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Wednesday, April 14, 2010
Black Templars 1850 points Fluffy/Competitive List
I am by no means a an ultra-competitive player, In fact I would say the exact opposite is true. I do however enjoy going to an occasional tournament so the following is my attempt at a fluffy list that will be able to at least hold its own during a tournament. Below is my list followed by the basic tactics I plan to use.
HEADQUARTERS
Master of Sanctity Kristoff Thaddius
Terminator Honors
Plasma Pistol
Total Cost = 140
Emperor's Champion Castus Fabian
Black Sword +2 Str
Armour of Faith 4+ Inv Save
Vow: Accept any challenge...
Total Cost = 140
ELITES
Sword Brethren Squad "Devotus"
Brethren x 8
Pair Lightning Claws
Power Weapon
Furious Charge
Total Cost = 177
Brother Aldor - Dreadnought
Twin link Las Cannon
Heavy Flamer
Total Cost = 135
TROOPS
Crusade Squad "Iracundae"
Initiates X 6
Neophytes X 3
Power Fist
Flamer
Rhino "Refutor"
Extra Armour
Smoke
Total Cost = 205
Crusade Squad "Aestus"
Initiates X 6
Neophytes X 3
Power Weapon
Meltagun
Rhino "Mortis"
Extra Armour
Smoke
Total Cost = 204
Crusade Squad " Perfidelis"
Initiates X 5
Las Cannon
Razorback "Puritas"
Twin-Link Las Cannon
Extra Armour
Smoke
Total Cost = 193
Crusade Squad " Immortalis"
Initiates X 5
Missle Launcher
Total Cost = 90
Crusade Squad " Ancile"
Initiates X 5
Missle Launcher
Total Cost = 90
FAST ATTACK
Assault Squad "Vindex Gladius"
Initiates x 8
Melta Bombs x 8
Power Weapon
Storm Shield
Total Cost = 205
HEAVY SUPPORT
Land Raider Crusader "Vengeance"
Smoke = 3
Total Cost = 268
Total Army Cost = 1847
I Figure my small crusade squads will sit back a few rounds and fire their heavy weapons. My Dreadnought and Razorback will hang back firing his lascannon and defending any objectives in my deployment zone. That gives me 3 lascannons, two of which are twin linked, and 2 missile launchers firing for the first 3 turns. In turns 4-7 these units will start claiming objectives in my deployment zone or head towards the enemy lines as needed.
My Crusader will have the Sword Brethren. My rhinos will have crusade squads "Iracundae" and "Aestus" along with my Chaplain and Emperor's Champion. These units will form a wedge, the Crusader in front with the rhinos just behind it for cover saves.They will attack wherever I see lone units or weak units and try to bust through the enemy lines at those weak points. If possible they can then make their way to any objectives.
Lastly my Assault squad will be a speed bump to intercept any enemy fast units that get through my shooting, then if they can they will help with the assault on enemy lines.
Well that is my list as well as my basic strategy. I know the plan may have to be adjusted depending on what army I am against, but overall I think it is a sound list and strategy. So let me know what you think. Did I reach my goals of fluffy but competitive? What, if any, recommendations do you have?
-BJ
Wednesday, March 10, 2010
That Sinking Feeling
My friend who is the GW rep for my FLGS got his copy of the Blood Angels codex and the new sprues of blood angels. The good news is he says the new Blood Angel sprues are amazing. The bad news came to some of the things he was reading me out of the book. It just seems with every new codex that is released my two main armies, Black Templars and Sisters of Battle are falling deeper and deeper into obscurity.
Don't get me wrong, I am happy for Blood Angel players, they needed a real codex. It is just that when I hear they are getting things like fast Baal Predators with scout ability for 115 points I start to get frustrated and debate if I should just shelf my armies until they get a new proper codex.
