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Battle Nuns can be pretty effective, and if you really manage them well through the use of Martyr and Parry I think you can probably get some serious bang for your buck out of them. But I dislike the idea of battle nuns in all games, so I never use them. I keep meaning to pick up some monks or similar models to proxy as Nuns.

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Battle Nuns can be pretty effective, and if you really manage them well through the use of Martyr and Parry I think you can probably get some serious bang for your buck out of them. But I dislike the idea of battle nuns in all games, so I never use them. I keep meaning to pick up some monks or similar models to proxy as Nuns.

Yeh ,yeh you sexist . ::P:::P:

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OK, my copy of 2nd ed. hasn't arrived, but this is what I came up with using (mostly) models I own and the online army builder:

 

Crusaders - 749 points

 

Troop 1

Templar Unforgiven x 3

Templar Ironspine x 3

Ironraven, Templar

Halbarad, Priest of Aurellius

Standard

Musician

Book of Tactics

 

Troop 2

Templar Knight x 3

Magic Weapon

Sir Conlan, Lightbringer

Templar Ironspine x 2

Musician

Armor of Courage

Standard

 

Troop 3

Celestial Lion

 

Troop 4

Ivy Crown Light Lancer x 2

Herne, Light Lancer

Musician

Standard

 

Troop 5

Luck Stone

 

I'd need to get the lancers & Herne.

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The thing I see is that you have a lot of equipment to try and fill out a 750 list. In all honesty, equipment points generally aren't as effective as soldier points. Three Lancers were added in place of the music and standards. For 1000 I'd add 3 archers to troop 1, and add a fifth troop of Gar, Wardogs x 6 and the Hound of Judgement.

 

Troop 1

Ironraven, Templar

Halbarad, Priest of Aurellius

Book of Tactics

Templar Unforgiven x 3

Templar Ironspine x 2

 

 

Troop 2

Sir Conlan, Lightbringer + Magic Weapon

Templar Knight x 3

Templar Ironspine x 3

Armor of Courage

 

Troop 3

Celestial Lion

 

Troop 4

Herne, Light Lancer

Ivy Crown Light Lancer x 2 + 3

 

Luck Stone

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I am a new player and I need to know if this is a good 1000 point list. Im trying to utilize the cleave ability of the Unforgiven with the +1 from the battle Totem to increase the overall percentage of cleave going off.

 

Will this type of list work well in the tournament Environment

Crusaders - 896 points + Battle Totem

Troop 1

Duke Gerard

Halbarad, Priest of Aurellius

Valandil, Archmage

Marcus Gideon, Undead Hunter

Templar Unforgiven x 10

Holy Armor

Luck Stone

 

Troop 2

Sir Conlan, Lightbringer

Templar Unforgiven x 4

Magic Weapon

Armor of Courage

Book of Tactics

 

Troop 3

Celestial Lion

 

Troop 4

Battle Totem

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Overall, yes, that would make for a successful list. But, I think it is also a rather 1 trick pony list that is not very flexible. If your opponent or your tourney scenario fit exactly what you have then you will do good, but if they dont, then you will struggle with this kind of list.

 

My suggestion would probably be to change a couple of the unforgiven from troop 1 into ironspines so that you can take advantage of Gerard's Warlord Ability better. or instead of ironspines take something that has more swings in case you face off against a more horde-ish type opponent.

 

And then completely change troop 2 into something else to handle different situations, like maybe Herne with some light lancers.

 

And think about sacrificing a model for adding a musician to troop 1 as well. If you are going into a tourney, move 5 will hurt you in any scenario that requires you to be the first to get somewhere.

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Alright thinks for the advice!

 

I was thinking about changing troop 2 since it really serves no purpose other then have more bodys and the BOT.

Ill probably cut some unforgiven from troop 1 and change Troop 2 to IC archers with Acacia, so i can use that Ranger/6 for some addition speed.

 

Some maybe like this:

 

Crusaders - 992 points

 

Troop 1

Duke Gerard

Halbarad, Priest of Aurellius

Valandil, Archmage

Templar Ironspine x 3

Templar Unforgiven x 7

Holy Armor

Magic Weapon

Luck Stone

 

Troop 2

Acacia, Ivy Crown Ranger

Ivy Crown Archer x 6

Magic Ranged Weapon

Book of Tactics

 

Troop 3

Celestial Lion

 

Troop 4

Battle Totem

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See, unfortunately, now you went the opposite direction... You built a list around having the battle totem with better melee skills and then went and put all archers in your second troop. I would suggest something along these lines:

 

Crusaders - 995 points

 

Troop 1

Duke Gerard - Holy Armor

Halbarad, Priest of Aurellius

Valandil, Archmage

Isarah, Cleric of Shadarzaddi

Templar Unforgiven x 7

Templar Ironspine x 3

Musician

 

Troop 2

Herne, Light Lancer

Lady Devona of the Ivy Crown

Ivy Crown Light Lancer x 3

 

Troop 3

Celestial Lion

 

Equip

Totem of Battle

Luck Stone

--------------------------------

3 troops +2 tacticians

20 models (47 DTs)

 

Devona and Valandil are both offensive casters. Halbarad is your bless caster and healer when needed. Isarah is your IronSkin caster onto Gerard. I might have too many casters in here, but they all do justify their occupying point space.

 

The Unforgiven will try for two man support, totem and bless for cleaving chops at mav 7. Ironspines actually stand up front during the march across to get MAV 7 pike swings (when blessed) and then let the unforgiven run thru them on the charge while they take the reach position to get a finishing blow and provide support.

