Showing posts with label Black Templars. Show all posts
Showing posts with label Black Templars. Show all posts

Wednesday, December 9, 2015

Black Templar.

     A friend of mine had a birthday awhile back and I told him I'd paint up one model for him of his choice. To my delight, he went with his Black Templar chapter master. Unfortunately I wasn't able to get good pictures, but I managed to paint him up in one day and get a quick two shots before I passed him over:

Black Templar Chapter Master
     With my docket completely clear, I'm free to return to only my models for awhile. Thousand Sons coming up.

Sunday, June 1, 2014

Black Templar Chapter Master completed!

Finished this guy off. Still a few touch-up spots left, as well as the Thunder hammer to paint with more decoration once I figure out how, but for now he's definitely table top ready.

Black Templar Chapter Master


Saturday, May 31, 2014

7th Edition Battle Report: Black Templars vs. Imperial Guad

Black Templars;

HQ - Chaplain, Power Fist

Troop - Crusader Squad x10, x9 Initiates with x1 Melta gun and x1 Power Axe, x1 Sword Brother /w Power Sword and Melta Bombs, x5 Neophytes, /w Land Raider Crusader, Multi-Melta
Troop - Crusader Squad x5, x1 Lascannon, x1 Plasma Gun, /w Rhino
Troop - Crusader Squad x6, Flamer, x1 Neophyte, /w Drop Pod

Fast Attack - Stormtalon, Skyhammer Missile Launcher

Heavy - Thunderfire Cannon
Heavy - Predator, TL Lascannon, Lascannon Sponsons, Storm Bolter, Extra Armor

Imperial Knight - Paladin

*Note that the picture is a bit off. For some reason I added a Plasma gun marine to the drop pod unit with a flamer to fill points, but realized my error when I started telling my opponent my army. It was fixed before deployment.

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Astra Militarum;

HQ - Tank Commander
HQ - Psyker, ML 2

Troop - Sergent, x2 Plasma, lascannon heavy weapon, Chimera
Troop - Sergent, x2 Melta, lascannon heavy weapon, Chimera

Heavy Support - Vanquisher Squad x2
Heavy Support - Hydra x2

Fortification - Aegis Defence Line /w Quad Gun

Lord of War - Storm...Lord? Whatever gets the Heavy 15, Str 6, AP 3 gun.

*Hopefully this is correct. This is actually my first game against guard, so I'm not too familiar with their tanks and stuff.


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MISSION

We played the Maelstrom of War mission number 4. It's draw (up to)three tactical objectives on your turn, but you don't reveal the cards to your opponent.

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Deployment



I won the roll-off to choose who got to deploy first. And I did. I deployed aggressively, because I knew my best chance at taking out his tank line was going to be assault, but that's how I like getting things done anyways.



He deployed pretty much in a gun-line fashion. This ending up being his downfall since it stripped him of maneuverability and versatility on the battlefield. But he rolls pretty crap for most of the game, and that never helps.

------------------------------------

TURN 1



I gun for his deployment line and get myself set up to receive a cover save with my Knight from the green statue near the center of the table. My plan was to fire the Battle Cannon at the Chimera and take it out, and then toss a stubber at a unit to turn my Knight to directly face his army. We couldn't find the rule where walkers turn to face their target in 7th, though, so that might not exist anymore. Bummer. My drop pod scatters a bit, but generally hits exactly where I wanted it to. While he uses the quad gun to intercept them, it pretty much proves useless and I flamer almost his entire squad that he kept out of it's Chimera. 1 lascannon down. I fire all guns that can reach into the Chimera at the bottom that held the melta guns, and took it down (also getting First Blood). I kept my Land Raider close to an objective and was just within 3" to score it since I drew that particular one.



He fired into my Knight with multiple shots, but his dice blow. He does, however, strip it of three hull points from 1 Lascannon shot (which just disembarked, so not sure if it could fire or if he made it snap fire for moving - didn't think to ask/if it was relevant). He fires his Heavy 15 Lord of War cannon at my Las+plas crusader squad up top of my deployment zone in ruins. Since he didn't move he got to fire that gun twice, so I lost all but 1 Crusader, who was still on the objective in case it mattered.

