Showing posts with label black templars. Show all posts
Showing posts with label black templars. Show all posts

Monday, May 11, 2015

Horus Heresy Review: Sigismund

Background
In every legion there are individuals who should have risen to greatness if they had lived in any other era. In the Dark Angels, Luther would have undoubtably been placed in charge of The Order on Caliban in the absence of Lion El'Jonson. Kor Phaeron and Erebus would have risen high on Colchis in the absence of Lorgar Aurelian. Sigismund is amongst their number in terms of deadliness if nothing else. His legend is writ large across the Horus Heresy and before it. For without doubt, there are few who could match his skill in combat. Sure, Kharn had the rage, Lucius had the skill, Abaddon had both combined, and Dynat the mastery. But of all the Angels of Death, Sigismund is truly the most able to claim that title short of the Primarchs. As Extermination puts it: "Beneath the Primarchs, there has perhaps never been a more skilled warrior in combat", and Sanguinius to quip: "…less my brother Dorn's champion, and more Death's himself...". Lucky for the Imperial Fists he was a loyalist really, and a crusader to boot. Imagine if he were a Night Lord instead?!

Strengths
His rules really back up this Angel of Death assessment of his background. From the outset of close combat, he can re-roll charge distances to ensure he and his unit get in to melee, as well as sweeping advance rolls, and gain +1I in the first round. An additional point (that is almost by-the-way flavour) is the ability to have Templar Brethren as troops. 

But when he does get in combat, he starts to get highly deadly. Not only must he accept and receive challenges, but he gains the instant death rule that force invulnerable saves to be re-rolled (if applicable). And opponents will be doing that as his preferred weapon is AP2 and S+2. 

Weaknesses
His final special rule is the Slayer of Kings warlord trait. This rule means that the army can gain a bonus to combat resolution for the entire game if Sigismund slays the enemy warlord (plus an additional victory point, if required). This really means that Sigismund needs to be played in such as way as to directly challenge the enemy warlord whenever and wherever possible. 

Tactics
As above, the targeting of the enemy warlord is the way to go for Sigismund. But how will he get to where he needs to be? Is it with a body guard on board a land raider, rhino or other conveyance? Or perhaps something else thanks to being a Master of the Legion?

His artificer armour and Iron Halo ensure that he will at least somewhat survive against opponents, and unusually for named characters in 30k, he also has Eternal Warrior (coupled with fearless, and Adamantium will). His other equipment and rules are what you might imagine, apart from a master crafted bolt pistol. And did we mention 4 wounds?  Sure, he costs like a land raider, but in my opinion, he is worth it. 

Look at it this way, there's only a few enemy characters he need fear. Eidolon comes to mind. And he can even go toe to toe with some of the weaker primarchs (certainly the T=6 ones with a poor invulnerable save) and actually stand a chance. I can't say that about too many other characters. 

Hence, overall, use him as a natural-born killer, but ensure he's got a land raider (or similar) to ride around it, and a half decent bodyguard to take some wounds along the way. His ability to take Templar Brethren as troops is good, but not the real reason to take this Angel of Death. 

Saturday, October 6, 2012

Wargames Gallery: Eldar Templar Fusion

An eldar fire dragons aspect squad face down a squad of terminators rapidly approaching from the open maw of a Black Templars land raider.

(neither army belongs to me, I just thought this was a good, composed shot from one of the recent rounds of our local 40k league).

Tuesday, September 4, 2012

Wargames Gallery: Targets Locked

++ Multiple targets sighted and closing. Traitors, and foul daemonkind. ++
++ Targets acquired, sir. The Machine Spirit has the firing solution mapped. ++
++ Fire at will, brother. ++

Tuesday, June 19, 2012

Battle Report: Chaos Space Marines vs. Crimson Fists and Black Templars

The first of the team battles in the Wasp Campaign features my chaos space marines taking on the combined forces of the Crimson Fists and Black Templars chapters.  Since I have less manufactoria, I'm at a points disadvantage overall.  Here are the army lists:

Chaos Space Marines (2100 points):

HQ: 
Daemon Prince, Mark of Nurgle, Wings, Doombolt (160 points)
Daemon Prince, Wings (130 points)

