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Is there anything to stop you disembarking a unit from a transport in your movement phase, probably a shooty one to use in the shooting phase, then using Devout Push to get back into it in the fight phase? As long as the transport is between the unit and either an objective or the nearest enemy unit, have we just gained a little fire and fade?

As long as the transport was in the right place, you could end the normal move within 3" of a transport and still be closer to either an enemy or an objective. (Say for instance you park the transport on an objective), the embarkation rules simply require you to finish a normal move within 3" of a transport.

As long as the transport was in the right place, you could end the normal move within 3" of a transport and still be closer to either an enemy or an objective. (Say for instance you park the transport on an objective), the embarkation rules simply require you to finish a normal move within 3" of a transport.

You know what, I think you're on to something. You END the move closer to the objective and you END the move within 3" of a Transport. Embarking happens AFTER you've ended the move, right? 

 

I'm more interested in what Laeroth has to say than any of these reviewers. I don't know how long they've had the book, but probably not the half year something he has had it?  Though getting hard deets should possible finally.

 

Ace and Laer are great content creators, and it's clear they know what BT should be and have had a great, influential vision for it.

 

I also think, at times, Implausible Nature is a little bit emotionally attached to their vision of Black Templar, to the point it blinds them as to the objectivity of some things.  I've been following the conversation on IN discord server at length and Ace has thrown out some absolute headscratchers at times. 

 

I think so too. This codex doesnt have any cool melee bonus at all which seen as "that" chapter from a pure players perspective.

We are as competitve as before. Maybe a bit more - but everything about that has to do with our input ... not the output in melee.#

Dont get me wrong. The supplement is super thematic - but there is not enough punch in close combat. 

 

If you think on BA then its the chapter with +1 to wound and many attacks

If you think on WS then its the chapter with +1 damage and advance + charge

If you think on BT.... then we are the guys with 5++ (but that has nothing to do with melee) 

 

I dont get why we dont have any rule which give us rerolls, +1 to hit or +1 to wound. Just exploding 6a for ONE datasheet.

If we still had advance and charge - all would be nice but without that we are so easy to calculate against us. 

I see us more as shooty army in competitive gameplay. 

Edited by Medjugorje

I'm suprised not one talking about the High Marshall, he seems like an auto include now.

he is awesome. But there ist the one relic which makes our captain the toughtest guy in the galaxy. 

It would be sooo good if we could get 2 relics on one character.

 

I'm suprised not one talking about the High Marshall, he seems like an auto include now.

he is awesome. But there ist the one relic which makes our captain the toughtest guy in the galaxy. 

It would be sooo good if we could get 2 relics on one character.

 

Instead we can take two warlord traits and up our fightyness.

Is there anything to stop you disembarking a unit from a transport in your movement phase, probably a shooty one to use in the shooting phase, then using Devout Push to get back into it in the fight phase? As long as the transport is between the unit and either an objective or the nearest enemy unit, have we just gained a little fire and fade?

 

10 Hellblasters popping out of a 5++ Repulsor (with multimelta), shooting, then jump back in...

 

Is there anything to stop you disembarking a unit from a transport in your movement phase, probably a shooty one to use in the shooting phase, then using Devout Push to get back into it in the fight phase? As long as the transport is between the unit and either an objective or the nearest enemy unit, have we just gained a little fire and fade?

 

10 Hellblasters popping out of a 5++ Repulsor (with multimelta), shooting, then jump back in...

 

 

I just built a list last night around this concept.  Something like this:

-Helbrecht

-Bike Chaplain

-Primaris TechMarine

 

5 assault ints

5 assault ints

5 infiltrators

 

2 x red dreads with heavy plasma incinerator

1 x red dread with heavy onslaught

 

repulsor with anti-infantry guns

5x eradicators OR 10x hellblasters

 

This leaves about 120-200 pts to fill in as you like.

Go with Uphold the Emperor and enjoy 5+ invuln on all vehicles.  Throw the Repulsor upfield and pay 1 cp for smokescreen and between that and mortal wound fnp and 5+ invuln it should do pretty good.  Then drop out your hellblasters/eradicators each turn and shoot them then pile back in using devout push. Meanwhile, dreads are punishing at range and your troops are free to run around and grab objectives.  

 

1 red dread accompanies the repulsor to grant Wisdom to the Hellblasters/Eradicators, and discourages anything big and nasty melee threats on it.

 

The other 2 dreads hang out with Helbrecht and Chappy for their buffs. the Heavy Onslaught will get Hlebrecht's chapter master buffs for maximum benefit of his rerolls and chaplain's 5+ FnP buff.   The 4 of them advance up field as threats/enemy guns dictate.  Chapalin take the relic/trait to be super tanky. 

