Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hey. While looking at the Black Templars army list, I have a quick question. I was planing to have 2-3 Crusader squads with 10 Initiates w/ bolters and 5 neophytes w/Bp,CCW. The plan was to have them move up and support the other units as they advance and they will also provide a good distraction from my more costly units. Is this a good idea or do you think I shoould have them all with BP,CCW?
You need to remember a few things about the Black Templar codex that, while they do make for a very flavourful army, do make them a bit tricky to play.
1) Righteous Zeal - While it looks like a cool and characterful ability on paper, it's also a dangerous rule that can be used by a canny opponent to pull your Crusader Squads out of position. While this may not necessarily be an issue, it does help to keep it in mind.
2) You should always make your squads an even-numbered amount of troops because of the way that the "Below Half Strength" rule works. As a general rule, whenever you work out percentages, they should be rounded up.
Okay, it wasn't that much in terms of drawbacks. Anyway, my point is that it should probably be 10 Initiates and 6 Neophytes or 8 Initiates and 6 Neophytes. You should probably try to tone down the size in any case, because the less models you have per squad, the more you have to allocate to separate units and the more your enemy's firepower will be diluted. Of course, you'll want more Initiates than Neophytes for Mixed Armour purposes.
If you're going to give the Neophytes Bolt Pistols and Close Combat Weapons, you might as well arm the Initiates similarly instead of trying to make multi-purpose squads. Having said that, feel free to mix the type of squads that you have in an army while making sure that you have significant strength in both areas. Squads designed for shooting should additionally consider Rhinos to allow them to redeploy quickly towards places where their firepower is needed, as well as providing mobile cover for your assault squads.
I am of the opinion that Chaplains should be invested in as a secondary character at points levels of 1500 or higher.
Well, that's about it in terms of my two cents. For an interesting twist, attach the Emperor's Champion to a close combat squad and give him a Land Raider Crusader with a Blessed Hull and Extra Armour. Hilarity ensues.
I agree with what NiteRabbit said.
As far as the bolters go, I've seen it work the best when you have one or two models with bolters in the squad that you can fire to prevent the required charge if you take the "Accept any Challenge" vow. And you remove the bolters first in CC. In general, however, I've found that I want those larger squads (14 or 16, please, armed with MG & PF and all BP&CCW) to get into CC (which, by the way, they aren't leaving until it is over) and more effectively protect your elite units. Don't forget, if the enemy is fighting they can't shoot, and CC blocks LOS.
Normally, I also run 2 5-man las/plas squads to help shooting at long range. The problem with them is that they can easily get pulled out of cover and out of shooting range or LOS because of RZ. But BTs need long range shooting somewhere. That's why you see so many Land Speeders in competative BT lists.
"Listen up you primitive screwheads ... see this ... this is my BOOM-stick!" - Ash
"I told you, it's not Pink! It's Light Red!" Donut on his new power-armor.