If they had kept the old costs for primarus crusader squads this would have been nice. If they had just given this an advance and charge strat it would really have opened it up.
Yup. The GW intern fucked us on this. 0 synergy in the detachment, 0 point in taking this detachment (other than its new), and a waste of GW man hours putting out this garbage. Literally 1 strat of adv and charge would have made BT players cream their pants and would have synergized with the movement. Or remove the worthless 5++ vs ranged only and do adv and charge. Or an actual real blood surge strat or something. This was just utterly worthless.
Yup. The GW intern fucked us on this. 0 synergy in the detachment, 0 point in taking this detachment (other than its new), and a waste of GW man hours putting out this garbage. Literally 1 strat of adv and charge would have made BT players cream their pants and would have synergized with the movement. Or remove the worthless 5++ vs ranged only and do adv and charge. Or an actual real blood surge strat or something. This was just utterly worthless.
Point of clarification on your assessment of Brute Fervour, Auspex. While it does indeed let you reroll Hit rolls of 1 for the unit and you can also ignore penalties to the Hit Roll or Weapon Skill characteristic, the text says that you may ignore *any or all* modifiers to the following: WS, Hit Roll, Wound Roll. If your opponent is stacking debuffs on you for WS, Hit, or Wound, this allows you to ignore any or all of those if you wish. Feels to me like a great way to counter those tricks and get a little more juice out of -1 to Hit/Wound debuffs. For Castigate the Demagogues, it's also useful for enemy commanders with a lot of wounds and good saves that also may have bodyguards, like the 10W/4++ Ghazghkull Thraka, or units with multiple leaders like a mirror match Helbrecht/Lt or Tor Garadon/Apothecary Biologis combo. You can also stack the Litanies with Grimaldus for the +2 Move, +1 Advance w/rerolls from the Primaris Crusaders, then Charge w/rerolls off the Advance for a huge leap forward for Grimaldus' force. Don't discount the Chaplain on Bike either, leading Outriders which just got their +1 Str and Dmg on the charge, with the Chaplain's +1 to Wound. I think it will make for a very aggressive, in-your-face style of play with a high floor and high ceiling, focusing on using your bikes/ATVs to harass your opponent while your medium/heavy infantry push in and clear the opponent off the objectives.
My first read of the detachment is that it's just okay. It's got good movement, but everything has a far better version of it in Righteous Crusaders. Merry Christmas to you all 🙏🏼😊
Isn't the main problem with such a build that the BT infantry Isn't cheap enough to run a marine swarm, that won't just be blown off the table by a shoting army.
@frostypineapple You do and you don't mate. I utterly stomped and old friend of mine in a casual once a year reunion game and it just didn't feel good. Everything he tried Templars just had an exception to it. They rerolled advance and charge innately, had a 5+ shrug vs mortals, and then could take a vow for a 5+ shrug vs anything and mini transhuman (can't be wounded on 2s). Their relics were disgusting - you could turn a Bladeguard Sergeant into a Captain by giving him Champion of thr Feast and the Sword of Judgement. Their strats were good. Everything was dialled up to 11. Templars are fine now. People weirdly seem to think they're not good and I just don't get it. It just they're not the obviously broken mess they were
@@FortuneFaded2006 fair enough. I’m excited to see what the codex brings. I’ve been able to make a fair showing and have fun with them in 10th so far. I’ve seen a lot of people complaining about their current state, I do think the character nerfs and 20 man PCS nerfs were sad but I’ll still put them on the table anyways.
Righteous crusaders is just better. It's sad the invulnerable save is only in ranged and that there isn't a stratagem for advance and charge. Plus losing out on the armywide FNP or access to lethal hits or sustained is really hard to give up for +2 to move and a couple strategems that are more conditional.
I honestly think I would rather run Vanguard Spearhead over this. At least in that you have sticky objectives and everything has stealth and benefit to cover.
@@muratferguson4534Litany's are a chaplain thing? :D Also, one enhancement is chaplain-only. The detachment is just not forcing us to use them like the librarian detachment for SM. But we will benefit from them in this detachment because of their +1 to wound ability. Together with the +1S litany, suddenly our chainswords are wounding Space Marines on 2+ and Orks and Terminators on 3+.
I was expecting a chaplain-themed one too. This one feels a bit weak on that front. If it’s styled around chaplains and there’s one incentive to take chaplains, then it may as well not be the case…
Not the best plan, but I thought this detachment could work if you made templars like white scars. 3 groups of chaplain on bike/6 outriders/atv for heavier stuff.
