GenerationTerrorist Posted October 10, 2021 Share Posted October 10, 2021 Just so I am reading things correctly from the he previews, I can give my Repulsor a 5++ by taking a certain vow. Plus I can give it a Multi Melta. I think this just might about make one useable as a party bus for my Bladeguard/Ancient/Chief Apothecary and Marshall. At least for a turn or two. Colour me excited. I see the same applies to the Gladiator chassis, but I have no experience using them. XeonDragon 1 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/ Share on other sites More sharing options...
Medjugorje Posted October 11, 2021 Share Posted October 11, 2021 I hope GW will make them cheaper in the next FAQ. If they would be a bit cheaper then we could run them competitiv Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752191 Share on other sites More sharing options...
Karhedron Posted October 11, 2021 Share Posted October 11, 2021 The 5++ certainly helps their survivabilty. But remember that while it makes Repulsors and possibly Gladiators viable, it also makes Redemptor Dreadnoughts awesome! BLACK BLŒ FLY 1 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752263 Share on other sites More sharing options...
Charlo Posted October 11, 2021 Share Posted October 11, 2021 I'm 100% planning a Mechanised army from this as soon as it survives the FAQ! Gladiators and Impulsors full of angry dudes with Multi-Meltas everywhere! Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752278 Share on other sites More sharing options...
Khornestar Posted October 11, 2021 Share Posted October 11, 2021 (edited) I'm 100% planning a Mechanised army from this as soon as it survives the FAQ! Gladiators and Impulsors full of angry dudes with Multi-Meltas everywhere! Also very curious if this buff survives. Really doesn’t seem too bad in light of things like dark eldar and admech, but there has never been an even handed approach. Could go either way. Edited October 11, 2021 by Juggernut Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752290 Share on other sites More sharing options...
Jacques Corbin Posted October 11, 2021 Share Posted October 11, 2021 I mean, why would an opponent shoot at the crusader squads while 2 Gladiators with extra Multimelta are bearing down on them? 4 Lastalon shots and 6 Multimelta shots will wreck their armor. When you hit on a 3+ that is 2 out of 3 of your shots hitting. So, statistically, adding 2 more shots will mean that 4 will hit out of 6. Also, you can charge the Valiants into enemy units ahead of your Crusader Squads, because they can eat (tau) Overwatch a lot better than infantry or bikers. Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752332 Share on other sites More sharing options...
Charlo Posted October 11, 2021 Share Posted October 11, 2021 I'm 100% planning a Mechanised army from this as soon as it survives the FAQ! Gladiators and Impulsors full of angry dudes with Multi-Meltas everywhere! Also very curious if this buff survives. Really doesn’t seem too bad in light of things like dark eldar and admech, but there has never been an even handed approach. Could go either way. The closest analogue is Iron Father Feiros giving everything a 5++ that was nerfed to just infantry. However seeing as Iron Hands had loads of other buffs that helped vehicles this was just part of the nerf. Deathwatch have the Dominus Aegis which is limited to CORE, however seeing as Vows are analogus to Super Doctrines, limiting them to CORE doesn't seem correct. Khornestar 1 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752395 Share on other sites More sharing options...
Tokugawa Posted October 11, 2021 Share Posted October 11, 2021 I'm 100% planning a Mechanised army from this as soon as it survives the FAQ! Gladiators and Impulsors full of angry dudes with Multi-Meltas everywhere! Also very curious if this buff survives. Really doesn’t seem too bad in light of things like dark eldar and admech, but there has never been an even handed approach. Could go either way. The closest analogue is Iron Father Feiros giving everything a 5++ that was nerfed to just infantry. However seeing as Iron Hands had loads of other buffs that helped vehicles this was just part of the nerf. Deathwatch have the Dominus Aegis which is limited to CORE, however seeing as Vows are analogus to Super Doctrines, limiting them to CORE doesn't seem correct. IMO the closest is TSons, which receive army-wide 5++ to all "arcana astartes" units(all their marine stuff). That made their rhinos decent, but don't bring the "bad" stuff(e.g. predators, vindicators, LR) to competitive tables. Khornestar and Karhedron 2 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752415 Share on other sites More sharing options...
