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Saint of Sinners

Templar Faction SA

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<snip>but even so you have to choose to use the Specialists. Snipers are great, but hardly game breaking.

Um - Yes. They are not Game Breaking. That's kind of the point. Thank you for noticing!

 

 

Army SA's are supposed to encourage flexibility, flavor, and fun. They are not supposed to provide you with benefits that Break the game, or guarantee you a win. Your Templar army will have a slightly different build style due to your SA's than someone's Terrans, or the next guy's Rach. This means your army will tend to a different style of play, thus bringing a unique flavor to each army, which in turn enhances the fun!

 

We hope you appreciate that we (And by we, I mean Reaper and all of the beta testers) have striven to make the Army SA's in such a way that they do NOT break the game - It would suck to play if you could always win with Terrans because the ability to field an extra sniper more than your enemy got made it too easy to win.

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Um - Yes. They are not Game Breaking. That's kind of the point. Thank you for noticing!

 

 

Army SA's are supposed to encourage flexibility, flavor, and fun. They are not supposed to provide you with benefits that Break the game, or guarantee you a win. Your Templar army will have a slightly different build style due to your SA's than someone's Terrans, or the next guy's Rach. This means your army will tend to a different style of play, thus bringing a unique flavor to each army, which in turn enhances the fun!

 

We hope you appreciate that we (And by we, I mean Reaper and all of the beta testers) have striven to make the Army SA's in such a way that they do NOT break the game - It would suck to play if you could always win with Terrans because the ability to field an extra sniper more than your enemy got made it too easy to win.

 

I realize that FSAs are not supposed to be game breaking, otherwise the game would be unfair. I don't beleive I've stated that I want Templar faction SAs to be game breaking, but if I did anywhere, I apologize and retract that statement.

 

Neverless, I still feel that the Templar force is getting shafted a bit. They have fewer FSAs, one that only functions on one model in every 1,500 points, one that makes them only need to lose 2 models per squad then they're shaken...and that's it.

 

Omitting the Pyros, the only faction that doesn't directly increase or add stats or SAs to their units is Malverines.

 

The Malverines gain something very similiar to the Templar's Knight Commander...with some bonuses. They become Feared and have Prestige. Units within 12" of them can rally as a non-combat action...and become Stubborn. Lastly, they can conver the enemy...the enemy may be on its deathbed, but that Rhino on its deathbed can still take out a fair share of models. And some say that it's hard to do...well, I don't think it really is. First off, the Inquisitor always has full Discipline, by the time the enemy is forced to take its test to convert or not...they have extremely low Discipline (barring Ritterlich and Stubborn models). Further, the Inquisitor forces an additional -1 Discipline check on the enemy. Looking at this, it's not so hard for an Inquisitor to convert a damaged CAV, FV, tank, gunship, or even infantry!

 

Other armies get stuff cheaper, get free upgrades, convert enemy models; we become shaken.

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Play a game or two with all Templars gaining Independent and taking advantage of the added initiative cards plus bonus Specialist Platoon and report back.

 

Note that initial testing of the Templars with only Bonds of Knighthood proved extremely powerful in play and is why they haven't gotten a "boost" since. However, test with everyone gaining Independent and report back.

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Having played the Templar since the days of the closed beta, i can tell you that Bonds of Knighthood is Far, Far greater a boon than a hindrances. that shaken token only lasts as long as your next activation, most times, as you regroup the lone model into a team that is very likely to have room for it because you built all your eligible platoons using BoK, right?

 

In addition, almost total domination of initiative is absolutely nothing to sneeze at, Right Jamie?

 

Knight Commanders will allow templars to field more FIST teams than anyone, even the terrans.

 

As far as the Voice of Khardullis is concerned, what people don't seem to be getting is that the model converted doesn't get to act until the Inquisitor's platoon's next activation. Most cases, That's plenty of time to drop a heavily damaged model for being a turncoat. Plus, you get victory points for killing one of your own models.

 

Bear in Mind that this draft is also the first time we've seen knight commanders, while Voice of Khardullis and Inquisitors have been around for quite a while in one form or another. There are bound to be some revisions made.

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Play a game or two with all Templars gaining Independent and taking advantage of the added initiative cards plus bonus Specialist Platoon and report back.

