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I've never really considered either of those soldiers in my lists. I think I may need to pick some of those up in the near future. So Justicars just really are not worth it are they? I'm going to run some test games and see how the list works out, thanks guys. If you guys have any other ideas, feel free to post them.

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Justicars can work just fine. I just find that I like to mix my lists with both some "power" modesl and also some "number fillers". I would consider the justicars power models. In this case, I just used different power models instead. But, I have seen plenty of justicar based lists that had success on the table.

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Here is a list that would require a little more proxy or borrow than the other list but uses the Justicars as a shield wall around Kristianna:

 

Crusaders - 994 points

 

Troop 1

Mother Superior Kristianna - Book of Tactics, Holy Armor, familiar

Halbarad, Priest of Aurellius

Justicar x 3

Templar Ironspine x 3

 

Troop 2

Herne, Light Lancer

Marcus Gideon, Undead Hunter

Battle Nun x 5

 

Troop 3

Guardian Beast of Aurellius

 

Troop 4

Guardian Beast of Aurellius

 

Equipment

Luck Stone

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

4 troops + 1 tactician

17 models (49 DTs)

 

Concept of this army is fairly simple. Use the two beast kitty hammers to beat stuff up, and then when they die use Kristianna's spell to bring them back from the grave.

 

Nuns parry on defense and then get the 3 swing at 6 martyr (with a MG blessing on top) on offense.

 

Justicars hang around to protect Kristianna. Then she can use her Holy Burst or Mass Cure to keep them all kicking.

 

Halbarand does divine vigors until its time for him to use the true restoration on one of the beast kitties.

 

If there was a swap out, it would probably be to trade one beast kitty for a Hound of J and Valandil. Then Valandil uses his chain lightnings on anyone surrounding the beast kitties (or Kristianna's walking shield circle)...

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well, I wouldnt worry about it too much. you have a good base group of stuff. Plenty ways to go for a regular weeknight game to keep your opponents guessing what you will bring next time. Everyone will have their own preferences on what works for them. I like to tinker non stop with lists. Just cause my lists I created strayed away a little from what you have doesnt mean that what you have cant work. You don't have any horses otherwise I would build a horse heavy list too. You do have lots of the better elites and solos. And that is a good thing.

 

Like you could swap the nuns in list two for just regular knights and be just fine as their higher defense will keep them alive longer than the nuns. The nuns work well in games when not many people bring archers. But, put a few archers on the table and those nuns become useless. So, its all relative.

 

In the first list, again I put the unforgiven in there to balance out the low model count, but that doesnt mean you have to use that particular model. The same with the dogs, just model filler to harrass the enemy. But, doesnt mean you have to go with them.

 

I had Hern in the second list simply because I wanted to be able to take advantage of his one time leader ability (via the hands doctrine) to run from one end of the board to the other and still heal one of the beast kitties when he gets there. So, you see, you're other models you have would work just fine filling in those same slots, as long as you can picture in your mind how you will use them. Finari for example is an awesome swordhand. I use her all the time as well. Just cause I didnt put her in these lists doesnt mean that I dont like her.

 

 

I am ALWAYS comig up with lists for models that I dont have either..... heck I would say that I probably play with 25%-50% proxy just about every game I play.... cause its a lot of fun to try out new combos all the time... but its also one of the reasons i dont take a lot of pictures (cause ti leads to lots of mismatched stuff on the table that wouldnt look good for pics)

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Crusaders - 998 points

 

Troop 1

Mother Superior Kristianna - Familiar

Halbarad, Priest of Aurellius

Almaran the Gold - Holy Armor

Justicar x 2

Templar Ironspine x 3

 

Troop 2

Sir Broderick, Justicar

Valandil, Archmage

Finari, Justicar

Templar Knight x 4

 

Troop 3

Hound of Judgment

 

Troop 4

Guardian Beast of Aurellius

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

4 troops + 1 tactician

17 models (48 DTs)

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Crusaders - 985 points (+15 points of equipment of your choice)

 

Troop 1

Duke Gerard

Valandil, Archmage

Saramonde, Chronicler

Justicar x 2

Templar Knight x 4

Templar Unforgiven x 2

Templar Ironspine x 3

 

Troop 2

Sir Conlan, Lightbringer

Templar Knight x 2

Templar Unforgiven x 2

Ivy Crown Archer x 2

 

Troop 3

Hound of Judgment

 

Troop 4

Guardian Beast of Aurellius

 

4 Troops, 2 Tacticians, 1 Spy

23 models

53 DTs

3 Casters (for summoning the Hound and/or the Guardian as a free action)

 

Tactics: Troop 1 is your bread and butter; take advantage of the combo of spellcasting and the 2-to-get-1 (+1 for support, that is) to chew up the opponents ranks using cheaper soldiers (don't underestimate the effectiveness of an Ironspine attacking from the Reach position with Support and Blessing - that's MAV 7). Troop 2 is mostly a speed bump, but... Conlan can cast Blessing, and act as a summoner to bring out the "dogs of war". Keep him behind the soldiers in the troop, and he can keep casting that 0-point Divine Vigor all game. Use his Blessing to boost the Archers in Round 2, when the rest of the troop should be in melee - the spell effects the whole troop, so distance is meaningless. You'll get both MAV and RAV boost from it.

 

I'd probably run it with Righteous doctrine.

 

Oh, and a total of 5 models you don't own, but probably should: Saramonde and 4 Unforgiven. Cost in the Reaper store: $27.70 (and that's with buying 1 each of the alternate sculpts of the Unforgiven, to give variety of poses), plus tax and handling (shipping is free, since the order is over $25).

 

~v

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Sorry about that; missed Conlan in the wrap up. I rewrote the list a couple times with varying leaders and elites before I settled on that one. Also, don't be afraid to tinker with it by using the models that you already have; proxy the justicars as more templar knights instead, and upgrade the leaders and/or elites. Or, use them as additional Unforgiven to generate more MAV 5 attackers. Just keep a couple things in mind as you tinker:

 

The strength of Troop 1 comes from taking advantage of Gerard's WL ability to generate easy support bonuses. To maximize this benefit, you want to keep that troop close to full capacity. You can easily swap Conlan for another leader, but remember that this might cause you to lose his Blessing (to boost the archers), and then you have one less summoner to bring out the Hound and the Guardian.

 

~v

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Here is a list based around an idea from Don Rodolfo Graziani in the Kargir Thread. The idea is for the bigs to run out and die, then get resurrected and healed by the Mother Superior and Hospitaliers for an end game push. I'm thinking Uriel targets the opposing Warlord/Big Meanie and summons the Hound into the fight to negate Tough.

 

Crusaders - 998 points

 

Troop 1

Mother Superior Kristianna

Familiar

War Dog x 3

Hospitalier x 2

 

Troop 2

Sir Malcom, Lightbringer

War Dog x 4

 

Troop 3

Sir Malcom, Lightbringer

War Dog x 4

 

Troop 4

Sir Malcom, Lightbringer

War Dog x 4

 

Troop 5

Hound of Judgment

 

Troop 6

Uriel, Guardian Angel

 

Troop 7

Guardian Beast of Aurellius

 

Troop 8

Guardian Beast of Aurellius

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