Elites: 
1 Chaos Dreadnought with Plasma Cannon, Dreadnought Close Combat Weapon, twin-linked bolter (105 points)

3 Chaos Terminators, 3 combi-meltas, 1 power fist (115 points)
4 Chaos Terminators, 2 combi-flamers, 1 heavy flamer, 1 chain fist (150 points)
Troops: 
5 plague marines, 1 flamer, 1 melta, 1 plague champion with powerfist, 1 icon (175 points)
5 plague marines, 1 flamer, 1 melta, 1 plague champion with powerfist, 1 icon (175 points)
5 plague marines, 1 plasma gun (130 points)
9 genestealers, 1 broodlord (172 points)

Dedicated Transports:
1 Rhino with Havoc Launcher (50 points)
1 Rhino with Havoc Launcher (50 points)
1 Rhino with Havoc Launcher (50 points)

Fast Attack: 
6 Chaos raptors, 1 aspiring champion with power fist, 2 meltas (180 points)

Heavy Support: 
2 obliterators (150 points)
Chaos Vindicator, Daemonic Possession (145 points)
Soul Grinder, vomit and phlegm (160 points)

Crimson Fists (1200 points):

HQ Wargear Qty. Points Total
Pedro Kantor 1 175 175
TROOPS
Tactical Squad 10 170
Flamer 1 0
Power Fist 1 25
Lascannon 1 10 205
Tactical Squad 10 170
Flamer 1 0
Power Fist 1 25
Lascannon 1 10 205
DEDICATED TRANSPORT
Razorback 1 40
Twin-Linked Lascannon 1 35
Hunter-Killer Missile 1 10
Dozer Blade 1 5 90
ELITES
Sternguard Veterans 5 125 +BS1
Power Fist 1 25 +Inf
Combi-Melta 2 10
Combi-Plasma 3 15 175
Ironclad Dreadnought 1 135
Close Combat Weapon 1 0
Seismic Hammer 1 0
Meltagun 1 0
Heavy Flamer 1 10 145 995
Drop Pod 1 35
Storm Bolter 1 0 35
Devastator Squad 5 90 +TH
Missile Launcher 2 30
Plasma Cannon 2 50 170 205


Black Templars (1275 points):


HQWargearQty.Points
Emperors Champion90
Accept Any Challenge, No Matter the Odds150
Marshal180
Power Weapon115
Storm Bolter15
Iron Halo125
Artificer Armour120
Melta Bomb15
ELITE
Sword Brethren Terminator Squad5200
Power Fists50
Storm Bolters50
Tank Hunter515
Cyclone Missile Launcher250
Sword Brethren Squad595
Furious charge10
Pair of lightning claws125
Power weapon115
Close Combat Weapon30
Bolt Pistol40
Frag Grenades55
Krak Grenades210
TROOPS
Crusader SquadInitiates580
Lascannon115
Plasma Gun16
Bolter30
Crusader SquadInitiates580
Lascannon115
Plasma Gun16
Bolter30
HEAVY SUPPORT
Predator Annihilator120
Turret mounted twin linked lascannon10
side mounted lascannons225
Power of the Machine Spirit130
FAST ATTACK
Land Speeder Typhoon150
Typhoon Missile Launcher120
Land Speeder Typhoon150
Typhoon Missile Launcher120
DEDICATED TRANSPORTS
Rhino150
Smoke Launcher13



Set-up:
The game is annihilation and we square off with a pitched battle set-up.  The terrain features ruins, craters and rocks arranged by independent parties and we roll off for who gets to set up first (etc.) which I miraculously win.  I elect to go first and set up in a castle in one corner of the board, apart from my dreadnought, which goes in the other corner.

My opponents surprise me by NOT reserving everything.  The Crimson Fists set up opposite me apart from one squad on the other side of the board (to take out the dreadnought).  The Black Templars reserved quite a lot (terminators, etc.), but placed on their command squad.

