Black Templar Unit Guide: Troops

Crusader Squads

Crusader Squads, our only troop choice.  Fortunately, it’s an adaptable unit so no matter what kind of Templar list you’re building, you won’t feel angry for having to take them.

Crusader Squads have immediate wargear options with the minimum squad size of 5 Initiates.  Without having to purchase more bodies, Crusader Squads (CS) are able to equip 2 pieces of special wargear.  This is rare and considered by some to be one of the major strengths of our dated codex.  Due to its lack of bodies, these CS are usually equipped with heavy and ranged special weapons.  The popular configurations are:

  • Multi-Melta and Flamer
  • Lascannon and Plasmagun
  • Lascannon and Flamer

These configurations are usually used in conjunction with a list building approach called MSU (multiple small units).  This approach focuses on saturating the enemy with lots of small units usually riding in vehicles.  Each unit is almost ‘not worth killing’ in the eyes of the opponent because of it’s small size and duplicity.  Though individually insignificant, when fielded in mass their firepower can be deadly.

The Multi-Melta (MM) and Flamer is an MSU configuration that is used inside a Rhino to create a “MM Bunker”.  These numerous ‘bunkers’ are designed to speed into the midfield where the Rhino itself is used for blocking tactics and the shorter range of the MM and flamer isn’t a factor.  The melta threat bubble further complicates target priority for an opponent and the flamer gives this unit Duality.  This approach takes advantage of the vehicle damage chart to some degree.  A shaken result does not allow the MM to shoot (though the flamer can dismount to do so) but leaves the Rhino mobile to continuing blocking the enemy.  A weapon destroyed result is effectively ‘ignored’.  As for immobilization, hopefully the Rhino is in a blocking position and without a shaken result, the MM and flamer are able to fire.  Both destroyed results are a mixed bag.  Assuming pinning tests are passed, the MM will be able to fire from cover next turn, and the crater or wrecked vehicle creates difficult terrain in a choke point.

The Lascannon/Plasmagun (LasPlas) configuration is used in a fire support role and can be taken individually or with MSUs in mind.  In Black Tide lists a transport isn’t used while in Mech lists a Laserback (Razorback with a twin Lascannon) is usually fielded.  This unit’s position is behind the front line and is used to capture nearby objectives.  The unit can either be mounted inside the Laserback or work independently of it.  The plasmagun is taken instead of the meltagun because of its greater range and ability to kill both infantry and light armor.

The Lascannon/Flamer configuration is a versatile hybrid of the above two.  This configuration gives up the penetrating power of the MM for the range of the Lascannon.  If mounted in a Rhino it can act as a defensive ‘laserback’ or advance into the midfield to act as a blocking unit with Duality.  When paired with a Laserback this configuration is used as near-field objective holders.  Usually the CS will start dismounted to take advantage of the Lascannon, but can be mounted when mobility or anti-infantry firepower is more important than anti-tank firepower.

The traditional Crusader Squad is designed for close combat and fills a Rhino.  Usually seven to eight Initiates and two to three Neophytes are taken.  This unit is designed to rush forward in the Rhino and fight for the mid-field and will often times be supported by ICs.  A meltagun is standard for this squad as you want to be able to deal with armor in the midfield, especially transports whose occupants can be assaulted by the Crusader Squad.  Because this unit will be moving and in close combat, a power weapon is preferable to a heavy weapon, and there’s two choices:  powerfist or power sword.

The powerfist only provides one base attack but with Accept Any Challenge it’ll usually hit with a very good chance of wounding.  Against enemy ICs, the powerfist has the ability to instant kill.  It allows a CS to take down dreadnaughts or other walkers, though that isn’t an ideal use for a CS.  Lastly, the powerfist is great when assaulting vehicles since Black Templars have to buy Krak grenades (which is not recommended).

The power sword is not a bad choice, however, and is the better choice versus armies with Toughness 3 or small amounts of mechanization.  Mathhammer wise the power sword and power fist are about even, but the power sword has the potential to kill a maximum of one more model in a turn than the fist.  The power sword also strikes at I4 whereas the powerfist is at I1, which gives the power sword the ability to strike at or before the models that are about to kill it.

In my opinion, the powerfist is the better choice and becomes mandatory when the Crusader Squad is joined by a friendly IC.

Increasing in size we get to a 14-man Crusader Squad that fits inside a Landraider Crusader (LRC) and makes room for one IC.  Putting a CS inside a LRC is not ideal, however, as the killing power that a CS deals doesn’t warrant such an expensive transport, even with an IC attached.  Sword Brethren units should be given LRC-priority over Crusader Squads.  At this size, a powerfist becomes mandatory over a power weapon as you don’t want your larger squad to get tar-pitted fighting a walker, especially with an IC attached.  The meltagun remains standard.

The final CS configuration is 10 Initiates and 10 Neophytes.  This is the core unit for Black Tide lists and is often led by a Chaplain.  A meltagun remains the standard special weapon choice and the powerfist is mandatory as, again, you don’t want to be tar-pitted by a far less expensive walker.

Crusader Squads can purchase Frag grenades, Krak grenades, and Crusader Seals.  Never buy the Crusader Seals, they aren’t worth it.  An attached IC’s seals work for the entire unit and that’s usually enough.  Krak grenades aren’t worth taking either.  Just use the powerfist.  That leaves Frag grenades which are always nice to have but not mandatory.  I rarely purchase these for Crusader Squads and haven’t found it to be a hindrance most of the time.