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TURN 2



I get closer with my Knight and spread out with my Land Raider - trying to get it the same cover save my Knight receive from the statue the previous turn. My stormtalon comes on and lays waste to the chimera, but doesn't finish it off. My LRC, however, does. My TFC and Knight pound into his melta unit, and I do minor re-positioning to prepare for a next turn assault. My flamer Crusader squad that came in the drop pod finish off his plasma unit and take Objective 2 for another Victory Point.



1 more Lascannon shot, and another three hull points removed from the Imperial Knight. 2 Lascannon shots = dead knight? If you do the math, that's highly unlikely, but still possible. Oh well, hardly a game over, since I still have the fighting nature of a true Templar. This changes my gameplan a bit, since I was hoping the Knight would take out the Storm____ before it was taken off the board. He destroys my Stormtalon as well, but it took more shooting than he was hoping it would.

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TURN 3



Unfortunately I misread my tactical objectives/forgot about Objective marker 6 (the one in the bottom middle of the table), so I pretty much flat-out acrossed the board to gain the Domination tactical objective. The TFC finished off the bottom melta unit to clear it off that objective. I still score some points here, however, since my tactical objectives was getting two specific objectives (which I had) and then all of them (which I didn't get). So, I pretty much "wasted" a turn getting closer to him. No biggie. The last Crusader with the plasma gun (which you can't see ATM) took further cover behind the ruins to stop Line of Sight so he couldn't be fired upon. With the loss of my Knight so early, I knew that I had to survive for quite a few more rounds before the game would end. He still had plenty of stuff capable of clearing me off of the board, so even with causing severe casualties to him, he was still in it.



He positions his vanquishers to start pounding on my rhino and predator. They both end up surviving, but it's only a matter of time before things go poorly for them. The Hydras fire into my Crusader squad, but 3+ armor is great when it's not ignored.

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TURN 4



I draw the super linebreaker  tactical objective (3+ units in 12" of opponent's table edge +d3 Victory Points), so I risk my Land Raider in the difficult terrain. It gets by fine. I fire on the Baneblade, and it has about 7 HP left at this point. TFC pounds on the Hydras and I charge my Crusaders into the Hydra squad as well. They finish it off and consolidate towards his Vanquishers and Tank Commander.



He drives away from the Crusaders and issues an order to split fire with his Vanquishers, taking out my Predator and Rhino. By now the Lord of War's Heavy 15 gun is firing it's second turn of shooting at the TFC (it can see him through a window). With his bad dice rolls and needing 5+ to wound, and my 2+ armor, the TFC survives again. He fires on my LRC with a Lascannon sponson on his Storm____, but only a glance.

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TURN 5



I get to the rear armor of the Storm____ and fire all out, getting it down to 3 hull points. My crusaders charge into the Vanquisher squandron, but only do minor damage to them. I run my Plasma gun crusader out (you can see him now!) of the ruins and make it pretty impossible for any line of sight. The TFC has nothing it can really damage at this point, so I finally make the move to get it fully out of line of sight of the Storm____, just in case things stopped going my way.

I forgot to take a picture at this point, but that was just due to the game ending and he started putting his stuff away before I remembered about the final shot. He failed to kill my Land Raider Crusader, and since the game ended it was pretty much over. I won by a lot, but we didn't bother counting up since that wasn't really the point of the game (still double-checking rules and getting 7th down).
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Tactical Objectives worked in my favor, and the drop pod made a huge difference. I went to my local game store today with a 1,250 list to get everyone up to speed with 7th and to make sure my area started with a strong 7th foundation. My opponent wanted more points, so I just quickly added 400 points.

The game went well, especially since I was effectively 360 points down since my Chaplain and huge Crusader block never left the LRC (and why would I? Heavy 15, Str 6, Ap 3? yeah, I don't think so). The list's core is working out well, and even with the Knight going down pretty early, I've been able to do serious damage (or take out altogether) the threats to the other heavy armor in the list. It's obvious that a gunline army cannot function in the new Tactical Objective missions, and I may have to work some drop pods into the filler points portion of my list since they are just so unbelievable for how Tactical Objectives work. I'm fine with this, though, because I love me some drop pods.

