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2017/04/16 21:44:47
Subject: Black Templars: Crusader Squads
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Adolescent Youth with Potential
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A very simple questions for the sons of Dorn: What's the best way to kit out Crusader Squads (6 Initiates, 4 Neophytes,) when they're chilling in a Rhino bring driven right into the jaws of CQC?
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2017/04/17 01:38:57
Subject: Black Templars: Crusader Squads
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Crushing Black Templar Crusader Pilot
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Well, if in a rhino, I'd go shootty. So, I'd keep at a 5-man squad with heavy/special/combis of your choice. Grav works surprisingly well since it has one of the better profiles on the move.
If you want a CC unit, I'd go either large 20-man blob with a chaplain (consider allying with sisters for a priest for better buffs), go all bp/ccw setup and hoof it. OR. 15-man unit in LRC + chappie (or priest).
If 8th brings back assaulting out of transport then we might see rhino rushes again but for now it's not an ideal CC unit delivery system.
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2017/04/18 02:21:02
Subject: Black Templars: Crusader Squads
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Adolescent Youth with Potential
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phoenix darkus wrote:Well, if in a rhino, I'd go shootty. So, I'd keep at a 5-man squad with heavy/special/combis of your choice. Grav works surprisingly well since it has one of the better profiles on the move.
If you want a CC unit, I'd go either large 20-man blob with a chaplain (consider allying with sisters for a priest for better buffs), go all bp/ ccw setup and hoof it. OR. 15-man unit in LRC + chappie (or priest).
If 8th brings back assaulting out of transport then we might see rhino rushes again but for now it's not an ideal CC unit delivery system.
True, but I've discovered by watching games that MEQ's get scythed by medium guns whenever they try to go long distances. I'd rather lose a Rhino and get Crusaders to their lines in two turns then lose half the squad and get them to their lines in four.
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2017/04/18 09:00:06
Subject: Black Templars: Crusader Squads
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Boosting Black Templar Biker
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I tend to go for melta and poweraxe, kombimelta and powerfist for the sword brother. Antihorde is covered by the volume of attacks and 2 meltashots tend to suffice to open transports and threaten heavier vehicles. Also works for droppods, though in that case i prefer flamers as other options are better suited for drop antitank.
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2017/04/18 10:35:35
Subject: Black Templars: Crusader Squads
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!!Goffik Rocker!!
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Anti-horde is covered by 7-th edition rules.
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2017/04/19 01:39:39
Subject: Black Templars: Crusader Squads
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Utilizing Careful Highlighting
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10-Man crusader squads aren't really going to be killing much of anything in close combat. The best they'd do is provide meatshields for a character, which can't happen if there's no more room in the transport. Give them special weapons and meltabombs and use your cheap crusader squads to hold objectives and be a pain to remove. Unless you have the Black Templars Trifecta of buffs (Helbrecht, the boss chaplain, and his servitor squad) your dudes will be better off boltering enemies than punching them.
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