Your channel has helped so much! Putting this black templar army together at first was a daunting task but after watching some of your videos it helped greatly. Much appreciated!
10 heavy intercessors with Iron Father Ferrios. They are T6 with 3W models. Iron Father gives a 5+ FNP. The special ability of heavys is if they are on an objects and its a 1 Dam weapon they get +1 to save. With cover and occasionally using armour of contempt it takes so much to kill them. I regularly have them on the middle board and they just tank everything thrown at them. Also if it helps Iron Father gives a +1 to hitmtoma vechile and heals that vehicle a flat 3 every turn.
Actually Thunderwolf Cavalry is kinda hard to kill too. One Assault terminator is 61 points, one Thunderwolf is 33 points, both have 4 wounds and 4+ invulnerable, but terminator has better armor save by one, and Thunderwolf has better toughness by 1. Due to unit sizes and base sizes it's really hard to not get cover with thunderwolf unit. With CoR detachment you can easy have 6+++ FNP, and with Stormlance detachment stratagem for reactive move and wolf guard battle leader reactive move ability you can literally hide from shooting in engadgement range in the opponent shooting phase after 1 unit getting shot, which is once per game but for sure spicy enough.
Shout out to my 9th edition Terminator Captain. With Master Artificer, Salamanders Mantel and Champion of Humanity (*I think that is what they were called) +2T, -1 to Wound, +1W/6+++ for some CP. A T6, 2+/4++/6+++, 7W -1 to Wound guy who is going to deep strike in your back line with a combi-melta and mean melee :) Oh and don't forget the Land Raider with Flame Shield (-1 to hit in shooting) and Drake Skin (+1 Toughness). I miss my 9th ED Space Marines so much );
Darnath Lysander plus an ancient leading 10 man assault terminator squad is a tough nut to crack - Lysander makes them -1 to wound if the strength is greater than toughness.
My buddy uses a 10 man of assault terminators and death wing knights in the inner circle detatchment. As a space wolf player I just have no idea what I’m supposed to do. None of my units can do anything against them and I’m trying to avoid list tailoring to do all ranged damage dealing instead. Even boosted up TWC lose the trade into them and get wiped after failing to more than 2.
@@mereal250 Yes, they are very difficult to play against. In theory TWC should be pretty good against them because of Damage 1 (they essentially don’t care about damage reduction, whilst characters go down to manageable damage 2 per attack). I’m surprised to hear you can’t go through a 5-man squad even with all the buffs. I’d try parking bjorn close to the fray to make AoC more expensive, having more shooting and engaging them one at a time if possible, otherwise killing the rest of the opposing army. They will likely be nerfed in price in the next update.
Anyone seen any sucess at taking the deathwing knight box and carving off everything dark angels to kitbash them as assault terminators with hammers and shields?
@@Sharksvsnids sounds very interesting. We worked on a couple of units of these for clients and I think it’s doable, but it will be difficult to remove all the DA symbolism from shields, as it’s very deeply embedded in there.
So i had a game agiasnt chaos knights who shot all 13 of his havoc launchers into my crusaders all had los and well all would have +4 becuase of blast 130ish shots went into my 20 man with grimaldus for 4 neophytes dead
@@vfminiatures imagine Azrael and Helbrecht team up for this list. A drop pod mishap that has Azrael leading Sword Brethren to reunite with Helbrecht leading Inner Circle Companions. I should write that story…
So, against primaris crusaders, before the update, 10 death company with a chaplain would get 40 thunder hammer attacks. That's: 4+ to hit so 30 hits after re rolls 2+ to wound so that's 25 wounds and 6+ is dev wounds so that's 4-5 dev wounds The crusaders would save 6/20 times so that's 40 FNP. They'll pass 13 so that's 27 wounds against 10 dudes. They're all gone and the character is left going, "WTF just happened???" right before the chaplain smacks him with a power fist
@@vfminiatures Well now it would be like this (with liberator task force and chaplain giving +1 to wound): 3 power fists with 12 attacks. 3+ to hit with re rolls is 11 hits and str 10, 2+ to wound is 9 wounds 2 eviscerators with 8 attacks. 4+ to hit with re rolls is 6 hits and str 9, 2+ to wound is 5 wounds Power fist and eviscerator saves -2 ap 2 damage so that's 10 wounds. After fnp that's 15 wounds so 7.5 dead guys 5 chainswords with 25 attacks. 3+ to hit with re rolls is 22 hits and str 6, 2+ to wound is 18 wounds Chainswords saves -1 ap damage 1 so that's 9 wounds. After fnp is 6 wounds so 3 dead guys. Squad gone 😎
The redemptor and land raider go down way easier than mentioned here. A greater daemon, death company with power fists+lemartes or a t'au vehicle with heavy weapons can all easily take these out
Full 10-man unit with Lemartes does about 5 damage to a Redemptor with AoC (Lemrates included). If you give full DC squad +1AP and Lance in addition to the Lethal Hits and Full RRs to hit - it still does about 9.5 damage not killing it. 😅 And that was a unit that costs like 400pts vs 210 pts Redemptor.