The Crusade continues...

Thursday, May 29, 2014

7th Edition Battle Report: Black Templars vs. Adepta Sororitas

Black Templars;

HQ - Chaplain

Troop - Crusader Squad x10, x9 Initiates with x1 Melta gun and x1 Power Axe, x1 Sword Brother /w Power Sword and Melta Bombs, x5 Neophytes, /w Land Raider Crusader, Multi-Melta
Troop - Crusader Squad x10, x9 Initiates with x1 Melta gun and x1 Power Axe, x1 Sword Brother /w Power Sword and Melta Bombs, /w Land Raider Crusader, Multi-Melta
Troop - Crusader Squad x5, x1 Lascannon, x1 Plasma Gun, /w Rhino

Heavy - Thunderfire Cannon
Heavy - Predator, TL Lascannon, Lascannon Sponsons, Storm Bolter, Extra Armor

Imperial Knight - Paladin



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Adeptus Sororitas;

HQ - Cannoness

Troop - Battle Sisters x5, x2 Flamers, Rhino
Troop - Battle Sisters x5, x2 Flamers, Rhino
Troop - Battle Sisters x5, x2 Flamers, Rhino
Troop - Battle Sisters x5, x2 Flamers, Rhino
Troop - Battle Sisters x5, x2 Melta Guns, Rhino

Fast Attack - Dominion Squad, x4 Melta Guns, Immolator /w TL Multi-Melta
Fast Attack - Dominion Squad, x4 Melta Guns, Immolator /w TL Multi-Melta
Fast Attack - Dominion Squad, x4 Melta Guns, Immolator /w TL Multi-Melta

Heavy Support - Exorcist
Heavy Support - Exorcist
Heavy Support - Exorcist

/w Inquisition Allies -
HQ - Coteaz
HQ - Inquisitor, ML 1

Elite - Pyskers x3
Elite - Servitors x3, x3 Plasma Cannon

Fortification - Void Shield Generator, /w x2 extra shields

*As you can see with all that melta that I have my work cut out for me


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MISSION

We played the first new mission with the tactical objective cards. We draw three and can discard one at the end of our respective turns. This isn't a mission type that favors my army, but I my intent was to play heavy and to play fierce.

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Deployment

I won the roll-off to choose who got to deploy first, and I opted to. I grouped up together and was a few inches from my deployment line. I knew the Dominion squads would scout close to me, so I tried to make myself capable of weathering a first turn melta rush.



He deployed spread out to cover more ground and to be capable of grabbing objectives if the cards came up for them. I should have thought that out a bit more and did the same. Coteaz is on top of the VSG with his Servitors, and the wall of vehicles was cumbersome to look at. As expected, he scouted his Dominions to try to win the game early by blowing up my LRCs. I opted to go first, and even with Coteaz he failed to Steal the Initiative.



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TURN 1

*Note: I'll sum up the objectives, but I wasn't taking notes and can't remember who drew what when. I'll note things where I do remember, however.

I moved away from his 2 Dominion Squads and pushed my Rhino towards Objective 5 and got the point for it (Objective Secured for the win!). I had to make it go flat-out, but in the end it payed off. He made the mistake of moving two of his Dominion squads side by side, so when I put my Rhino in front of them they had to lose a good amount of ground to get anyway. Thwarting those meltas every chance I can. I immobilized one Immolator, and put a few hull points here and there, but I didn't manage to take out a unit. I took down the VSGs shields, however, and rained down death upon Coteaz's unit - taking out two Servitors and getting 2 wounds on Coteaz himself!



He re-positioned his army and approached my line. He managed to get off some Pysker powers, but he mainly only had Prescience to toss out on some Exorcists. He destroyed my Rhino pretty easily, but that was expected. It got my a tactical objective turn 1 and blocked his Dominion squad/Immolators from getting to me another turn. Mission accomplished for that one. His shooting didn't do much, but I tried to not give him good targets. I should note that his Warlord trait was worthless and I got the one for army-wide Stealth (Ruins) and Move through cover (Ruins), so my Land Raider to the left had a really nice cover save (and my Las+Plas unit, which you can't see, was sitting at a 2+ from the TFC improving that piece of terrain by another one).