Turn 1.
I bring in my soul grinder (we're playing allies in 5th, okay?!) but he scatters a bit further back than I would have liked ... nearly enough to land on a stone wall, but narrowly avoids going back to the warp.  I move forward key elements of my army: a couple of rhinos, the raptors, the princes and leave a squad of plague marines and my obliterators in one of the ruins.  Then I unleash a firestorm backed up by the dice gods!  Man, I couldn't believe how lucky my rolling was (and how poor the Crimson Fists saves were).  I really felt sorry for the guys as the obliterators and dreadnought hit their squads with lucky plasma cannon shots, followed up by soul grinder barrage, rhino havoc launchers and the rest.  Although I really wanted to take out Pedro before he could summon down his orbital bombardment, I failed.  But most of the rest of that squad perished. Other enemy positions that were taken out included the predator, most of the Black Templar command squad, a few random devastators, a crusade squad and others.

In exchange, my opponents had a terrible opening round.  Pedro's guys unleashed their volley, but the daemonic possession rule saved both my vindicator and soul grinder.  Meanwhile, the ironclad dropped in behind the vindicator and tried to take it out with a rear armour shot.  The shot missed.  The only miniature I lost on this turn was a single raptor.  Seriously, I've never seen such one sided die.

Turn 2.
The remaining Black Templars squads come in for fire from my increasingly focussed targeting.  There's only a few of them left now -- just enough to have a daemon prince do some mopping up in later turns.
Meanwhile on the opposite flank, I decide to outflank my genestealers on to the board (allies, remember!).  They creep up on the Crimson Fists that are gunning for my dreadnought.
Sadly for me, the dreadnought dies this turn and plays no further threat.  But there's nothing that's going to stop those genestealers from contacting the enemy in my next turn.  The opposition's reserved guys fail to show up.  More lucky and unlikely saves ensue for my side, but my daemon princes do lose a couple of wounds each and an obliterator feels some pain as well.

Turn 3.
It's ugly.  If you're a loyalist.

The genestealers make short work of the Crimson Fists, with the brood lord (patriarch!) ensuring the power fist does not strike back.

The daemon princes round up the survivors and finish them off.  A lucky melta shot from my remaining raptors wrecks the ironclad.

And the we look around.  There's nothing left except what is in reserve for the loyalists. We delve in to the books: can reserves come on to the board if there are no other miniatures on your team left?  Apparently not.  The game ends with a massacre victory to the forces of chaos whom the fickle dice gods favoured in this battle.  I feel dreadful for my opponents -- a turn 3 victory is amazing when I'm behind on points like this. But by not reserving everything, they provided me with the targets that I needed and I systematically took them down one by one through my castled up approach.


Saturday, May 26, 2012

Battle Report: Crimson Fists vs. Black Templars

Crimson Fists vs. Black Templars (a Wasp Campaign report via Chuck Thunder)
Mission: In the thick of it (primary targets), Humiliation (secondary targets)
Deployment: Pitched Battle

Crimson Fists list 1226pt:
Pedro Kantor, 175pt
Tactical squad (10 man), flamer, lascannon, power fist  205pt
Tactical squad (10 man), flamer, lascannon, power fist  205pt
Sternguard veterans (5 man), power fist, 3xcombi-plasma, 2xcombi-melta 175pt +Infiltrate +BS1
Razorback, twin-linked lascannon, dozer blade 85pt
Devestator squad (6 man), 2xplasma cannon, 2xmissile launcher 186pt
Drop pod, deathwind missile launcher 55pt
Ironclad Dreadnaught, close combat weapon, seismic hammer, meltagun, heavy flamer 145pt

Black Templar list 1276pt:
Emperors Champion, Vows: Accept any challenge, no matter the odds 140pt
Marshal, power weapon, storm bolter,iron halo, artificer armour, melta bomb, frag grenade 151pt
Sword Brethren Terminator squad (5 man), power fists, storm bolters, 2x cyclone missile launchers, tank hunters 265pt
Sword Brethren squad (5 man), pair of lightning claws, power weapon, furious charge, frag and krak grenades 150pt
Rhino, smoke launcher 53pt
Crusader squad (5 initiates), lascannon, plasma gun 101pt
Crusader squad (5 initiates), lascannon, plasma gun 101pt
Predator Anihilator, power of the machine spirit 175pt
Land speeder Typhoon 70pt
Land speeder Typhoon 70pt

With three primary targets to take down the Crimson fists chose to immobilise the Black Templar, knowing of their might in close combat. They targetted the rhino and both land speeders. The Black Templar targetted the razorback, sternguard veterans and the chapter master Kantor, a plan that backfired when the Crimson Fists decided to bring the veterans in from reserve in their transport. The Crimson Fists won the initiative and chose to deploy first, setting up a firing line largely protected by cover. The Black Templar also made use of cover where possible, hiding the fast vehicles and rhino behind buildings, and the initiates using their predator for cover.