Karhedron Posted October 11, 2021 Share Posted October 11, 2021 IMO the closest is TSons, which receive army-wide 5++ to all "arcana astartes" units(all their marine stuff). That made their rhinos decent, but don't bring the "bad" stuff(e.g. predators, vindicators, LR) to competitive tables. It has made Hellbrutes a very tasty choice for them though. BLACK BLŒ FLY and Charlo 2 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752439 Share on other sites More sharing options...
Mandragola Posted October 11, 2021 Share Posted October 11, 2021 Due to previous errors of judgement I have 3 undercoated Repulsor Executioners and a couple of impulsors, looking for an army. If this buff survives the FAQ, BTs could well be that army. I'm vaguely considering converting an executioner into a LRC... though actually I do own a LRC. I do quite like the idea of a Gladiator Reaper too, though clearly I don't need any more tanks at this point! Anyway, a 5++ and a bonus multimelta is pretty clearly a good thing for a vehicle. Mortal Wound protection is pretty nice too, and actually better for vehicles than a lot of other chapters' buffs. I'm not too sure who/what should ride in these vehicles. For the Executioners maybe aggressors, though they fill an executioner a bit faster than I'm happy with. For impulsors it's hard to argue against hellblasters. Both units gain a lot from a 5++. Then of course you have the obvious stuff like bladeguard and sword brethren. So I think overall there's some synergy here. Better vehicles and better units to put in them. It's not exactly how I picture a BT force working but it could well work. It may also be worth having a quick look at FW vehicles to see if anything interesting has happened there. Things like the Sicaran get a bit of help too. GenerationTerrorist 1 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752493 Share on other sites More sharing options...
9x19 Parabellum Posted October 11, 2021 Share Posted October 11, 2021 Given that your tanks still don't have access to rerolls, I'd limit the type of tanks you take to the Dakka variety. Reaper for Gladiators, and fill your Repulsors with dakka, rather than single shot AT style weapons. That way your dice average out. Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752505 Share on other sites More sharing options...
Medjugorje Posted October 11, 2021 Share Posted October 11, 2021 hmmm... the more dice the more likely you come to average. And then you antitank will do what they should do and could do Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752523 Share on other sites More sharing options...
9x19 Parabellum Posted October 11, 2021 Share Posted October 11, 2021 hmmm... the more dice the more likely you come to average. And then you antitank will do what they should do and could do Right. A gladiator lancer firing it's one big weapon rolls a "2" and then your 250 pt. tank has produced no usefulness for that turn. A gladiator reaper firing 24 gatling gun shots should average out pretty well. XeonDragon, Sword Brother Adelard and Karhedron 3 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752558 Share on other sites More sharing options...
Sword Brother Adelard Posted October 12, 2021 Share Posted October 12, 2021 hmmm... the more dice the more likely you come to average. And then you antitank will do what they should do and could do That's not how probability works. Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752813 Share on other sites More sharing options...
Kastor Krieg Posted October 12, 2021 Share Posted October 12, 2021 hmmm... the more dice the more likely you come to average. OK, my dude. This single sentence should allow everyone to completely disregard your doom and glooming about Templars and "competetiveness". You can't be taken seriously about unit strength in this game if this is your understanding of probabilities. Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752828 Share on other sites More sharing options...
tvih Posted October 12, 2021 Share Posted October 12, 2021 I mean... he's not entirely wrong? A roll of 12D6 will usually have more deviation from an average result (as in equal numbers of each die face) than 120D6 will. Whether or not and to what extent that affects your list building or actual battles is another thing. The dice will find a way to ruin your day regardless :P Karhedron, Charlo and painting.for.my.sanity 3 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752842 Share on other sites More sharing options...
