to charge first turn over the 27% chance any day.

So i can mąkę heroic intervention, to any energii unit that is 6" from my charscter even If This unit didn't make charge.

 

For example. I have character And a unit of crusaders 5" away. Enemy have two units one 6" from my character And one 3". The unit that is 3" charge to crusaders, he is now in 6" from my character So i can make a heroic intervention.

Do I need heroic intervention to the unit that charged od i can do it to the unit that charged to i can do it to the unit that is 6" ant didn't charged?

Lareoth. And If you really want that charge you can re roll a dice due th stratagem right?

So i can mąkę heroic intervention, to any energii unit that is 6" from my charscter even If This unit didn't make charge.

 

For example. I have character And a unit of crusaders 5" away. Enemy have two units one 6" from my character And one 3". The unit that is 3" charge to crusaders, he is now in 6" from my character So i can make a heroic intervention.

Do I need heroic intervention to the unit that charged od i can do it to the unit that charged to i can do it to the unit that is 6" ant didn't charged?

Lareoth. And If you really want that charge you can re roll a dice due th stratagem right?

1st question - He has to end closer to the nearest enemy model

 

2nd question - unfortunately, you cannot re-roll a re-roll, so you could reroll both dice with Chapter Tactics or one die with a command point, but never both.

Edited by gally912

New FAQ. Our Chapter Tactic got a little worse.

 

Page 178 – Re-rolls

Change this paragraph to read:

‘Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifers (if any) are applied.’

I wouldn't say it got "worse", it's not as good as it could have been - but the ruling was largely expected.

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