@@vfminiatures They would kill it. Attacks from squad when charging: 40 Hits: 35 (3+ to hit) (After re rolls) Wounds 16 at -2 damage 2 (5+ to wound) (Including lethals on 6+) Saves made: 8 Damage taken: 16
Great video, but how do you use this units to win the game? Do they just walk/drive up on center objective and score primary? Do they go take someone else’s primary?
They soak up damages for other units, like mission runners and damage dealers. Just standing between more fragile units/objectives and enemies are more than enough to make these guys a nuisance. Having great weapon profile is just a cherry on top.
I’ve gotten 3 different uses out of my Deathwing Knights. 1. Plop on an objective. “Molon labe.” 2. Be a scary unit that they need to focus fire into, often way more fire than should be necessary, a “distraction carnifex”. 3. Punch up into the opponent’s scary stuff and more then earn their points, this one requires the maces for anti-V/M.
@@vfminiatures Custodes are often running infantry only. Axes have damage 3 with ap -2 in shield host so running one big unit of allarus with axes to counter -1 damage units might be the answer as well. Spears are better in any other scenario but I dont want to face 15 deathwing knights with damage 2 attacks only.
About redemptor: Be me > Playing against tau 1000pts as black templars (RC for 6+++) > Redemptor is my only vehicle on board > Saving him until turn 3 in my deployment (hummerhead is scary) > On turn 3 coming out to kill some crisis gays > Questionable rolling: 1 dead, 1 left on 1 wound > Failing hazardous test ("Oh, it's OK. I got -1dmg and FNP. He won't kill me with that railgun) > *THAT RAILGUN* shows up > 12 devastating wounds in my face, not enough 6 FNP rolls 🎉 But i tanked One Shot missiles anyway, so it's still nice tough P.s. I won that game anyway
I think every librarian get a nice buffs to the durability. But generally there are no good durable units for the space marines, those you named are all overpriced and rarely appear on lists ( I do not count black templars and dark angels as a space marines :) )
The moment we get a halfway decent unit besides Azzy people start complaining lol. If that’s how it is then can we nerf rubrics, forgefiends, norns, basilisks, just anything that someone out there doesn’t like?
I'm not sure they will.. DA's with 3x DWK and Gladius are currently at a 51% winrate. It's pretty much where they should be (although carried by the DWK and Az).. They're just not broken enough to carry any harder than that.
Dealt 21 wounds to a Redemptor with my Magma Lascannon the other day, felt great
16:35 great called shot
Thx 😉
Your channel has helped so much! Putting this black templar army together at first was a daunting task but after watching some of your videos it helped greatly. Much appreciated!
So glad to hear that! Most welcome 🤗
10 heavy intercessors with Iron Father Ferrios. They are T6 with 3W models. Iron Father gives a 5+ FNP. The special ability of heavys is if they are on an objects and its a 1 Dam weapon they get +1 to save. With cover and occasionally using armour of contempt it takes so much to kill them. I regularly have them on the middle board and they just tank everything thrown at them. Also if it helps Iron Father gives a +1 to hitmtoma vechile and heals that vehicle a flat 3 every turn.
They’d become really tough sons of….Ferrus
Unless they get charged
Actually Thunderwolf Cavalry is kinda hard to kill too. One Assault terminator is 61 points, one Thunderwolf is 33 points, both have 4 wounds and 4+ invulnerable, but terminator has better armor save by one, and Thunderwolf has better toughness by 1. Due to unit sizes and base sizes it's really hard to not get cover with thunderwolf unit. With CoR detachment you can easy have 6+++ FNP, and with Stormlance detachment stratagem for reactive move and wolf guard battle leader reactive move ability you can literally hide from shooting in engadgement range in the opponent shooting phase after 1 unit getting shot, which is once per game but for sure spicy enough.