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TURN 2

I approach his Immolators and start firing at his melta capable units. I cause a shaken to the Immolator on the right, and take out the other two completely, but it took more than expected and I didn't have a lot of shooting left to start dealing with the melta guns. Luckily, though, one Dominion squad failed their Morale after taking the Imperial Knights cannon, and started to run off the board. The Imperial Knight turned to fire his Stubbers at the other Immolator so he could charge, but he failed the charge (take note, I roll horrible charge ranges this game).



He took advantage of my exposed Imperial Knight and blew it up with great melta shooting. I failed all of my invulnerable saves, so bad die rolls are bad die rolls. While this didn't cost me the game, statistically he should have survived, and that would have been pivotal since he loses all of his melta by the end of my next turn. The rhino sitting on top of the white/black LRC fired 2 meltas and got 1 penetrate, but it was only a Shaken effect. With a 3+ cover on my LRC, he decided to shoot into my Predator. Four meltas causes 2 penetrates, but it only suffered shaken. An Exorcist shooting later, however, and the Predator went down. 2+ cover Las+Plas Crusaders tank every shot their way.



*The Imperial Knight exploded directly over his Immolator and Dominion squad, the one that took it out, but failed to wound pretty much everything. What it did wound, the 6+ invulnerable made them walk away unscathed. Nuts.
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TURN 3

I spread my squad out enough to fire at the Dominion squad that took out my Knight, and then charge it, the Immolator, and the Rhino with the melta Battle Sisters. I barely make the charge distance, but I get in everywhere. The Chaplain made sure I hit everything, and a power sword, some krak grenades, and a melta bomb later and everything is destroyed. The smaller Crusader squad tried to charge an immobilized rhino (the one on the edge of the forest) and the last Dominion squad, but only got to it's primary target - the Dominion squad. They go down easily. The TFC continues to pound away, but the increase durability to vehicles makes it hard with few targets on the field. It scatters off the Psyker squad with an Inquisitor and hits nothing.



He failed his Morale after my crusader squad took out the rhino holding the melta gun Battle Sisters, so they fire snap shots at my black/white LRC and miss. The game, if it was a normal mission type, is pretty much in my hands at this point. Unfortunately, it's down to random tactical objectives, so it's still anyways game. He does a lot of shooting, but there isn't much for him to do at this point. Some flamer templates his my Crusaders, but only a few die here and there.



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TURN 4

I set myself up to charge, since I got a d3 Victory Points for killing three characters in a turn. I shoot down 2 and charge into the other, wiping the squad. I only roll 1 for my Victor Points, though. My LRCs just position for safety and taking down key threats to my Tactical Objectives. I should have pushed them further down the field at this point, but still learning these new missions.



He retaliates with his Exorcists, but that's all he really has left. Coteaz has been dead since Turn 3, by the way, because he killed himself from Perils. It doesn't pay to be a heretic! He focuses his Exorcists at taking down my Crusaders since they are easier to grind through than the LRCs. Not a bad choice, but they are resilient. My norther Crusader squad are reduced to one and he runs - but he has a melta gun, so he doesn't mind it so much.

***This is the point where I forgot to continue taking pictures.***

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TURN 5

I re-position, but I have a bad card draw. Currently the game was 8-7 with me moving my black LRC 12" and flat-out to get Linebreaker, with myself in the lead.. I didn't get a single Victory point from bad card draws. Grr. His Cannoness was exposed and hiding behind a wall, but I should have used my TFC to try to hit her a few times. Str 6 against T3 means I could have gotten Slay the Warlord. It would have been a longshot, and hindsight is 20/20.

He fires off into my units, but he draws the tactical objectives for markers 5 and 6, two he is close enough to grab easily. He jumps up to 9 points and wins the game after a die roll of 2 ends it. If the game had continued I probably could have won. But, meh...

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I'm not a fan of random Tactical Objectives, let alone Random victor points. I got two d3 Tactical Objective cards over the course of the game, and rolled a 1 each time. He got one d3 and rolled a 2. That won him the game. I'm not sure how I feel about random objectives, but I'll try some more games to see how it works.