This isn't a rant about Blood Angels but more of a rant on lack of rules updates for older armies. I mean I would be completely satisfied if they made a FAQ that just gave my Templars the same points cost for things like Rhinos, Command Squads, Speeders etc. I mean I am fine with the new armies becoming more powerful and cheaper, but some where GW needs to realize how this effects other armies as we have a less effective force that cost more play.
I have other armies to turn too, I am building an Imperil Fists army and I own Orks, I just would like to field my favorite armies without feeling like I lost before even showing up. Anyway I don't want this to turn into a long winded rant so I just pose this question to all of you other players using dated codices. How are you dealing with the new armies as they come out? Any advice for my Templars or Sisters of Battle?
As always all comments are welcome and thank you for taking the time to read my blog.
-BJ
Thursday, October 29, 2009
My Must Have Unit: Sword Brethren
Ron over at From The Warp, has asked all of us members to take part in another collaborative post with the topic of our Must Have unit. In Ron's own words he is looking for " the one unit you always find a way to squeeze into your army, regardless of how well it does or how points effective it may or may not be".This was an easy topic for me. I fell in love with the Black Templar Sword Brethren the day I bought my codex and first saw their models. I thought they were some of the most amazing Space Marine models GW had ever created and to this day I still do. I couldn't wait to get my own and start painting them.
Now as far as a unit goes I am sure some people will tell me I can do better, and I am sure I can, but I never play my Templars without these guys. They cost 19 points each and have the same stat line as the 16 point Templar Initiates, but where they really shine for me is the fact I can get two power weapons in the unit and have a choice of Furious Charge, Counter Attack or Infiltrate for free.
I run my unit as pictured above, an 8 man squad with 6 armed with BP/CCW, 1 BP/PW and 1 Pair of Lightning Claws. I give the unit Counter Attack and then mount them in either a Rhino or my Crusader depending on what list I am running. This unit has been very effective for me even though they seem far inferior to Codex Marine vets. When combined with my "Accept any Challenge, no matter the odds" vow this little unit can become quite a killing machine.
So there you have it, my must have unit is my Sword Brethren. They have become a permanent part of every Templar army I run. They may not be the most points efficient unit out there but I love the unit. The models are fantastic and their fluff is just how I would imagine Templar veterans.
-BJ
Saturday, October 10, 2009
Friday Projects Update: 09 Oct 2009
Well I know it is technically Saturday now but I got home late from my daughter's Volleyball game so I am running behind. I don't have much to update on this week. First up is a last minute addition to my buddies Space Wolf commission. I was just about to mail them out to him on Tuesday when he called and asked if I could throw a jump pack on 1 of each of the special weapons. I proceeded to unpack the box, find the special weapons guys and get to work. The picture to the left is the final result.The only other thing I finished this week is my Black Templar Predator that you can see below. The exciting thing about that model is that I am now finished with all of the Templars that I own. I may pick up another model or two but for all intents and purposes that army is finished.
Next on my plate is to finish up my Sister of Battle, along with the Adepta Sororitas I will also be painting Dwarfs and Tomb kings for Fantasy. While finishing off those armies I will be working on a few small projects, my objective markers for the Templars and continuing my practice models for the Imperial fists.
Well that it for this week, thanks for reading and as always I welcome all comments.
-BJ