Glad to see a model i was going to add to my raptors army show up on this list
Shout out to my 9th edition Terminator Captain. With Master Artificer, Salamanders Mantel and Champion of Humanity (*I think that is what they were called) +2T, -1 to Wound, +1W/6+++ for some CP. A T6, 2+/4++/6+++, 7W -1 to Wound guy who is going to deep strike in your back line with a combi-melta and mean melee :) Oh and don't forget the Land Raider with Flame Shield (-1 to hit in shooting) and Drake Skin (+1 Toughness). I miss my 9th ED Space Marines so much );
The Redemptor backing up a PCS in Black Templars Righteous Crusaders is always a ballbuster.
Dude nevers misses, great videos.
Darnath Lysander plus an ancient leading 10 man assault terminator squad is a tough nut to crack - Lysander makes them -1 to wound if the strength is greater than toughness.
Always good stuff!
I just lost a land raider to 4 scourges -- dev wounds of damage 3. Brutal. But otherwise, yes, it's durable.
Shhhh...you specifically called out my beautiful sisters with -5ap Melta. We dont talk about that!
This is comment to support channel
My buddy uses a 10 man of assault terminators and death wing knights in the inner circle detatchment. As a space wolf player I just have no idea what I’m supposed to do. None of my units can do anything against them and I’m trying to avoid list tailoring to do all ranged damage dealing instead. Even boosted up TWC lose the trade into them and get wiped after failing to more than 2.
@@mereal250 Yes, they are very difficult to play against. In theory TWC should be pretty good against them because of Damage 1 (they essentially don’t care about damage reduction, whilst characters go down to manageable damage 2 per attack). I’m surprised to hear you can’t go through a 5-man squad even with all the buffs. I’d try parking bjorn close to the fray to make AoC more expensive, having more shooting and engaging them one at a time if possible, otherwise killing the rest of the opposing army. They will likely be nerfed in price in the next update.
can you spam dev wounds somehow?
Anyone seen any sucess at taking the deathwing knight box and carving off everything dark angels to kitbash them as assault terminators with hammers and shields?
@@Sharksvsnids sounds very interesting. We worked on a couple of units of these for clients and I think it’s doable, but it will be difficult to remove all the DA symbolism from shields, as it’s very deeply embedded in there.
So i had a game agiasnt chaos knights who shot all 13 of his havoc launchers into my crusaders all had los and well all would have +4 becuase of blast 130ish shots went into my 20 man with grimaldus for 4 neophytes dead
That’s impressive! I’m sure the knights player was furious 😂
If only I could run a list with all 5 of these units!! 😂
lol, exactly my thoughts 😂
@@vfminiatures imagine Azrael and Helbrecht team up for this list. A drop pod mishap that has Azrael leading Sword Brethren to reunite with Helbrecht leading Inner Circle Companions. I should write that story…
@StorytellerCharm oh man - I’d read it in a heartbeat 🤩
sees any landraider, *laughs in shadowsword volcano cannon*
I wish Wolves had as much cool stuff as the Templars... our unique stuff is so stumpy, aside from the Wulfen who I love
So, against primaris crusaders, before the update, 10 death company with a chaplain would get 40 thunder hammer attacks. That's:
4+ to hit so 30 hits after re rolls
2+ to wound so that's 25 wounds and 6+ is dev wounds so that's 4-5 dev wounds
The crusaders would save 6/20 times so that's 40 FNP. They'll pass 13 so that's 27 wounds against 10 dudes. They're all gone and the character is left going, "WTF just happened???" right before the chaplain smacks him with a power fist
I guess good thing those DC don’t exist anymore 😂
@@vfminiatures Well now it would be like this (with liberator task force and chaplain giving +1 to wound):
3 power fists with 12 attacks. 3+ to hit with re rolls is 11 hits and str 10, 2+ to wound is 9 wounds
2 eviscerators with 8 attacks. 4+ to hit with re rolls is 6 hits and str 9, 2+ to wound is 5 wounds
Power fist and eviscerator saves -2 ap 2 damage so that's 10 wounds. After fnp that's 15 wounds so 7.5 dead guys
5 chainswords with 25 attacks. 3+ to hit with re rolls is 22 hits and str 6, 2+ to wound is 18 wounds
Chainswords saves -1 ap damage 1 so that's 9 wounds. After fnp is 6 wounds so 3 dead guys. Squad gone 😎
The redemptor and land raider go down way easier than mentioned here. A greater daemon, death company with power fists+lemartes or a t'au vehicle with heavy weapons can all easily take these out
Full 10-man unit with Lemartes does about 5 damage to a Redemptor with AoC (Lemrates included). If you give full DC squad +1AP and Lance in addition to the Lethal Hits and Full RRs to hit - it still does about 9.5 damage not killing it. 😅 And that was a unit that costs like 400pts vs 210 pts Redemptor.