Edited by 9x19 Parabellum

 

 

I'm suprised not one talking about the High Marshall, he seems like an auto include now.

he is awesome. But there ist the one relic which makes our captain the toughtest guy in the galaxy. 

It would be sooo good if we could get 2 relics on one character.

 

Instead we can take two warlord traits and up our fightyness.

 

but our WL traits are all trash

Take one of the killy WT from the SM book, take the fight first and +1 attacks from our book, give him the unkillable relic, and then you can charge 2 units a turn and get a free auto interrupt instead of having to spend CP on it. Depending on the second unit that can be pretty damn powerful, and then you have ways to manipulate things through forcing the marshal to get targetted, etc.

So, you can put a Multimelta on Impulsors? I just watched the Auspex Tactics review and he said Repulsor and Gladiators. I think another Multimelta on a Gladiator Valiant would be nice for 6 Multimelta shots and 4 Lastalon shots.

 

He also said that the Primaris Crusader Squad could take Auto Bolt Rifles on Initiates for a point each. Anyone think a Primaris Crusader Squad with Auto Bolt Rifles and Shotguns be viable?

 

Like, I would do 2 choppy Primaris Crusader squads up front, Grimaldus & Cenobytes, the followed up by a third shooty Primaris Crusader Squad. Or would one forward and two back be a better option? Then, take 2 Gladiator Valiant with pintle Multimelta each. Rush that towards the enemy with that 5++ invulnerable save vow, and watch out!

 

How about a Primaris Chaplain on bike, and a unit of Outriders, escorting an Impulsor, or two, with EC, and Swordbrethren and/or Bladeguard? I mean, too bad you cannot put a Multimelta on an Invictor, either as the gun arm, or as the sidearm, or both...

 

What about Castellans? Are the worth taking?

So, you can put a Multimelta on Impulsors? I just watched the Auspex Tactics review and he said Repulsor and Gladiators. I think another Multimelta on a Gladiator Valiant would be nice for 6 Multimelta shots and 4 Lastalon shots.

 

He also said that the Primaris Crusader Squad could take Auto Bolt Rifles on Initiates for a point each. Anyone think a Primaris Crusader Squad with Auto Bolt Rifles and Shotguns be viable?

 

Like, I would do 2 choppy Primaris Crusader squads up front, Grimaldus & Cenobytes, the followed up by a third shooty Primaris Crusader Squad. Or would one forward and two back be a better option? Then, take 2 Gladiator Valiant with pintle Multimelta each. Rush that towards the enemy with that 5++ invulnerable save vow, and watch out!

 

How about a Primaris Chaplain on bike, and a unit of Outriders, escorting an Impulsor, or two, with EC, and Swordbrethren and/or Bladeguard? I mean, too bad you cannot put a Multimelta on an Invictor, either as the gun arm, or as the sidearm, or both...

 

What about Castellans? Are the worth taking?

To quote myself:

Vehicles

Black Templars Gladiator Lancer, Gladiator Reapers, Gladiator Valiant, Impulsor or Repulsor Executioners have the following option:

  • If this model is not equipped with an ironhail heavy stubber it can be equipped with 1 multi-melta.

​Black Templars Repulsors have the following option:

  • Instead of being equipped with an ironhail heavy stubber, this model can be equipped with 1 multi-melta.
Edited by Fulkes

 

 

 

I'm suprised not one talking about the High Marshall, he seems like an auto include now.

he is awesome. But there ist the one relic which makes our captain the toughtest guy in the galaxy. 

It would be sooo good if we could get 2 relics on one character.

 

Instead we can take two warlord traits and up our fightyness.

 

but our WL traits are all trash

 

I don't think they're trash, I think they're written under the assumption we're going to stack them together or with Warlord Traits from Codex: Space Marines.

 

 

So, you can put a Multimelta on Impulsors? I just watched the Auspex Tactics review and he said Repulsor and Gladiators. I think another Multimelta on a Gladiator Valiant would be nice for 6 Multimelta shots and 4 Lastalon shots.

 

He also said that the Primaris Crusader Squad could take Auto Bolt Rifles on Initiates for a point each. Anyone think a Primaris Crusader Squad with Auto Bolt Rifles and Shotguns be viable?

 

Like, I would do 2 choppy Primaris Crusader squads up front, Grimaldus & Cenobytes, the followed up by a third shooty Primaris Crusader Squad. Or would one forward and two back be a better option? Then, take 2 Gladiator Valiant with pintle Multimelta each. Rush that towards the enemy with that 5++ invulnerable save vow, and watch out!