Thursday, September 17, 2009
My first battle against the new Space Wolf codex!

The Battle was 1850 points Seize Ground mission with a Pitched Battle deployment. We rolled 5 objective markers placed as below on the battlefield.
Space Wolves
Logan Grimnar
Troops:
4 Terminators: 2 wolf claws, 2 thunder hammer/storm shield - Mounted in Drop Pod with Njal Storm caller.
3 Terminators: 1 power fist/storm bolter, 2 thunderhammer/storm shield
3 Terminators: 1 wolf claws, 2 thunderhammer/storm shield
Lone Wolf: thunderhammer/storm shield, terminator armor
HQ:
Marshal: Lightning claws, Iron Halo, Terminator Honors
Emperor's Champion: Vow-Abhor the Witch, Destroy the Witch
Troops:
Crusade Squad: 7 BP/CCW, flamer, BP/PW - Mounted in Rhino with Emperor's Champion
Crusade Squad: 8 BP/CCW, Meltagun, BP/PF - Mounted in Rhino
Crusade Squad: 8 Bolters, plasma gun, BP/PF - Mounted in Drop Pod
Crusade Squad: 4 Bolters, 1 Plasma Cannon - Mounted in Razorback with Twin-linked Lascannon
Crusade Squad: 4 Bolters, 1 Lascannon
Elites:
Dreadnought: Assault Cannon, Dread CCW, Heavy Flamer - Mounted in Drop Pod
Sword Brethren Squad: 6 BP/CCW, BP/PW, Lightning Claws - Mounted with Marshal in Land Raider Crusader
At the start of turn 2 my Dreadnought in the Drop Pod deep struck near the objective in the Space Wolf zone. He passed his difficult terrain test. The Emperors champion squad disembarked to get into position to charge Njal's unit. The Crusader lined up to open fire on Njal's unit. In the Shooting phase my dreadnought opened fire with his assault cannon on the 3 Terminators guarding the other center objective. I managed to hit and wound with all 4 shots. Then the Space Wolves failed all 4 of their 2+ saves. Next my Crusader opened up on Njals unit
I got 2 rending wounds from the assault cannon and 6 wounds from the hurricane bolters. For some reason my buddy decided to put a rending wound on Njal and then failed his save, so Njal took a wound but the rest of his squad managed to make their saves. Lastly my Crusade squad on the left fired 4 bolters and a lascannon at one of the Lone Wolves but he managed to make all his saves. The assault phase was a disaster as i failed to reach Njal's unit with my Emperor's Champion's unit and I knew that meant I would be facing a charge on the Space Wolf turn.

TURN 3:
At the beginning of turn 3 my crusade squad in the drop pod showed up and landed near the center objective. My Dreadnought moved to assault the crusader and my other crusade squad disembarked from my their rhino. When disembarking I moved from the rear and left doors because he had a few Termies in front of the Rhino and 2 on the left side, so I tried to put myself in a position where he couldn't get both units attacking mine at the same time. In the shooting phase I blasted the crusader with my Assault cannons on my dread and my crusader as well as the Multi Melta on the crusader and the Plasma cannon from the squad on the objective. After all that firepower I only managed to get 1 Crew Stunned which the extra armor turned into a crew shaken. I then assaulted the crusader with my Dread and my crusade squad assaulted the Termies on the left of my rhino. This is where I realized how damn deadly the Space Wolves are. Even though I charged the wolves have counter attack so they get all their attacks as if they had charged. I managed to kill of 1 terminator with my regular attacks but then his thunder hammer took out 3 initiates if my power fist did not kill him I would lose combat again. I was only able to score one hit but lucky for me it was enough to bring down the last terminator of that unit.
Space Wolves: He moved his Crusader closer to my objective and deployed Logan and his large Terminator squad. He moved his 2 termies in the middle towards my land raider and the lone wolves headed for my unit from the drop pod. In the Shooting phase His crusader scored a wrecked result on mine using his multi-melta. The Marshal and Sword Brethren then dispersed from the wreckage only to be assaulted by the 2 termies left in the middle. None of my power weapons were able to get into combat so I caused no wounds to his 4. I then lost an additional Sword Brethren to my fearless saves. Logan and his unit assaulted my Razorback reducing it to a crater several times over. The game was starting to look grim for the Templars.
Turn 4:
I started Turn 4 by moving my Dred to assault the Crusader again. I also moved my Rhino to help my whole crusade squad get into combat. I fired my Assault Cannon at the Crusader and failed to do anything. I then fired my Plasma cannon at Logan's squad but he managed his Invulnerable saves. I then assaulted the terminators that were fighting the Marshal and Sword brethren. This combat was a complete disaster as I only was able to kill 1 of 2 Terminators, the space wolves then wounded 3 of my men in return and I lost another to my fearless rolls. The Dreadnought attacked the crusader and failed to do any damage. (At this point I had decided that my dice really enjoy the number 1)
Space Wolves: The crusader turned to face my dread Fired the Multi-Melta and missed in extreme fashion. Logan and his men moved then ran towards the close combat in the center. The only assault was a continuation of the battle in the middle. This time I was able to finish off the terminatos with my Marshal's lightning claws and the consolidated towards logan's and his crew. The lone Wolves assaulted my crusade squad at the drop pod where I lost 6 models and only caused 1 wound to a single lone wolf.
End of Turn 4