Overall I enjoyed my list, but I knew I would. Played well, it's rough to go up against. I was facing 14 melta guns and 3 TL Multi-Meltas, most of which had Scout. Most armies don't have that, no matter what they want to say, so only losing my Knight means I played fine. This is the second time I've had a similar list that went up against the same Sister's list and I didn't lose a LRC (or my Knight) that time either. Melta hurts heavy army, but you have to get pretty close - and LRCs and Knights are really good at stopping things from getting really close.

The Las-Plas Crusaders, TFC, and Predator were just filler points. I have 450 points of my list floating around, and I filled them with those (adding the Neophytes to my Crusader squad as well). TFC is always a wonder, and against most armies have two just seems like the best bet, especially in a game where killing troops is paramount.

Black Templar 1850 List

The list I'm toying around with is:

HQ - Chaplain, Power Fist, 115

Troop - Crusader Squad x10, x10 chainswords, x1 Melta gun, x1 Power Axe, Sword Brother /w Power Sword and Melta Bombs
/w Land Raider Crusader, Multi-Melta - 455
Troop - Crusader Squad x10, x10 chainswords, x1 Melta gun, x1 Power Axe, Sword Brother /w Power Sword and Melta Bombs
/w Land Raider Crusader, Multi-Melta - 455

Imperial Knight - 375 (I think I should learn the name of the one I use)

Currently 450 points. Just enough for x2 TFCs and x2 Stormtalons /w Skyhammer Missile Launchers. Or for the Melta-gun Imperial Knight and a beefier HQ (or a downgrade to base Chaplain and getting a second Chaplain for the other unit - giving both melta bombs). However, 34 points for an Inquisitor HQ with x3 Servo Skulls and granting Stubborn to one of my Crusader squads feels solid. Or a ton of other options. I'm not sure if x2 LRCs in my troop choices will make the final list, but it's what I'm going to attempt at first. As well as the Knight. 

The biggest threats to losing is things that can take out heavy armor, and those are few and far between with the increase to vehicle durability. Terrain will also play a huge role, as the rule changes with it can be pretty major. TFCs feel pretty mandatory, especially with Ignore Cover options, and they do extremely well against almost every troop type in the game - so 200 points to grind down Objective Secured units seems like a good point investment. 

I'm not seeing the Predator as being the greatest ranged threat with cover changes and increased vehicle durability, but it's role would be supporting fire on anything coming close to my LRCs that need to be dealt with. I'm not sure the minor help to taking out Immolators/Rhinos carrying meltas/MCs/Walkers is worth it's points. But then again the Stormtalons have a similar concern for me. While they can address skyborn threats, with my current list there aren't many that can do serious damage to my Objective Secured units/LRCs.

So if I go with 2 TFCs, that'll leave 250 points to invest in extra protection when the Knight and LRCs approach my opponent's deployment zone. Grab a Chapter Master on a bike with the Shield Eternal? Other than the Orbital Bombardment, that's probably a poor choice - since the Imperial Knight exists to serve his purpose. I'll probably toy around with stuff I have painted for the last of the points, and changes things up as I get to playtesting it in the new rules.

We're used to Ruins needing 25% obscured to grant the save, and Area being 5+ always. Now it's Ruins always and "Area" needing 25% obscured. That feels like it could be pretty major. This also changes the "bases" on terrain, as those were supposed to always be area and difficult, but I don't recall seeing anything regarding that in the new book.

For being a player that loves assaulting, the idea of another Imperial Knight (the melta one) is sounding really fun.



Monday, May 26, 2014

A week of painting.

I finished up the models I had wanted to complete since last week, so here are some shots of everything I got done:




Sunday, May 25, 2014

First 7th list.

