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		<title><![CDATA[Latest posts for the thread "Black Templar:  6 man Crusader Squads"]]></title>
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				<title>Black Templar:  6 man Crusader Squads</title>
				<description><![CDATA[ I am building 2 6 man Crusader Squads in Razorbacks, but I cannot decide what to arm them with.  These would be mid-range tactical/ go for the objectives/ covering fire squads.  There will be a massive Emperor's Champion squad, and Command Squads/ Vet squads going with them.<br /> <br /> I originally thought maybe 5 Bolters + Plasmagun, or maybe Las/ <span class="glossaryitem" onmouseover='gp(166);'>Plas</span>.  Then I thought Plasma Cannon/ Plasmagun, which is boring to me.  So I think I will go:<br /> <br /> 5 Bolters + Heavy Bolter<br /> 5 Bolters + Plasma Cannon<br /> <br /> I got a Heavy Bolter and a Plasma Cannon in a bitz bag last year.  The other option is 5 Bolters + Lascannon if I decide to pick up a <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> box.]]></description>
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				<pubDate><![CDATA[Wed, 3 Dec 2008 17:45:18]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>Black Templar:  6 man Crusader Squads</title>
				<description><![CDATA[ I can toss an initiate in there, too.  The "bolter one".]]></description>
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				<pubDate><![CDATA[Wed, 3 Dec 2008 18:33:01]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>Black Templar:  6 man Crusader Squads</title>
				<description><![CDATA[ plasma guns go nicely in both of those squad ideas.  <span class="glossaryitem" onmouseover='gp(15);'>BT</span> neophytes can't take bolters, but a <span class="glossaryitem" onmouseover='gp(260);'>BP</span>/<span class="glossaryitem" onmouseover='gp(20);'>CCW</span> neo only slightly reduces your firepower, improves your <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, and saves you 6pts on the unit.]]></description>
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				<pubDate><![CDATA[Wed, 3 Dec 2008 20:24:14]]> GMT</pubDate>
				<author><![CDATA[ ninjalawyer]]></author>
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				<title>Re:Black Templar:  6 man Crusader Squads</title>
				<description><![CDATA[ You are probably going for 6 to max out the squad size in the razor... but just on the off chance that you weren't aware... 'odd numbers' are the new 'even numbers' for squads in 5th ed.<br /> <br /> The wording on 50% has changed for granting victory points.  You now get 50% <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> if the unit is <span class="glossaryitem" onmouseover='gp(482);'>AT</span> half.  Not just if its below half.  So from a <span class="glossaryitem" onmouseover='gp(140);'>VP</span> standpoint, a 5man unit and a 6man unit both cough up <span class="glossaryitem" onmouseover='gp(140);'>VP</span> for losing 3 models.<br /> <br /> Both 5 man and 6 man squads won't lose 25% or more until they lose 2 models.  Even better, you are making a templars list.  So any sized unit is taking a test at 1 casualty.<br /> <br /> So, you can save those 10 points and run 5 at virtually no loss.  If you want.  If you have a use for that last body, then there isn't anything wrong with taking it.  Just don't take that 6th guy out of a 4th ed. habit <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 3 Dec 2008 20:51:47]]> GMT</pubDate>
				<author><![CDATA[ Shep]]></author>
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				<title>Re:Black Templar:  6 man Crusader Squads</title>
				<description><![CDATA[ <blockquote><div><cite>Shep wrote:</cite>You are probably going for 6 to max out the squad size in the razor... but just on the off chance that you weren't aware... 'odd numbers' are the new 'even numbers' for squads in 5th ed.<br /> <br /> The wording on 50% has changed for granting victory points.  You now get 50% <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> if the unit is <span class="glossaryitem" onmouseover='gp(482);'>AT</span> half.  Not just if its below half.  So from a <span class="glossaryitem" onmouseover='gp(140);'>VP</span> standpoint, a 5man unit and a 6man unit both cough up <span class="glossaryitem" onmouseover='gp(140);'>VP</span> for losing 3 models.<br /> <br /> Both 5 man and 6 man squads won't lose 25% or more until they lose 2 models.  Even better, you are making a templars list.  So any sized unit is taking a test at 1 casualty.<br /> <br /> So, you can save those 10 points and run 5 at virtually no loss.  If you want.  If you have a use for that last body, then there isn't anything wrong with taking it.  Just don't take that 6th guy out of a 4th ed. habit <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"></div></blockquote><br /> <br /> that's pretty much exactly what it was, thanks for clearing it up.  An extra body is still good for taking armour saves, though.<br /> <br /> I think I will rather take the Bolter, though.]]></description>
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				<pubDate><![CDATA[Thu, 4 Dec 2008 01:52:51]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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