Good chance there’s an actual Chaplin detachment (or at the very least a character one) in the actual codex, this one is probably just meant to be an infantry focused one that references older rules.
I was saying Righteous Crusaders and now Champions of Russ would be hard to match with their flexibility; honestly this seems like a worse Liberator Assault because from experience that +1 Strength in Melee for Space Marines isn't too helpful because that used to be LA's ability before it had to be buffed to 2 to actually matter because Space Marines Melee sucks. That said Outriders seem like they're going to fit well here.
My first thought on reading this one "wow. This is exceptionally average. This detachment certainly exists and isnt outright bad, but is just kinda...there...".
Pyrebrand enhancement can only be used by model with "black templar" keyword. Since this detachment doesnt give this keyword to anyone, that means that only marshall and castellan can use Pyrebrand. So no assault terminators shenanigans
There's a lot of stuff here that is almost good. +2 movement +1 advance, +1 charge, -1 AP, and 4++ against shooting would be worthwhile litanies. Ignore mods including damage would be great. 4+++ against mortals would be handy. Swap the precision melee attacks for a lethal or sustained Strat. It would be strong without being OP. A pretty fair comparison to RC.
I am usually a bit more openminded to making detachments work, but eh....this one is pretty mid. Acces to fight first is nice, but no advance and charge or much of any damage buffs. Bit lacklustre.
Wrathful Procession is not as good as Righteous Crusaders or Gladius. I had hopes that we would get an "Epic Challenge" style detachment where Templar's would get buffs and Strats for taking down the biggest and baddest unit on the battlefield.
Maaaan, i really hoped for a fury of melee stuff with support for vehicles, tho after the first few grotmas detachments i kind of knew smth like this was coming..
No clue if it is good, but it is how I like to play if I can’t immediately get to combat. Turn 1 sit back (in this case with range 5+ invuln), then as I see what my opponent is cooking launch forward (with +2 move) and start figuring this board out. After that I think it would be a slug fest and moving to the +1 str. On BT I am probably going heavy infantry anyway, so why not go just about all in?
Helbrecht unit +2 S with his ability and the letany, crusaders with chaplains would wound T4 enemies on 2+ with their chainswords (+1 wound from chap, S5 with the letany) etc. I didn't like it at first but I could see where this could go.
Haven’t read these rules. But lemme guess: If your HQ is primed gold and all troops have poorly painted red helmets, you get a bonus to hit anything that doesn’t look like you and never have penalties/consequences for all actions.
One interesting thing: righteous crusaders' detachment makes it so you cannot take repulsors, impulsors, and gladiators, but the new detachment can. So this detachment has much more heavy armour options. Repulsors, in particular, feel super efficient to me, and having access to impulsors means you can actually take dedicated transports for your BTs
You can't take the base versions, true, but you can still take the black templar variants. They just cost a little more and have multi meltas instead of bolt weapons
This detachment seems nice ONLY if you are running all infantry, maxed out Crusader squads, and NO vehicles. The only reason to take this is for the +2 movement, everything else is just better with Righteous Crusaders with Lethal or Sustained hits in melee. Honestly a flat 6+ FNP is better than a 5+ Inv save vs shooting. 5+ FNP is better than Stealth any day. The Strikes 1st would be better if it affected the whole battle and the Dev Wounds enhancement would be good if it affected the whole unit. It's a very niche detachment that honestly is inferior to Righteous Crusaders in every way except mobility for Infantry ONLY armies. Making the Templars sing litanies gives me an odd "Christmas Carolers" kind of vibe.
I really don't get pricing units because of how good they are in a certain detachment. Crusaders are good in this detachment, so the price goes up. So now, in any other detachment, they're overpriced for what they offer
It’s not a 50% chance, it’s a 50% increase in durability. If I understand the maths correctly (which I could be wrong about) if you ignored half of the damage you take (so a 4+ FNP) then it takes twice the amount of damage to kill, so that’s a 100% increase in durability. So if you ignore 1/3 of the damage then that’s around a 50% increase in durability even if it’s just 33.3% chance to ignore the damage.