Turn 5:
I started by moving my crusade squad and my marshal and his sword brethren into assault position. I then fired my Dred's assault cannon at the crusader again resulting in nothing. I fired my plasma gun at Logan's unit only to scatter complete off of it. I then assaulted my dread into the crusader and managed to immobilize it. Then my marshal, sword brethren and crusade squad assaulted logan and his unit. This should have gone my way but logan used a special ability giving his unit an extra attack, the coupled with their counter attack roll gave them an awesome amount of attacks. Logan himself had 7. After the dust cleared only my Marshal remained with a single wound left which he then proceeded to lose to my fearless roll. Logan's unit then consolidated towards my last remaining crusade squad on the objective. The Lone wolves proceeded to kill off my remaining crusade squad at the drop pod.
Space Wolves: Logan's unit moved to be in assault position if we went to turn 6, one lone wolf moved towards my rhino the other moved towards my drop pod. At this point we rolled to see if the game ended. I would have won because I held one objective but naturally I rolled a 3.

Turn 6:
Well my turn was over quit quickly as I fired all I had in my unit, 4 bolters and a plasma cannon into logan's unit. I failed to do any damage. The end was near.
Space Wolves: The lone wolves attacked both my rhino and my drop pod but amazingly failed to damage either one. Then Logan and his unit assaulted y crusade and proceeded to slaughter them to a man, thus winning the game for the Space Wolves.
End of Turn 6
Conclusion:
Well all I can say is the Space Wolves definitely excel in the assault phase. I played way to conservatively in the beginning round as I was not sure exactly what to expect from the new wolves. I probably should have unloaded all my vehicles in turn 2 since he had very little firepower and I could have possibly overwhelmed his termie units with sheer numbers. This would have left me with more marines left over to assault Logan's big unit. I also got too distracted with my dreadnought trying to destroy the land raider.
The Space Wolves have some cool rules. The one I found most impressive was the counter attack. Even when I managed to get off an assault his unit still got all the attacks as if they had assaulted. The only time I did well in close combat was when I was able to cause 7-8 power weapon wounds using my marshal and the sword brethren, but it was too little too late and towards the end of the game my dice would only roll ones. The Lone Wolves were very hard to do anything too. I poured fire power into them with almost no effect. The Lone Wolf in Terminator Armor with thunderhammer and storm shield is a beast to deal with and my buddy took two of them.
Over all I had a blast playing them. The codex really seems to have some cool twists to it and I can't wait to see what other tricks that the wolf players will have up their sleeves. I apologize of this report is hard to follow, this is my first attempt at posting one on my blog so any suggestions on how to improve them are greatly appreciated.
-BJ
Thursday, September 10, 2009
Marshal with Jump Pack Finished

This is just a quick follow up to my Marshal with Jump Pack Conversion post. I finished him today and I am pretty happy with how he turned out. I now just have to find a model to convert for my Marshal with Lightning Claws on foot. Once I get that done i will be finished with all of my Templar HQ models.
This was a pretty simple conversion and I just painted him to match the other versions of my Marshal. overall he should be a nice fit into the army and I can't wait to get him onto the battlefield.
Let me know what you think.
-BJ
Monday, August 17, 2009
Marshal with Jump Pack Conversion