 

Note that initial testing of the Templars with only Bonds of Knighthood proved extremely powerful in play and is why they haven't gotten a "boost" since. However, test with everyone gaining Independent and report back.

 

 

Ohhhhh, ook :devil: Now just got to convince Chrome into letting me do that at Nuke-Con :devil:

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In addition, almost total domination of initiative is absolutely nothing to sneeze at, Right Jamie?

 

I'm pretty shocked that somebody would complain that the FSA for Templars is UNDERpowered. In every game that Jeff and I have played, he has COMPLETELY ruled initiative.... which is a huge, huge, huge advantage.

 

Not that I'm complaining as a Terran player... 2 air wings per primary platoon is sweet, especially with the AWESOME Tsuiseki (please please please re-size these soon!) I kinda like the added specialist platoon, but I don't feel like we really needed it? Again, not that I'm complaining ::D:

 

Jamie

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I kinda like the added specialist platoon, but I don't feel like we really needed it?

 

Actually that was an error on our part.

 

<3>Well Supported Operations

This Faction Special Attribute is a “choose one or the other” situation.

Option 1) Unless expressly denied Strikes by the scenario, Terrans may have up to 25% of their points invested in Strikes instead of the usual 20%. Round normally.

Option 2) If Strikes are denied in the Scenario or the Terran does not take more than 20% of their points as Strikes, Terrans may instead gain a single bonus Specialist Platoon in their Task Force. However, this bonus Specialist Platoon may not have Gunships (see the Air Power Terran Army SA below if more Gunship Flights are required).

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Having played the Templar since the days of the closed beta, i can tell you that Bonds of Knighthood is Far, Far greater a boon than a hindrances. that shaken token only lasts as long as your next activation, most times, as you regroup the lone model into a team that is very likely to have room for it because you built all your eligible platoons using BoK, right?

 

In addition, almost total domination of initiative is absolutely nothing to sneeze at, Right Jamie?

 

Knight Commanders will allow templars to field more FIST teams than anyone, even the terrans.

 

As far as the Voice of Khardullis is concerned, what people don't seem to be getting is that the model converted doesn't get to act until the Inquisitor's platoon's next activation. Most cases, That's plenty of time to drop a heavily damaged model for being a turncoat. Plus, you get victory points for killing one of your own models.

 

Bear in Mind that this draft is also the first time we've seen knight commanders, while Voice of Khardullis and Inquisitors have been around for quite a while in one form or another. There are bound to be some revisions made.

 

As soon as you regroup your lone model into a different platoon, you lose your additional Initiative card, kind of nullifying the intended effect.

 

Don't get me wrong...I understand that Initiative is important. I test played a Ritterlich force before deciding on Templar, and their FSA that let them bury opponent's cards was far to potent (at the beginning, that is). It's gotten better now. But I decided on Templar for their fluff and CAVs.

 

It is pointed out that VoK, and yes I do understand the unit isn't activated till next turn, the unit will likely get popped out of existance. Well, that unit being shot at does absorb at least one model's attacks for the time being. Likewise, it gets return fire. If you manage to convert a Super Heavy...or even a Falcon, they can still do damage (Falcon through sheer bulk of fire, Super Heavies because they hurt).

 

Also, Knight Commander platoons will allow 2 Specialists platoons in 2k-3k games...as much as the Terrans, not more. At later points, yes, you can get more Specialist platoons, and therefore more FIST teams. But most friendly games I play don't mess with VPs, and instead go to last man standing. As to tournaments...most tournaments are 2k-3k games.

 

Anyway, thank you for the idea, Reaper Matt. I'll be sure to test play it with our next game. Just to clarify, it is all Bonds of Knighthood models, correct?

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Ok, after three games today with the Templar I have to say DON'T USE the BONDS OF BROTHERHOOD in LOW point games useless yer using heavy hitters. Spartans and FVs just don't have the punch. The extra initiative didn't help much. What if you could choice to instead of just subtracting a model from the platoon you could add a model? In other words you could have between 3 to 5 models in a armor platoon instead of just 4.

 

THe Knight Commander's Bonus Stubborn SA never came in to play. Of course I didn't have a reason to make a dis check. Although it'll make for interesting fights against Malvies.

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