Marshal Reinhard Posted October 12, 2021 Share Posted October 12, 2021 I'm not sure if the wording is what is throwing people off, but when you increase the number of dice throws made, the results average will go more and more towards the expected value of the individual dice roll (the average of the different results of the dice's side), which I suspect is what is meant 9x19 Parabellum, Khornestar, Karhedron and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752857 Share on other sites More sharing options...
Kastor Krieg Posted October 12, 2021 Share Posted October 12, 2021 (edited) I'm not sure if the wording is what is throwing people off, but when you increase the number of dice throws made, the results average will go more and more towards the expected value of the individual dice roll (the average of the different results of the dice's side), which I suspect is what is meant You're thinking of the strong law of large numbers? Yeah, sure, but even on a single D6 die the expected value is ~3.5, variation barely exceed 3 and only normalizes at 3.5 at 400-500 rolls. See the graph here: https://plus.maths.org/content/maths-minute-expectation First normalization at 3.5 is around 100 rolls. Unless you're a mob of orks in melee this does not apply to you much and at our expected 40-50 rolls we're actually sliding the furthest away from the expected value, towards 3. So he's heard something somewhere, but he's dead wrong - the more he rolls with Templars, the more off the expected value he gets. And the variability beyond 100 rolls is negligible to be honest. Assuming anyone will be accounting for expected D6 value of 3.2 instead of 3.5 at a Warhammer table is really over the top and by much. Edited October 12, 2021 by Reclusiarch Krieg Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752902 Share on other sites More sharing options...
Marshall Bretton Posted October 12, 2021 Share Posted October 12, 2021 My head hurts... GenerationTerrorist and Khornestar 2 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752905 Share on other sites More sharing options...
Marshal Reinhard Posted October 12, 2021 Share Posted October 12, 2021 I'm not sure if the wording is what is throwing people off, but when you increase the number of dice throws made, the results average will go more and more towards the expected value of the individual dice roll (the average of the different results of the dice's side), which I suspect is what is meant You're thinking of the strong law of large numbers? Yeah, sure, but even on a single D6 die the expected value is ~3.5, variation barely exceed 3 and only normalizes at 3.5 at 400-500 rolls. See the graph here: https://plus.maths.org/content/maths-minute-expectation First normalization at 3.5 is around 100 rolls. Unless you're a mob of orks in melee this does not apply to you much and at our expected 40-50 rolls we're actually sliding the furthest away from the expected value, towards 3. So he's heard something somewhere, but he's dead wrong - the more he rolls with Templars, the more off the expected value he gets. And the variability beyond 100 rolls is negligible to be honest. Assuming anyone will be accounting for expected D6 value of 3.2 instead of 3.5 at a Warhammer table is really over the top and by much. Yes, as the number of rolls tend to infinity, the average collapses down to exactly 3.5. Which is what I read... hmmm... the more dice the more likely you come to average. ...to mean. I agree, it's not likely to matter much, but if read that way, what he says isn't wrong. The practical applicability of it in a game can be debated. I do take some issues with the latter half of what you wrote: ...we're actually sliding the furthest away from the expected value, towards 3. So he's heard something somewhere, but he's dead wrong - the more he rolls with Templars, the more off the expected value he gets. And the variability beyond 100 rolls is negligible to be honest. Assuming anyone will be accounting for expected D6 value of 3.2 instead of 3.5 at a Warhammer table is really over the top and by much. We're sliding away from the expected value either upward or downward, so either towards 3 or 4. To suggest otherwise would be to say there is a downward bias in the results if you're rolling a lower number of dice. The article has a graph of a random sequence that tended towards the lower result, so the evolution of the average tends downwards early in their example And I don't mean to suggest you don't understand this, this is mostly for anyone else's reading benefit who may not be well versed in this. I was about to write more response, but realized that "the more off the expected value he gets" was probably just a typo ("off" instead of "of"). Maritn 1 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752961 Share on other sites More sharing options...