I was messing around with a few army lists over the past week and I have decided to add an Assault squad to my Templars. Who better to lead the squad than Marshal Kilburne, the leader of my Templar Crusade Force. So I get to build another version of my valorous leader. I chose to equip him with a jump pack, a pair of lightning claws, bionics, and an Iron Halo. Now I had to pick a model to use a a base for the Marshal. I decided on the Vet. Space marine shown to the right.
I started out using my clippers to remove the model's helmet. Once I had enough of the helmet removed, I then began to work at it with my trusty Dremel. I used my Tungsten Carbide Cutters and continued to remove the remainder of the helmet. I did have a few slips with the Dremel and ended up scuffing some of the armor surface as well as the collar, but nothing i couldn't fix with some greenstuff once I had finished.Once the Helmet was removed I used the same tool to drill a hole for the head placement. After I had my hole drilled out I then smoothed out the rough cuts on the metal.

I had 3 different heads picked out. One was the Space Wolf Head with the short hair, the other was an actual Templar Marshal head and the 3rd was the Tact. Squad Sgt head. I chose the last one because it looks like it has allot of bionic components therefore could represent my bionics wargear.
Here is the model in its current state. I still have some work to do on the collar but over all I am happy with how the model is turning out. I still have some other Templar bits I will be adding but soon Marshal Kilburne will be ready to lead the Assault Squad into battle.BJ
Wednesday, July 22, 2009
Projects Update!

Next up on my completed projects was my limited edition Emperor's Champion. I was so excited to find him on Ebay a few months ago. There are usually a few of him every time I look but they are either already painted or going for $50. I got lucky and found mine completely unpainted with 2 mins to go on the auction and the price at $14 so I bid my $15 bucks and waited out the timer. I am pretty happy with how he turned out, but I will need to go back over his robes, when posting this I saw some areas with bad brush strokes. He was my last HQ model to paint for my Templars, so once I finish the troops I will have a Rhino and a Predator tank to complete the entire army.

Now my biggest problem is going to be deciding which Emperor's Champion to take to any games I play. My nice new Limited Edition champion or my conversion who has served me so well over the last year? Oh well when it comes to game day maybe I will just let a dice roll decide for me.
Sunday, July 12, 2009
After the Battles
I got in two games yesterday with my Black Templars Tournament list and I realized two things. First my list is pretty solid and performed as I expected it to. Second and most importantly I need to play much more 5th edition as I am still rusty at it.I also learned another unit to fear on the table. My first game was against Speed Freaks Orks. I had expected to see the Nob Bike mob with Warboss and it was there. What I didn't expect or even know was a threat was something my opponent nicknamed the "Burna Wagon", 14 Burnas mounted in a basic battle wagon. I have an ork army and this is a combination I never dreamed of.
Well it got to my 15 strong Crusade Squad including my Emperor's champion. It then dropped the flame template which struck 9 models. Well there are 14 burnas in that open topped vehicle so that became 9x14= 126 wounds. Even after allocating as much as I could towards neophytes the majority of the squad had 5 wounds each with a few only 4 wounds. My Emperor's Champion was the only member of the squad to survive. This unit can be devastating if it gets to your troops.
Now it is partially my fault, one for not knowing how devastating that unit could be but also because I hit and penetrated the armor of the damn Battle Wagon in both turns 1 and 2, but with crappy rolls only managed to get a "crew shaken" result both times. That unit combined with his Warboss and Nob bikers basically gutted my army.
I did much better in my second game where I faced off against Imperial Guard. It was a blood bath and in the end ended up a draw. I did have one of those epic cinematic moments when my Chaplain and the crusade squad he was with were struggling against some Ogryn. No matter what I did the Chaplain was not doing much damage to the Ogryn and the squad was doing even worse. My Emperor's Champion and his Squad were heading for the Guard line when he noticed the Chaplain struggling. He left his squad and marched over to the Ogryn scored 3 wounds on his charge which in the end caused them to flee and were run down. It was a very heroic moment for my Champion.
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