 

Horses give you first striking speed across the table.

 

Lion starts off table and then can get summoned by any of your 5 casters as a free action.

 

Although any of the doctrines would work, I would probably use the Righteous doctrine only cause none of your foot soldiers have Deflect and that could also make the difference between a arrow hit against a low DV caster or not.

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I'd agree that there are too many casters, especially for the rest of the list. While the casters may be worth their points, they make the totem less worth its points. This is just my personal opinion, but for a totem to be worthwhile, your soldiers need to be generating somewhere around 25-30 attacks per round to make the totem pay off. Yes, the bigger melee models will get to take advantage of the totem too, but the bulk of your attacks are going to come from the rank and file. Loading up with expensive casters, ranged models, and solos dilutes the impact of the totem in your build. Instead, consider the following:

 

Crusaders - 999 points

 

Troop 1

Duke Gerard w/Armor of Courage

Marcus Gideon, Undead Hunter

Ian, Mage Apprentice

Templar Unforgiven x 6

Templar Ironspine x 4

War Dog x 2

 

Troop 2

Herne, Light Lancer

Ivy Crown Light Lancer x 4

War Dog x 2

 

Troop 3

Sir Conlan, Lightbringer

Templar Unforgiven x 2

Templar Ironspine x 2

War Dog x 2

 

Troop 4

Hound of Judgment

 

Luck Stone, Totem of Battle

 

In this build, you now have 24 soldier models that generate 28 attacks in a round. Marcus is an excellent secondary melee character; after he's expended his SP on bless spells for Troop 1, he can then wade into melee (DV 12 in melee because of Dodge/1) and be pretty badass (note that he has Warcaster and Divine Vigor is a 0 point spell). The Cavalry gives you some respectable speed, and the Disable on the wardogs helps limit defensive strikes, keeping your other models alive longer. The two weaknesses of the list are a lack of ranged models, and no high CP casters. The speed of the cavalry and the war dogs helps mitigate the former (as would the Righteous Doctrine), so that really only leaves the latter as a main flaw. Armies with a great number of flyers and/or burrowers could be problematic, but otherwise it is a solid general build.

 

~v

Edited by Shakandara
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So I'm seriously thinking of going to the Tulsa Warlord Revival and I wanted some advice on list building. I have played very few games so any advice is appreciated. This is what I own:

 

Duke Gerard

Kristianna

Sir Brannor

Sir Broderick

Acacia

Almaran the Gold

Finari

Halbarad

Valandil

Hospitalier x 2

Ivy Crown Archer x 4

Justicar x 4

Templar Ironspine x 3

Templar Knight x 6

Hound of Judgment x 2

Guardian Beast

Uriel

 

At the time of this posting, the army builder is down. Anything I should consider ordering elite or leader-wise?

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So I'm seriously thinking of going to the Tulsa Warlord Revival and I wanted some advice on list building. I have played very few games so any advice is appreciated. This is what I own:

 

Duke Gerard

Kristianna

Sir Brannor

Sir Broderick

Acacia

Almaran the Gold

Finari

Halbarad

Valandil

Hospitalier x 2

Ivy Crown Archer x 4

Justicar x 4

Templar Ironspine x 3

Templar Knight x 6

Hound of Judgment x 2

Guardian Beast

Uriel

 

At the time of this posting, the army builder is down. Anything I should consider ordering elite or leader-wise?

 

I am not sure what I have handy for Crusaders, but I do have quite a bit. So, if you make a list and are missing a few models, I am sure I could help you out. At worst case, we just proxy. Proxying is totally allowed in my tournaments. ::):

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There are lots of ways to go with what you have. Here is one possible way of going. This would be using 85% your stuff and either proxying or borrowing a few items. Both Wildbill and myself should be able to fill in any holes you have.

 

Crusaders - 998 points

 

Troop 1

Duke Gerard

Halbarad, Priest of Aurellius - Familiar

Valandil, Archmage

Templar Knight x 3

Templar Ironspine x 3

War Dog x 3

 

Troop 2

Sir Broderick, Justicar

Templar Unforgiven x 5

 

Troop 3

Guardian Beast of Aurellius

 

Troop 4

Uriel, Guardian Angel

---------------------------------

4 troops + 2 tactician

20 models (50 DTs)

 

There are several ways to use this list, but the main concept is take advatnage of Gerard's WL ability to have the knights and spines run around in pairs. Dogs can either help them or help Gerard, but take advantage of their rush attack, no need to walk them up at the beginning with their low DV.

 

Halbarand sits in the back and takes advantage of the Divine Restoration portion of the Paladins of Light Doctrine to heal things for cheaper. Or cast divine vigors.

 

Beast kitty is the hammer, but still have to be smart with it. Will probably be one of Halbarands main healing targets.

 

Troop two is the harrassers, hoping to get off cleaves while tying up as many enemies as possible.

 

Don't forget the Merciful Hands portion of the doctrine. Used at the right time can be very frustrating for your opponent.

 

Angel is the wildcard of the build. With its ability to just fly and cast divine vigors all game long until its time to enter the fray, or it can be Halbarands shield if needed. Can Divine Might someone or depending on the enemy shaken a whole area making it easier for those Unforgiven cleavers to do their job. Simply flying him to places on the battle field that makes the enemy change their strategy can be huge.

 

Or i think you can swap out the Angel for one of the hounds, Finari, and Almaran.

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