Turn 1:
The Crimson Fists drop pod descended deep into the heart of Black Templar territory, landing between a rhino and land speeder and releasing the ironclad dreadnaught inside, which immediately unleashed its armour piercing melta gun, dropping a land speeder (1st primary objective).  Concerned with the grunt inside the Black Templar rhino, the Fists bombarded it with lascannon, plasma and krak missiles, but the transport made it through unscathed.  The rhino and remaining land speeder moved clear of the mighty deadnaught, allowing the tank-hunting terminators bring it to its knees with krak missiles and a barrage of storm bolter fire.  With no other vehicle to shoot at, the Black Templar aimed their heavy arsenal of lascannons at the tactical squad led by Kantor, but the Emperor was favouring Kantor and his men, and the casulties were minimal.


Turn 2:

Still adament on stopping the Templar's charge, all heavy fire was aimed at their rhino, which withstood more than imaginable, before finally succumbing to multiple plasma cannon blasts (2nd primary objective).  Black Templar lascannon fire zipped across the battlefield in the direction of Kantor, but they must have angered the Machine God, as they yield little damage.


Turn 3:

The Crimson Fists sensed the opportunity left by the misfiring Templar, and called in their legendary sterngurd veterans from reserve.  They attempted to outflank their opponents, but did so from the wrong side of the battlefield, leaving them short of firing range.  Kantor, seeing this misjudgment calls in an orbital bombardment, taking out 2 terminators.  His tactical squad and the devastators drop 2 more.  Stunned by the fall of their battle brothers, the Black Templar sword brethren forget to advance.  Their multitude of lascannon fire is again deflected, this time by the approaching razorback, before it is shaken by a krak missile.  A squad of initiates reduce Kantor's tactical squad to 2 men.

Turns 4 and 5:

Confident with the swing in momentum, Kantor moves to higher ground to re-assess the battle.  A combination of plasma and krak destroy the Black Templar predator, and immobilise their remaining land speeder, but can't manage to destroy it.  The Crimson Fists razorback withstands another barrage, protecting the sternguard within, who never reach the frontline to disembark.  The Templar initiates and sword brethren charge forward for a final hurrah, but don't manage to reach any primary objectives.


Final Result: Crimson Fists Victory

Crimson Fists: 6pts 
Black Templar: 3pts

Thursday, May 10, 2012

Wargames Gallery: Heretic Blood Ravens

Suspected of heresy in the Wasp campaign, the Blood Ravens captain prepares to face the onslaught from the Black Templars finest.

Wednesday, May 2, 2012

Battle Report: Blood Ravens vs. Black Templars


Battle Report from paladin84 from Round 2 of the Wasp Campaign.

Mission: Battle Missions: Pillage (also known as "Resource harvesting"), 5 collection points
Deployment: Spearhead

Blood Ravens (space marine) list 1150pt:
Captain, Storm Bolter, Artificer armour, Relic blade 148pt
Tactical squad (10 man), flamer, missile launcher 170pt
Razorback, twin-linked heavy bolter 40pt
Tactical squad (10 man), meltagun, multi-melta, combi-melta 185pt
Rhino, H/K missile 45pt
Sternguard veterans (5 man), Power fits, combi-plasma 175pt
Drop pod, Deathwind missile launcher 55pt
Assault terminators (5 man), Thunder hammer and storm shields, Bastion upgrade: Fleet 200pt
Predator, autocannon, lascannon sponsons, H/K missile 130pt

Black Templars list 1200pt:
Emperors Champion, Vows: Accept any challenge, no matter the odds 140pt
Sword Brethren Terminator squad (5 man), Power fists, storm bolters, 2x cyclone missile launchers, Tank hunters 265pt

Sword Brethren squad (5 man), Pair of lightning claws, Power weapon, Furious charge, frag and krak grenades 145pt
Razorback, Twin-linked lascannon, Power of the machine spirit, smoke launcher 126pt
Crusader squad (5 initiates), Lascannon, Plasma gun 101pt
Crusader squad (5 initiates), Lascannon, Plasma gun 101pt
Predator Anihilator, power of the machine spirit 175pt
Land speeder Typhoon 70pt
Land speeder Typhoon 70pt

With the aid of their power station the Blood Ravens won the initiative and chose to deploy first. The Blood Ravens would show no mercy to those questioning their honour. The Black Templars deployed all units in a firing line and hoped to sieze the initiative but such was not their luck.