   

      I've been reading over the new rules, but I'm not skimming them so it's taking a bit. I like the changes to charging, mainly how you get in there to kill things. Moving the initial charger to the closest model is standard 6th stuff, but then being able to move any model in any order with less stipulations than before? Sounds like I can maneuver well enough to target certain models with specific weapon (Initiative step) attacks if I think it through a bit...excellent. Downside is now you might be able to fail a charge no matter how close you are if you're in Difficult Terrain. Ah, well. You win some you lose some - and that's the name of the game going into 7th.
     What's the deal with everyone freaking out over Daemonology and the Psychic Phase? Spam 30 ML levels so that a select few of your guys can Summon stuff in. Sounds good - barring I kill off the few models that know the power you based the other 1,000 points on. Belakor is kind of wasted if all of his points end up going to Invisibility on Fateweaver so Fateweaver can stay alive to....not really do anything. Even if the good players aren't adapting their tactics then things will seem pretty OP. Let stuff settle, people!
     Anyways....LIST:

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HQ
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Chapter Master, Terminator Armor, Thunder Hammer, Shield Eternal

Elite
-----
Assault Terminators, x5 TH + SSs
/w Land Raider Redeemer, /w MM

Troop
-----
Crusader Squad, x10 Initiates, x2 Neophytes
x1 Sword Brother /w Power Sword and Melta Bombs, x1 Power Axe, x1 Melta Gun, x7 BP+CCW
/w Land Raider Crusader, /w MM
Crusader Squad, x5 Initiates
x1 Lascannon, x1 Plasma Gun, x3 Bolters
/w Rhino

Fast Attack
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Stormtalon, /w Skyhammer Missile Launcher

Heavy Support
-------------
Thunderfire Cannon
Vindicator, /w Extra Armor, Siege Shield
Predator, TL Lascannon, Sponson Lascannons, Storm Bolters, Extra Armor

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I'm pretty excited over this list. It contains a lot of things I haven't used before, and a lot of beef that I am used to/want to use. I'm not sure how it'll work, but with an increase in vehicle durability (a little, at least) it shouldn't do poorly when played correctly. My initial reservations with the list is that it doesn't have enough long range pressure, but playtesting will determine tweaks. There are a few floating points left over that I just stuffed into two Neophytes in the close combat-based Crusader Squad. I'm seeing myself shooting for wanting the second turn, but Stealing the Initiative is a stupid rule and I'd rather deploy my army to accept the first round of fire (unless they have something that needs the first turn, like certain Heretical Powers).

PS: I'm not scared of people talking about suicide melta squads, because I can bunker up pretty well (and the Sternguard version costs more than the thing they are popping down to take out! Why play that way?).



WIP: Chapter Master in TDA.

Black Templar Chapter Master in Terminator Armor


Thursday, May 22, 2014

Rumors confirmed. 7th is the edition for Black Templars.

Black Templars in 7th.

Can we really call it 7th? We should call it - 6.Templar. Seriously. Loss of area terrain is a horrible thing for our sneaky opponents. Between the bump in scoring vehicles, Objective Secured to troops, and MCs losing their ability to easily deal with our transports, Black Templars are looking mighty good. COnsidering a very reliable blogger now has access to the book, he's confirmed a lot of things. Let's see what we have:
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HQ
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I feel the Chapter Master on a bike is gone. A terminator Chapter Master is cheaper, and a much better defensive beast. It's not about offense here. With access to Obective Secured Land Raider Crusaders, our opponents will need to come to us to stop our victory. Protect your assets, and no one will do that better than a terminator Chapter Master. True, the bike Chapter Master is still mobile, but you can't snapfire a blast and bikers have lost a lot of their appeal. Grav guns are still top notch, but bikes are not with the change to jink.

Helbrecht still feels like a net loss as well. Proper placement and slowly grinding out foes is the way to go. I've been playing like this with my list (Typically a LRC, an Imperial Knight, an TFC, and a Void Shield Generator stop people from affecting me). Helbrechts claim to fame is getting lots of assaults going at once, but that's still not what the game is about. I can see Grimaldus being something, though. He should extend him Zealot gift from outside a Land Raider/Rhino, and if the bubblewrap of Rhinos or LRCs around his transport go down you should have Zealot when necessary. Emperor's Champion doesn't exist to me, as I play to go big or go home - and the Chapter Master is just better for the points (One Chapter Master is still better than 2 Emperor's Champions). A Chaplain with a Powerfist can do pretty much the same work while also giving a huge Crusader squad Zealot - what's the appeal to this guy? (Personally, I say my Imperial Knight is the honorary "armor of the Emperor's Champion")