I kinda feel like this is "cupcake with a single candle on it for birthday" levels of aggressively mediocre. Like, it's not unplayable, it's certainly not as big of a joke as the Sisters detachment for example, and yet it's leaving me thoroughly uninspired. It does one thing: Black Tide. Righteous Crusaders already did that, though, and while I think a lot of people underestimate the impact +2" movement or +1S can make (especially when you can push a unit over a breakpoint like S4->S5 or S8->S9) I also don't think the stratagems in this one measure up. The fact that the 6+ FNP from Righteous Crusaders also work on vehicles (seriously GW, would it have been too much to ask to get +2" move on Dreadnoughts at least??) and I'm struggling a little to see where this stands out. 7" movement on Terminators is a thing I suppose, but you lose out on durability.
hmm not sure if it is more usable than the first one the strategems are a lil worse in my opinion and in the other detachment you can potentially get two melee units with 5+ crits with leathal and sustained in one of them, since the new clarifications in the balance dataslate, feel no pain also feels a lil better than 5+inv only on mounted and infantry but that +2 to move and +1 to advance seems pretty fun on the crusaders, with their scout and re-roll advance although something like advance and charge would've been great for that and you can potentially get a strength 10 helbrecht
To me, the choice will be rather have a move faster+stealth 1×10 terminator squad, or a tank af (4++ 5+++) 1×10 terminator squad🤔 Not sure which one is better🤔
@@itsmefil2670 it will be a moving 7" (+4" if advance) 4+ invo. wall with stealth😂and if I put captain inside, I can reroll charge roll+free to use any other stratagem whether the charge is success or not😆 Sounds nice for sure🙈
I suppose it's interesting that this one lets you pick a buff more than once, rather than making each one one turn only like similar Detachments. (E.g. Penitent Host.) Being able to get the +2 move/ +1 Advance on multiple turns seems like it makes jump units and bikes capable of some serious mobility here, even if neither is exactly what Templars are usually going for. Movement wins games, but I'm not sure it's that likely to win too many for the Templars here.
Basura. I really wanted something new and cool to try but this is such a massive miss on GW part. Should have been 5+ invul army wide full stop. Wouldn't have been that strong honestly. Should have had advanced in charge for a CP. Should of focused more on Chaplins. This whole thing feels wildly inferior to almost any other option the BT have for getting into melee.
Just another way that GW have decided to make Templars uninspiring and not very competitive. Really not very exciting. Having stuffed BTs repeatedly over the last 6 months to a year, I was hoping that they might give a strong detachment to try to balance them, but this certainly isn't that!
Let’s all take a second and appreciate how Auspex Tactics is releasing a video every day this month at this point. Good on your man!!
More like 2
He’s a light in the darkness
The grim darkness... that is trying to keep up with the changes.
If they had kept the old costs for primarus crusader squads this would have been nice.
If they had just given this an advance and charge strat it would really have opened it up.
Yup. The GW intern fucked us on this. 0 synergy in the detachment, 0 point in taking this detachment (other than its new), and a waste of GW man hours putting out this garbage.
Literally 1 strat of adv and charge would have made BT players cream their pants and would have synergized with the movement. Or remove the worthless 5++ vs ranged only and do adv and charge.
Or an actual real blood surge strat or something. This was just utterly worthless.
Yup. The GW intern fucked us on this. 0 synergy in the detachment, 0 point in taking this detachment (other than its new), and a waste of GW man hours putting out this garbage.
Literally 1 strat of adv and charge would have made BT players cream their pants and would have synergized with the movement. Or remove the worthless 5++ vs ranged only and do adv and charge.
Or an actual real blood surge strat or something. This was just utterly worthless.
Point of clarification on your assessment of Brute Fervour, Auspex. While it does indeed let you reroll Hit rolls of 1 for the unit and you can also ignore penalties to the Hit Roll or Weapon Skill characteristic, the text says that you may ignore *any or all* modifiers to the following: WS, Hit Roll, Wound Roll. If your opponent is stacking debuffs on you for WS, Hit, or Wound, this allows you to ignore any or all of those if you wish. Feels to me like a great way to counter those tricks and get a little more juice out of -1 to Hit/Wound debuffs.
For Castigate the Demagogues, it's also useful for enemy commanders with a lot of wounds and good saves that also may have bodyguards, like the 10W/4++ Ghazghkull Thraka, or units with multiple leaders like a mirror match Helbrecht/Lt or Tor Garadon/Apothecary Biologis combo.
You can also stack the Litanies with Grimaldus for the +2 Move, +1 Advance w/rerolls from the Primaris Crusaders, then Charge w/rerolls off the Advance for a huge leap forward for Grimaldus' force. Don't discount the Chaplain on Bike either, leading Outriders which just got their +1 Str and Dmg on the charge, with the Chaplain's +1 to Wound.
