Badablack wrote:Templars can run their scouts as cheap chaff, and no longer need equivalent amounts of neophytes. So you can run 5 marines and stick ten scouts in the squad, who are just as good in every way but have -1 to armor saves and 2 points cheaper.
And there's never a reason not to take the servitors. You don't need to take grimaldus to include them, they cost almost nothing, and give a massive buff.
Well, small point games where you only have two elite slots (Patrol or if you run one of the specialty detachments) might leave you feeling cramped since they are Elites.
You can alternatively run
MSU Crusader squads (a classic option is Las/
Plas squads with a combi weapon or pstol, in this edition likely either grav or
plas) if you don't have a lot of bodies.
Personally I am building my Crusaders to run 4 Initiates (1 Plasma, 1 Heavy Bolter, 2 Chainsword/Bolt Pistol), 1 Sword Brethren (still on the fence about his wargear, going to crunch some numbers regarding Helbrecht's Crusade of Wrath buff to help decide or just fold and give him a lighting claw or two because finger knives are still quite good...though a Thunder Hammer also looks good as it's bascially a 3 damgae powerfist).0, and 5 Neophytes (3 with Bolters, 2 with Combat Knives/Bolt Pistol). It balances melee and shooting give them a fair shot at hitting a unit reasonably well in the shooting phase and then punching them to try and help finish them off in combat.
Alternatively a Grav Cannon might be a fair trade for the Heavy Bolter. -12" range, but better
AP, +1 shot and it does multiple damage to models in power armour or better (so against tanks, marines and the like).