@@vfminiatures They would kill it.
Attacks from squad when charging: 40
Hits: 35 (3+ to hit) (After re rolls)
Wounds 16 at -2 damage 2 (5+ to wound) (Including lethals on 6+)
Saves made: 8
Damage taken: 16
I’m calculating in Gladius, not Baal. And I don’t know why 8 fails is 16 damage in your calculations, when Redemptor has -1 damage?
Deathwing knights are too scary. Especially playing against more than one unit. Turns most decent melee weapons into noodles
Man who would of thought the elite of the elite of the elite decked out to be a melee powerhouse would be scary in melee 🤔🤔🤔
Scourges with heat lances go brrrrt. Flap flap flap.
GSC aberrants; “I used to be here…”
Great video, but how do you use this units to win the game? Do they just walk/drive up on center objective and score primary? Do they go take someone else’s primary?
They soak up damages for other units, like mission runners and damage dealers. Just standing between more fragile units/objectives and enemies are more than enough to make these guys a nuisance. Having great weapon profile is just a cherry on top.
I’ve gotten 3 different uses out of my Deathwing Knights.
1. Plop on an objective. “Molon labe.”
2. Be a scary unit that they need to focus fire into, often way more fire than should be necessary, a “distraction carnifex”.
3. Punch up into the opponent’s scary stuff and more then earn their points, this one requires the maces for anti-V/M.
I struggle to see a way that the current version of Custodes can handle 2 to 3 units of 5 man Deathwing Knights. Do you have any thoughts?
Shooting them with 3x Caladius and killing all the things around them with other units 😄
@@vfminiatures That made my wallet hurt
@@vfminiatures Custodes are often running infantry only. Axes have damage 3 with ap -2 in shield host so running one big unit of allarus with axes to counter -1 damage units might be the answer as well. Spears are better in any other scenario but I dont want to face 15 deathwing knights with damage 2 attacks only.
Redemptor has crumpled every game I’ve played it. Ballistus barely ever does.
Только сегодня слил некронами хсм, не смог вовремя лендак завалить, очень долго его ковырял(
As someone who runs double or triple fire prism, I would love to see 3 redemptors 🫡
@@everettcolby8976 filthy xenos😂
😃😄😁😆😅 5 Smile's.
About redemptor:
Be me
> Playing against tau 1000pts as black templars (RC for 6+++)
> Redemptor is my only vehicle on board
> Saving him until turn 3 in my deployment (hummerhead is scary)
> On turn 3 coming out to kill some crisis gays
> Questionable rolling: 1 dead, 1 left on 1 wound
> Failing hazardous test ("Oh, it's OK. I got -1dmg and FNP. He won't kill me with that railgun)
> *THAT RAILGUN* shows up
> 12 devastating wounds in my face, not enough 6 FNP rolls 🎉
But i tanked One Shot missiles anyway, so it's still nice tough
P.s.
I won that game anyway
Engagement
I think every librarian get a nice buffs to the durability. But generally there are no good durable units for the space marines, those you named are all overpriced and rarely appear on lists ( I do not count black templars and dark angels as a space marines :) )
Hope deathwings get nerfed considerably they’re a drag to play against
Every faction has a 'drag to play' spam unit though
The moment we get a halfway decent unit besides Azzy people start complaining lol. If that’s how it is then can we nerf rubrics, forgefiends, norns, basilisks, just anything that someone out there doesn’t like?
I'm not sure they will.. DA's with 3x DWK and Gladius are currently at a 51% winrate. It's pretty much where they should be (although carried by the DWK and Az).. They're just not broken enough to carry any harder than that.
I literally needed this right now, and it pops up. Thank you, sir. 🫡
So glad to hear that💪 Thank you!