Turn 1:

To open the game the Blood Ravens Sternguard veterans accompanied by Captain Vystian arrived via drop pod with surgeon like precision next to coffee_samurai’s Sword Brethren terminators with plasma weapons charged. Moving rapidly in their transports, the Blood Ravens seized 2 of the harvesting points with tactical squads, another with the predator and the Assault Terminators stopped at 1 in their advance.

The opening volley slew all but 1 of the sword brethren terminators, an initiate and 2 sternguard veterans due to their own weapons blowing up. The Black Templar harvested 1 resource having deployed on a collection point. In reprisal, the Templars reduced the sternguards to 1, retreated their units vaporized and assault terminator, and slew 2 tactical marines on their flank, but their anti-tank volley was greatly nullified by smoke launcher cover. The final Sword Brethren Terminator, after blasting two sternguard in the face with missiles was hoping to finish the squad, but captain Vystian cut him down before his power fist charged. Having maintained control of their harvesting points, the Blood Ravens collected 4 resources.


Turn 2:
The Blood Ravens continued their advance, with the assault Terminators charging forward along with the captain, the remaining veteran split off to introduce the Templar predator to his power fist. The remaining 3 tactical marines moved through cover toward the forward Initiate squad and the second tactical squad moved at full speed along the flank, and deployed ready to shoot.
The ensuing damage was a removed twin-linked lascannon from the predator, the captain charging into the forward initiate squad slaying only 1,the assault terminators charging the razorback leaving it a wreck, and the full strength tactical squad on the flank stunning the land speeder nearest to them. The Black Templars still holding one resource point collected another resource.

With not much to shoot the un-stunned speeder moved flat out to take the center collection point, the Templar sword brethren lead by the Emperor’s champion charged the advancing assault Terminators and cut them down to 1 without suffering a wound. Whilst the engaged initiates were all cut down by the captain who now found his sword… The blood ravens still holding 3 collection points collected 3 more resources.


Turn 3:
The Captain turned his attention to the initiates holding the resource point and charged! The flanking tactical squad advanced and opened up a second volley on the land speeder destroyed it and a sword brethren was impaled upon a piece of flying debris, but alas that did not prevent the sword brethren from cutting down the last assault terminator. The sternguard had another go and this time wrecked the predator with his fist. Despite launching a tirade of firepower at the advanced land speeder, cover was its friend and it survived being merely stunned and collecting another resource for the Black Templars.

The Sword Brethren and Emperors Champion parted ways seeking separate targets. The Emperors champion cut down the 3 remaining tactical marines to his left and the sword brethren slew 8/10 tactical marines before they made a tactical withdrawal. The initiates fighting the captain were not so lucky as he cut them all down and moved onto the resource collection point. Now controlling 4 collection points the Blood Ravens collected another 4 resources.


Turn 4 and 5:
While Emperors champion was felled by long-range fire, the captain launched an assault on the advancing sword brethren, but only killed one and was readily cut down, “Hazzaar!”, shout the sword brethren. In their blood thirst they proceeded to cut down the sternguard veteran coming to help his captain. The falling back tactical marines regrouped and with the combined might of a tank shocking rhino forced the sword brethren to fall back. Meanwhile, cover protected the advanced land speeder from being destroyed yet again.


Turn 6 and 7:
Game continuation rolls enabled the Blood Ravens to mop up the remains of the Black Templars force for a Massacre victory.

A veritable blood bath! Both sides took heavy losses, I was just lucky I got the jump on Coffee_samurai! The accusation of heresy did not sit well with the Blood Ravens and they responded with resolve. I wonder whether the Black Templars will be game enough to question the loyalty of the Blood Ravens again any time soon.

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