I think it will make for a very aggressive, in-your-face style of play with a high floor and high ceiling, focusing on using your bikes/ATVs to harass your opponent while your medium/heavy infantry push in and clear the opponent off the objectives.
My first read of the detachment is that it's just okay. It's got good movement, but everything has a far better version of it in Righteous Crusaders. Merry Christmas to you all 🙏🏼😊
Same. While it’s not bad by any means, no real reason to take it over index aside from fluff.
Yeah I'm not sure why some detachments are incredibly tame, while necrons and some others got amazing stuff
Isn't the main problem with such a build that the BT infantry Isn't cheap enough to run a marine swarm, that won't just be blown off the table by a shoting army.
You arent supposed to run a marine swarm
@@Whoknows21356 Then make them actually elite and even then if any Loyalist Marines could pull off a swarm it would be the Black Templars.
Grimaldus, Hero of Helsreach!
As if there was only one…
Im just glad to have an option for a new detachment for my favorite space marines! It seems pretty fun
NO PITY, NO REMORSE, NO FEAR!!!!
NO PITY, NO REMORSE, NO FEAR!!!!!
This is a DeWalt tool box. Nothing fancy, but some useful stuff in the right situation.
I'm sticking to righteous crusaders.
0:52 I feel bad for both of us that I’ll definitely watch the video you make on Xmas Day… 😂
GW continues to flex both of it's middle fingers to the Black Templars. A disappointment, to say the least.
Did you forget that Templars were utterly broken in 9th?
@@FortuneFaded2006wish I had been around to play them back then
@frostypineapple You do and you don't mate. I utterly stomped and old friend of mine in a casual once a year reunion game and it just didn't feel good. Everything he tried Templars just had an exception to it. They rerolled advance and charge innately, had a 5+ shrug vs mortals, and then could take a vow for a 5+ shrug vs anything and mini transhuman (can't be wounded on 2s). Their relics were disgusting - you could turn a Bladeguard Sergeant into a Captain by giving him Champion of thr Feast and the Sword of Judgement. Their strats were good. Everything was dialled up to 11. Templars are fine now. People weirdly seem to think they're not good and I just don't get it. It just they're not the obviously broken mess they were
@@FortuneFaded2006 fair enough. I’m excited to see what the codex brings. I’ve been able to make a fair showing and have fun with them in 10th so far. I’ve seen a lot of people complaining about their current state, I do think the character nerfs and 20 man PCS nerfs were sad but I’ll still put them on the table anyways.
Righteous crusaders is just better. It's sad the invulnerable save is only in ranged and that there isn't a stratagem for advance and charge. Plus losing out on the armywide FNP or access to lethal hits or sustained is really hard to give up for +2 to move and a couple strategems that are more conditional.
I honestly think I would rather run Vanguard Spearhead over this. At least in that you have sticky objectives and everything has stealth and benefit to cover.
Missed opportunity for ‘Silent Knight, Holy Knight’
Very meh, no reason take this over index detachment. I expected chaplains themed detachment, but i guess they saved that for codex.
@@kudusjudas4067 it is chaplain themed tho
@@Onkel_Rangerhow???
@@muratferguson4534Litany's are a chaplain thing? :D Also, one enhancement is chaplain-only.
The detachment is just not forcing us to use them like the librarian detachment for SM. But we will benefit from them in this detachment because of their +1 to wound ability. Together with the +1S litany, suddenly our chainswords are wounding Space Marines on 2+ and Orks and Terminators on 3+.
Especially when considering that it operates similar to the new ork detachment which just has striclty better issuable kommands
I was expecting a chaplain-themed one too. This one feels a bit weak on that front. If it’s styled around chaplains and there’s one incentive to take chaplains, then it may as well not be the case…
Insert auspex doesn’t sleep joke here
Looks useable but not that fun or strategic
No pyrebrand on terminators, its BT model only
How does this one work. It can be attached to any leader but only works for Black Templar units? Because you can't use it on a Black Templar HQ.
@Crowmetheus57 Castellan and Marshall
@@Onkel_Ranger.... I'm dumb..
Yes they can? Unless there's something I fundamentally don't understand. But the Terminator chaplain gains the black Templar keyword.
@@snugglemittins166Nothing "gains" the BT keyword. Only BT specific units have it, using the detachment does not give it to units.
Not the best plan, but I thought this detachment could work if you made templars like white scars. 3 groups of chaplain on bike/6 outriders/atv for heavier stuff.