 

How about a Primaris Chaplain on bike, and a unit of Outriders, escorting an Impulsor, or two, with EC, and Swordbrethren and/or Bladeguard? I mean, too bad you cannot put a Multimelta on an Invictor, either as the gun arm, or as the sidearm, or both...

 

What about Castellans? Are the worth taking?

To quote myself:

VehiclesBlack Templars Gladiator Lancer, Gladiator Reapers, Gladiator Valiant, Impulsor or Repulsor Executioners have the following option:

 

  • If this model is not equipped with an ironhail heavy stubber it can be equipped with 1 multi-melta.
​Black Templars Repulsors have the following option:
  • Instead of being equipped with an ironhail heavy stubber, this model can be equipped with 1 multi-melta.

Many thanks for clearing that up @Fulkes.

 

So, are 2 Gladiators with pintle Multimeltas, or many Impulsors with Multimeltas better? Myself, I am not a all eggs in one basket kind of guy.

Not that anyone is taking suffer not the unclean to live, but it occurs to me that it is anti-synergistic with Frontline commander (my unit would need to charge the same unit as my warlord, but cannot because they are forced to charge un-engaged units).

Here’s my list for this weekend. First game in a long time so chose a simple list. Will choose relics, WL traits and litanies once I have the book:

 

- Helbrecht (use HH Rogal Dorn counts as until Primaris model released)

- Primaris Chaplain on a Bike

- Primaris techmarine

 

- 3x Intercessors Squads (two shooty, one choppy)

 

- 2 x 3 BGV

- 3 x Redemptor (probably all plasma)

- Primaris Apothecary

 

- 2 x 3 Outriders

 

- 1 x 3 Eradicators

 

Any thoughts?

 

 

 

 

So correct me if Im wrong regarding Crusader Squads but in a 10 man squad you can have two power fists plus the Sword Brethren power weapon? That is tasty if true, not sure if its good but leaning heavily into that for a horde of intantry type of list or a 20 man with 5 power weapons to outflank might actually be decent if not good.

Yup. And at 20 you can have 4 power fists.

Think im going to drop an email to the FaQ team to open up access to power axes and power swords on the crusader squads for the initiates.
If/when you do, perhaps also suggest taking a power fist on the Sword Brother? Seems silly to have the option in the kit but not in the rules.

I had a 2k practice game with the new Templars vs Dark Eldar. My opponent had a decent wych cult list with 3 big units jetbikes, characters including drazhar and a core of wyches in raiders. I took 5 big blobs of primaris crusaders (4x 20 and 1x15) all with just swords and pistols, Helbrect and Grimaldus. I wanted to really stress test the new crusaders and see how well it paired with 5++ vow.

 

The end result, the Templars absolutely massacred the Drukari. All the dark lances, blasters and heat lances basically bounced. They got the drop on me T2 and killed about 40 crusaders with an all in army charge. In my counter attack I basically wiped them out apart from scattered survivors.

 

What stood out was just how durable the blobs were. Mini transhuman, 5++ and a 6+++ from Grimaldus was great. And in combat they were lethal, I was able to put 3 almost intact blobs in assault doctrine turn 2 thanks to the Helm, the strat from the main codex and the litany that puts you in an extra vow. This meant each blob was putting out about 60 str5 ap-2 attacks with full rerolls to hit (either litany of hate or chapter master rerolls)

 

Genuinely think primaris black tide is lethal.

 

 

 

 

 

So correct me if Im wrong regarding Crusader Squads but in a 10 man squad you can have two power fists plus the Sword Brethren power weapon? That is tasty if true, not sure if its good but leaning heavily into that for a horde of intantry type of list or a 20 man with 5 power weapons to outflank might actually be decent if not good.

Yup. And at 20 you can have 4 power fists.

Think im going to drop an email to the FaQ team to open up access to power axes and power swords on the crusader squads for the initiates.
If/when you do, perhaps also suggest taking a power fist on the Sword Brother? Seems silly to have the option in the kit but not in the rules.
Think I need to do a second email lol

 

 

 

 

So correct me if Im wrong regarding Crusader Squads but in a 10 man squad you can have two power fists plus the Sword Brethren power weapon? That is tasty if true, not sure if its good but leaning heavily into that for a horde of intantry type of list or a 20 man with 5 power weapons to outflank might actually be decent if not good.

Yup. And at 20 you can have 4 power fists.
Think im going to drop an email to the FaQ team to open up access to power axes and power swords on the crusader squads for the initiates.
If/when you do, perhaps also suggest taking a power fist on the Sword Brother? Seems silly to have the option in the kit but not in the rules.
Think I need to do a second email lol

 

I'm collecting questions in another so everyone who is emailing can ping GW with the same questions so we can (hopefully) see more answers.

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