Bolters vs Chainswords.  Everything that isn’t a heavy, special or power weapon should be a bolt pistol and chainsword, but that’s just my opinion.  Larger, close combat Crusader Squads should definitely have chainswords.  As for the smaller, fire support squads, if you have bolters use them but you’ll be alright with chainswords.

Although Crusader Squads are good at close combat, they are far from being powerful.  For this reason, pick your assaults carefully and avoid the truly strong assault-oriented units that are found in the Elite or Fast Attack slots of most armies.  Ultimately, Crusader Squads fill three roles in a Black Templar army:  fire support, capturing objectives, and mutual support of ICs.  Use them in these roles and you won’t be disappointed with their capabilities.

Stormtroopers

There is actually another Troop choice option:  Inquisitorial Stormtroopers.

Now, fluff wise this isn’t something you’d likely field.  Having to coordinate with an Inquisitor, who is likely psychic, would be repulsive to Black Templars.  We’d never ask them for help and if they offered it we’d likely tell them to shove it.  However, at a competitive event where fluff is secondary, an IST or two can do well in Templar mechanized lists.

There’s only one setup to consider for IST in a competitive setting:  5 men, 2 meltaguns, and a Rhino.  This unit fills the anti-tank and blocking roles and does so more effectively for a cheaper cost than organic Black Templar troop choices.

~ by BigDunc on January 3, 2011.

8 Responses to “Black Templar Unit Guide: Troops”

  1. I should very much like to use this series on Implausible Nature, if you’re so willing. You would be credited for your work. My own in depth analysis on each slot has been slow in coming (i.e. not enough time available), so this series is important to have.

    So far, this has been a MASSIVE upgrade over the Librarium Article by uberschveinen. Since I tout IN as one of the important BT community resources, these articles are pretty much mandatory to have if they stay as solid as the first two were. I’m trying to create a repository of good, quality information about the Black Templars…all in one place. The more voices that contribute (or indirectly), the better.

    What say you? Would you be willing to give me permission to use these articles on Implausible Nature (and the future ones), providing I give you credit?

    • Absolutely, ML. I wrote these two up and got distracted (but I suppose I have about a week to post another one). I had also intended to write an Intro post for these articles, but that’ll probably happen after the fact. Other articles are in the works right now.

  2. This is another interesint read! please keep them coming!

    May i make a suggestion to the format you are writing in? So far, in your articles they do run over different builds, but doesn’t really look into the functionality/ weaknesses too well.

    For example the mm bulker (flamer + mm build) is now weaker, as the recent FAQ states that units cannot fire if the rhino has popped smoke. which is a frequent use of the rhino. this is where once the rhino has reached its target destination, the turn after rhino would pop smoke and the squads still fires from inside. It is also worth nothing that by taking a mm, any movement from the rhino would result in zero anti vehicle firepower.

    For me it has always been the biggest problem about wielding crusader squads as i always found them to be lacking compared to their 3+ armour save counter parts. as you have stated they are beaten in combat by both space wolfs/ blood angels troop units. And as we know, wolfs can take 2x assualt weapons, and blood angels assualt squads (troops) can also do so.

    So what does that amount to? The same amount of points for BT, we do not have counter attack, 2x special (meaning no 2x melta gun/ 2x flamer) as it has to be heavy + special or cc weapon + special. Not to mention the lack of grenades (frag AND krak)

    Neophytes DO NOT gain bonuses from vows, and if the 5/5 cs gets into combat, the neophytes may even become a disability. Do you let your initiates die from initial attack? or lose neophytes and let the enemies rack up fearless wounds on your squad when you lose combat?

    Therefore the recommanded configs are as follows,

    las + plas min squads in cover/ objective

    (the las + flamer is NOT recommended as movement of the rhino prohibits the las from firing. And if the squad was on foot, the flamer is DEFENSIVE, and whatever squad attacking you will most likely shrug off single flamer template (eg marines). or are mechanised.)

    Fist + meltagun in rhino (melta CAN fire even rhino has moved), this config is for hunting vehicles/ threaten MC)

    powerwp + flamer in rhino (for attacking objectives/ attacking basic troops), keep in mind, if objectives are in cover, the flamer is the best thing u can have. and with still no frags will result you striking last if you did assualt.)

    Final conclusion,

    Whilst crusader squads are modular, they do not function well in any given role as compared to their marine counterparts. Even with the concept of MSU, every rhino you take will rack up point cost (15 points more expensive, and thats not even counting searhlight/ smoke launchers), and dont even mention the over costly razorback – therefore min squads with razors will be very costly points wise.

    This does not mean razorback spam is not possible, it is just more difficult and would be at a serious disadvantage vs razorback spams by blood angels/ wolfs.

    Therefore what does this mean in 5th edition? Take min squads for the task required. – eg 3x 5 men squads (any config), hold objectives, and save the points for other tools in the codex. BT cannot function effectively via troops and so the points are better spent else where.

    Please let us hear what you think?

    • Thanks for the feedback and input, Joe. I’ll add more to these articles at some point, but for right now I’m just talking about what units I think a majority of players use. Eventually, to tie all these articles together, I’ll need to write about army configurations.

      Despite the higher point costs and lesser efficacy, I like Crusader Squads and take plenty in a list. It might just be the way I approach the game or how I play, but fielding the minimum troops just doesn’t work for me.

      I think Neophytes are underrated. Despite their deficiencies, I think they’re a great way to field more bodies and make up for our higher transport costs. I think I’ll probably write up an article (not necessarily in this series) with my thoughts on Neophytes. There’s a bit too much floating around my noggin’ for a comment.

  3. I cant wait! please hurry :P

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