Huge miss. Wanted chaplains leading units granting them litanies. For a "chaplain" detachment, there isnt alot of reason to take them.
Good chance there’s an actual Chaplin detachment (or at the very least a character one) in the actual codex, this one is probably just meant to be an infantry focused one that references older rules.
Didn't realize you had a kid 0:21 "dada"
"Dada please spend time with us?"
"Not now son, it's Grotsmas"
I was saying Righteous Crusaders and now Champions of Russ would be hard to match with their flexibility; honestly this seems like a worse Liberator Assault because from experience that +1 Strength in Melee for Space Marines isn't too helpful because that used to be LA's ability before it had to be buffed to 2 to actually matter because Space Marines Melee sucks.
That said Outriders seem like they're going to fit well here.
Space Wolves being left for last on Christmas Eve. Do we have a Leman Russ shaped present coming this year?
My first thought on reading this one "wow. This is exceptionally average. This detachment certainly exists and isnt outright bad, but is just kinda...there...".
Purging with my kin!!!
Pyrebrand enhancement can only be used by model with "black templar" keyword. Since this detachment doesnt give this keyword to anyone, that means that only marshall and castellan can use Pyrebrand. So no assault terminators shenanigans
There's a lot of stuff here that is almost good. +2 movement +1 advance, +1 charge, -1 AP, and 4++ against shooting would be worthwhile litanies. Ignore mods including damage would be great. 4+++ against mortals would be handy. Swap the precision melee attacks for a lethal or sustained Strat.
It would be strong without being OP. A pretty fair comparison to RC.
I am usually a bit more openminded to making detachments work, but eh....this one is pretty mid.
Acces to fight first is nice, but no advance and charge or much of any damage buffs. Bit lacklustre.
I think this is a gift of the white elephant variety. If they sold this thing retail, you'd return it for store credit.
Wrathful Procession is not as good as Righteous Crusaders or Gladius. I had hopes that we would get an "Epic Challenge" style detachment where Templar's would get buffs and Strats for taking down the biggest and baddest unit on the battlefield.
Maaaan, i really hoped for a fury of melee stuff with support for vehicles, tho after the first few grotmas detachments i kind of knew smth like this was coming..
No clue if it is good, but it is how I like to play if I can’t immediately get to combat. Turn 1 sit back (in this case with range 5+ invuln), then as I see what my opponent is cooking launch forward (with +2 move) and start figuring this board out. After that I think it would be a slug fest and moving to the +1 str.
On BT I am probably going heavy infantry anyway, so why not go just about all in?
5+ invu is basicly nothing. In righteous crusade you could have 2 units with 5+ FNP which IS something.
I feel this best ran as a transport heavy detachment
Helbrecht unit +2 S with his ability and the letany, crusaders with chaplains would wound T4 enemies on 2+ with their chainswords (+1 wound from chap, S5 with the letany) etc. I didn't like it at first but I could see where this could go.
Haven’t read these rules. But lemme guess:
If your HQ is primed gold and all troops have poorly painted red helmets, you get a bonus to hit anything that doesn’t look like you and never have penalties/consequences for all actions.
Does the strength +1 stack with Helbrecht +1 on him. Helbrecht becoming strength 10?
I think I'll stick with Gladius.
it is just sad!! we expected a new detachment to use and in the end we will be using the 'ultramarines' one.... saaaaaad
@@razgrizmazrigos
At least you’ll get more when the codex comes out. Just in time to play them for 4 months before 11th starts.
@@rickkcir2151 idd
saving the best for (almost) last with World Eaters I see
This Detachment only use is to provide a fights first Enhancement in crusade. Beyond that it's directly weaker.
Question will these new detachments update in warhammer 40k app?
One interesting thing: righteous crusaders' detachment makes it so you cannot take repulsors, impulsors, and gladiators, but the new detachment can. So this detachment has much more heavy armour options. Repulsors, in particular, feel super efficient to me, and having access to impulsors means you can actually take dedicated transports for your BTs
You can't take the base versions, true, but you can still take the black templar variants. They just cost a little more and have multi meltas instead of bolt weapons
You can always take them already, just gotta pay 10 points for a multimelta which is worth it
This detachment seems nice ONLY if you are running all infantry, maxed out Crusader squads, and NO vehicles. The only reason to take this is for the +2 movement, everything else is just better with Righteous Crusaders with Lethal or Sustained hits in melee. Honestly a flat 6+ FNP is better than a 5+ Inv save vs shooting. 5+ FNP is better than Stealth any day. The Strikes 1st would be better if it affected the whole battle and the Dev Wounds enhancement would be good if it affected the whole unit. It's a very niche detachment that honestly is inferior to Righteous Crusaders in every way except mobility for Infantry ONLY armies.