Troops
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Oh, my! Land Raider Crusaders that score and have Objective Secured? Drop Pods? Rhinos? All scoring? This is some very nice development for us indeed. I was playing successfully against good opponents with stellar armies before I could score with my Land Raiders. I expect 1 in every list now, but probably going with 2 from this point onwards. Drop Pods are extremely powerful, given that you can place them on/near an objective reliably and immediately force your opponent to have to deal with them. Crusader squads remain unchanged, and since LRCs score and have Objective Secured I am more than happy to trade Librarians for them (since we have easy access to allies/Inquisition if we really want Psykers, and we can get even cheaper Land Raiders from Inquisitorial Henchment - this is before considering Coteaz can join the Chapter Master in a rhino, or an Inquisitor can tag along with a pre-game leadership test for scout with the librum.

Elite
-----
Thundernators, Sternguard, Assault Centurions, and even Dreadnoughts are all solid choices. While they were okay before, now that they score it really changes the battlefield. We aren't obligated to take 4 troop choices to win the game. I'm not sure how often this'll happen, though, because LRCs seem like the best troop idea (Wave Serpents? Have fun trying to crack my Land Raider). But, I do imagine a good assault unit in a Land Raider when I feel like only bringing 1 to play in my troop selection. This may be more strategically sound, however, as having to choose between an Imperial Knight, a Land Raider hauling Thundernators, or the extremely durable LRC with Objective Secured needs to occur early before it's too late. This creates a decision that your opponent is probably not comfortable making. 2 LRCs in the troop slot creates a situation where your opponent will select the one most exposed or that "makes the most sense" in the long run. Proper elite selection depending on your army will pose a serious dilema for your soon to be victim.

Fast Attack
-----------
I'd say not much change here. Jump Packs are broken, as bikes still gain the option to jink if necessary - even if they lost some power (they are still relentless). Stormtalons feel like the strongest bet, as they were before as well. They can hover, so they can score. Slowly rumbling acrossed the battlefield or tactically deploying and forcing opponents to make hard choices is what Templars can do better than most armies now - having access to super fast scoring with Strafing Run is beyond potent when used correctly. A unit of Attack Bikes /w Multi-meltas feels really cheap given how AP is now going to be extremely important for popping vehicles. Being able to move flat out, score, jink if they need (at a base 4+), and have great firepower - get those painted if you have them because I suspect you won't be disappointed.

Heavy Support
-------------
Everything is better, here. Centurions are a bit hurt, due to not being able to take missile launchers solely for extending threat ranges on grav cannons, but now they also score. Stormravens don't feel better than Stormtalons, because one is cheaper, scores, and brings something that an Objective Secured land raider doesn't - while the other is a downplayed LR, really. I won't knock it's ability to get troops places, but why move? Sit on objectives and fire away. TFCs are the new amazing, though. Still incredibly cheap and still the most effective way at dealing with troop choices - given the power increase to troops, this should not be taken lightly. TFCs are simply the most potent way to pound down on our enemy. While they've lost the ability to get lucky and blow up vehicles with side armor, they will deal with exposed troops (Especially since area terrain no longer exists). And now that they score, they are easily better than sniper scouts. Hands down.
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Life just got easier. I'll post an my official re-review after I've personally read through the book and start tossing out list ideas.


Wednesday, May 21, 2014

LRC.

Managed to get this started and finished today. Being motivated really helps clear the paint table.

Black Templar Land Raider Crusader
Black Templar Land Raider Crusader Side Shot

I was trying to finish the scouts in the background as well, but things slowed down a bit and they'll have to wait until tomorrow.

Tuesday, May 20, 2014

Emperor's Champion and Rhino!

Emperor's Champion and Black Templar Rhino

Emperor's Champion and Black Templar Rhino

Sunday, May 18, 2014

Crusader Squad and Sword Brother preview.

The lighting is still pretty off. Hoping my incoming light box fixes my picture-taking issues.