9x19 Parabellum Posted October 12, 2021 Share Posted October 12, 2021 Ok look you can throw us much stat theory as you want at me. I've played these games long enough to know that... it's not only possible, but likely, that, after to-hit rolls, to-wound-rolls, and invuln armor saves, it is highly like that the 2 shots from my lancer accomplish nothing. And by turn 3 it's dead anyway, if not sooner. it's likely, and expected, that of the 24 HOGC shots from reaper, a few of them will get by and kill stuff. .724 unsaved wounds is not actually a result that can happen on dice. That exists on mathhammer, not in warhammer. Brother Carpenter, Sword Brother Adelard and Khornestar 3 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5752992 Share on other sites More sharing options...
Lord Blackwood Posted October 13, 2021 Share Posted October 13, 2021 This is a sketch of what I am thinking , Have not figured out the relics or anything just what popped into my head as amusing and fluffy Techmarines are my favorite units anyway so kitbashing one out of the Emperors Champion specifically to lead this force is on the table. +++ MotorCrusade (Warhammer 40,000 9th Edition) [104 PL, 9CP, 1,970pts] +++ ++ Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Black Templars) [104 PL, 9CP, 1,970pts] ++ + Configuration + Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Chapter Selection: Black Templars Detachment Command Cost [-3CP] + HQ + Primaris Chaplain on Bike [6 PL, 115pts]: Litany of Hate, Warlord Primaris Techmarine [4 PL, 80pts] + Elites + Bladeguard Veteran Squad [10 PL, 175pts]. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield. Bladeguard Veteran Sergeant: Heavy Bolt Pistol Bladeguard Veteran Squad [10 PL, 175pts]. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield. Bladeguard Veteran Sergeant: Heavy Bolt Pistol Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon + Fast Attack + Invader ATV Squad [4 PL, 85pts]. Invader ATV: Multi-melta Invader ATV Squad [4 PL, 85pts]. Invader ATV: Multi-melta + Heavy Support + Gladiator Reaper [12 PL, 210pts] Gladiator Valiant [13 PL, 230pts] + Dedicated Transport + Impulsor [7 PL, 130pts]: 2x Storm Bolters, Bellicatus Missile Array Impulsor [7 PL, 130pts]: 2x Storm Bolters, Bellicatus Missile Array Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5753144 Share on other sites More sharing options...
Brother Kraskor Posted October 14, 2021 Share Posted October 14, 2021 Invader ATVs with 5++ I'm thinking of having a Repulsor Executioner rush up with glass cannon cargo (Sword Brethren with swords + Marshal?), flanked by two Redemptors. Blaze of glory straight down the middle. Meanwhile an Impulsor delivers Assault Intercessors & Chaplain onto objective. BLACK BLŒ FLY 1 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5753787 Share on other sites More sharing options...
MarshalMittermeier Posted October 14, 2021 Share Posted October 14, 2021 repulsors , both variants, pay a transport tax. and since transporting needs to go forward and assault gun needs to stand back, basicaly they will rarely, if ever, work. but gladiators are almost NEARLY COMPETITIVE. not all variants- a reaper can put out 20 str 4 + 24 str 6 shots per turn though, and a valiant is an excellent tank destroyer. i really think a 5++ could make them see play. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5753797 Share on other sites More sharing options...
Charlo Posted October 14, 2021 Share Posted October 14, 2021 I quite like the idea of a Crusader squad decked out for combat in a Repulsor with Sigismunds Seal being a mobile threat counter. Assuming some good positioning, they don't need character support for maximum blendage Link to comment https://bolterandchainsword.com/topic/371969-repulsorsgladiators-in-a-templar-army/#findComment-5753826 Share on other sites More sharing options...
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