Making the Templars sing litanies gives me an odd "Christmas Carolers" kind of vibe.
I really don't get pricing units because of how good they are in a certain detachment. Crusaders are good in this detachment, so the price goes up. So now, in any other detachment, they're overpriced for what they offer
I think 1st better
GW would have been better off not releasing this detachment. What a waste
Im no mathematician but how did you call a 1/3 shrug as a 50% chance?
It’s not a 50% chance, it’s a 50% increase in durability. If I understand the maths correctly (which I could be wrong about) if you ignored half of the damage you take (so a 4+ FNP) then it takes twice the amount of damage to kill, so that’s a 100% increase in durability. So if you ignore 1/3 of the damage then that’s around a 50% increase in durability even if it’s just 33.3% chance to ignore the damage.
I kinda feel like this is "cupcake with a single candle on it for birthday" levels of aggressively mediocre. Like, it's not unplayable, it's certainly not as big of a joke as the Sisters detachment for example, and yet it's leaving me thoroughly uninspired. It does one thing: Black Tide. Righteous Crusaders already did that, though, and while I think a lot of people underestimate the impact +2" movement or +1S can make (especially when you can push a unit over a breakpoint like S4->S5 or S8->S9) I also don't think the stratagems in this one measure up. The fact that the 6+ FNP from Righteous Crusaders also work on vehicles (seriously GW, would it have been too much to ask to get +2" move on Dreadnoughts at least??) and I'm struggling a little to see where this stands out. 7" movement on Terminators is a thing I suppose, but you lose out on durability.
hmm not sure if it is more usable than the first one
the strategems are a lil worse in my opinion
and in the other detachment you can potentially get two melee units with 5+ crits with leathal and sustained in one of them, since the new clarifications in the balance dataslate, feel no pain also feels a lil better than 5+inv only on mounted and infantry
but that +2 to move and +1 to advance seems pretty fun on the crusaders, with their scout and re-roll advance
although something like advance and charge would've been great for that
and you can potentially get a strength 10 helbrecht
To me, the choice will be rather have a move faster+stealth 1×10 terminator squad, or a tank af (4++ 5+++) 1×10 terminator squad🤔
Not sure which one is better🤔
@The_Penguin_8964 fast terminators do sound pretty fun
@@itsmefil2670 it will be a moving 7" (+4" if advance) 4+ invo. wall with stealth😂and if I put captain inside, I can reroll charge roll+free to use any other stratagem whether the charge is success or not😆
Sounds nice for sure🙈
@@The_Penguin_8964you can't get the stealth enhancement on terminators unfortunately.
I rarely get to use the scout move since I feel like crusaders don't pack enough punch without a character.
I will keep the FNP on my BT army...
It’s so over, crusader bros…
I suppose it's interesting that this one lets you pick a buff more than once, rather than making each one one turn only like similar Detachments. (E.g. Penitent Host.) Being able to get the +2 move/ +1 Advance on multiple turns seems like it makes jump units and bikes capable of some serious mobility here, even if neither is exactly what Templars are usually going for. Movement wins games, but I'm not sure it's that likely to win too many for the Templars here.
Auspex sounds like he's got a cold. The fact i notice this show just how much I listen to these videos lol
*sad tau noises*
Add a comment...😢
It's not. Does everything the index does but slightly worse
Basura.
I really wanted something new and cool to try but this is such a massive miss on GW part.
Should have been 5+ invul army wide full stop. Wouldn't have been that strong honestly.
Should have had advanced in charge for a CP.
Should of focused more on Chaplins.
This whole thing feels wildly inferior to almost any other option the BT have for getting into melee.
Just another way that GW have decided to make Templars uninspiring and not very competitive. Really not very exciting. Having stuffed BTs repeatedly over the last 6 months to a year, I was hoping that they might give a strong detachment to try to balance them, but this certainly isn't that!
Spoiler....it's not.
Look good to me, can't wait to test if it's match with my endless terminator squad🤭😂
Pretty useless. It doesn't provide a reason to be played at all.
Meh utterly useless… no reason whatsoever to take this over RC! 🗑️
It's meh.