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The Book of Templar Cavalry

Firemaster

Raconteur Extraordinaire
The Book of Templar Cavalry
Fields of Valor - Collection 7 - Templar Knights​

templar_cavalry_original.jpg

HQ Scan PDF Download

Character Bio:Used in many battles of the Crusades, a Templar cavalry charge pierced through enemy lines with the unstoppable combination of lances and steeds. Always heavily armored, the knights constantly sought out and attacked first the most potent enemy on any battlefield.

Summoned by Jandar to fight in his armies, the Templar Knights witnessed the evil acts of Utgar’s armies. The Templar Knights have come to realize that Utgar’s forces are creatures from the unholy darkness. This has filled the knights with holy rage whenever they face Utgar troops, allowing them to strike harder and do extraordinary damage to Utgar’s forces through the Templar’s hallowed zeal.
(Hasbro)

_________________________________________________________________
-Rulings and Clarifications-
  • EINAR Symbol on 1st printing of card
    ERRATA: The symbol on the Templar Cavalry card should be Jandar, not Einar. (Hasbro FAQ)
    errata3.jpg
  • - GALLOPING CHARGE/RIGHTEOUS SMITE : Stacking the attack bonuses
    Can you use Galloping Charge and Righteous Smite in the same attack?
    Yes. You could even roll 7 attack dice if you managed to gain height advantage over that poor defenseless Utgar figure. (Hasbro FAQ)

_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Recieved
  • - CONCAN THE KYRIE WARRIOR : Knight and Sentinel Enhancement
    As Knights, the Templar Cavalry may benefit from Concan the Kyrie Warrior’s KNIGHT AND SENTINEL ENHANCEMENT attack and defense bonus.
  • - SIR GILBERT : Jandar’s Dispatch
    As a Squad that follows Jandar, the Templar Cavalry may benefit from Sir Gilbert's JANDAR'S DISPATCH movement bonus.

Synergy Benefits Offered
  • - 4th MASSACHUSETTS LINE : Valiant Army Defense Bonus
    * Having a Valiant personality, the Templar Cavalry may aid the 4th Massachusetts Line with their VALIANT ARMY DEFENSE BONUS.
    *NOTE: See The Book of 4th Massachusetts Line for proper application.
  • - SIR DUPUIS : Knight's Courage
    As Knights, the Templar Knights may aid Sir Dupuis with his KNIGHT'S COURAGE ATTACK BONUS.

C3V and SoV Custom Synergies
Spoiler Alert!
_______________________________________________
-Heroscapers Community Contributions-

Power Ranking
  • @Jexik: Though seemingly great on paper, a few shots at the mounted knights will easily bring them down. C-
  • @OrcElfArmyOne: C-
  • @dok (VC inclusive): C-
  • @Cleon (VC inclusive): Tier 2 (305/319)
Community Contributions Master IndexUnit Strategy Review
  • - TBA
 
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Out of all of the new wave 7 units, these are the ones I don't know what to expect out of. Are they going to become new Jandar powerhouse, or will they be the units that cost too much? Should you use these guys to charge into battle the minute the game has started, or do you keep them for a late game surprise? What units will be the best support for the knights? How many should you have in an army? There are just tons of questions I have with these guys, and I am having trouble coming up with the answers.
 
To answer some of your questions Chimpy, I would send these guys out as your last wave, or as soon as most or all range is gone since their 'Dismiss the Shable' affect only works against adjacent attacks. Since they are Valiant, you can use the 4th. Mass with the Knights Templar. Since they're 120 a squad, having two of them is 240 points, practically half of your standard 500 point army. I'm also undecided whether these guys will be awesome, or if they're overpriced. But on paper, these guys look like POWERHOUSES! :twisted:
 
These guys will work well with the 4th mass as they are valiant. I'm not sure how they will stand up in tournament play however. Their defense only kicks in against adjacent squad figures. I could see these guys being mowed down from range before ever gettign a chance to attack. They do have very high movement and awesome attack howver. So if used correctly they could devestate any unit they charge into. It looks like these guys will require a lot of strategy during gameplay.

They do have a very high "cool" sense to them though. Everybody lieks thundering cavalry, and these guys epitimize that. Their sculpts are great, I will definetely have to get my hands on a bunch of these guys soon. Tell us how these guys do in gameplay!
 
I think that's a good thing in their case, Chimpy. They don't seem to be complete powerhouses, but with all their abilities they will have more than their fair share of moments to shine. And as I said before, I really want to smash 6 attack dice into some stupid Utgar figure or 5. :twisted:
 
Love the 8 move with their Large 6 size.
(Heck, I love any large/huge unit with massive movement)
They'll get over hills 5 or less with ease and movement to spare.
Single-spaced ponds and rivers are non-hindering.
Heavy snow will slow them down a tad but not enough to detract Thundering Charge.
They can benefit from Gilby's Jandar's Dispatch ability too.
Get them high with a Charge on an Utgarian, and that's 7 attack dice.
In the same situation and if they can slide up next to a group of advancing friendly KoW and Gliby and get his Attack Aura, that's 8 attack dice on an Utgar foe - Oomph!

At first 3 defense seems not right, but they can get the height advantage quickly for 4.
Dismiss the Rabble is good against an adjacent SA from a squad. They could possibly fend off the Zombies.

Early game? Late Game? Depends, but I do like the follow-up the Templars can be for any other advancing unit in your army.
 
This squad definitely needs to be used in 2's and 3's, moreso than other commons.
My theory:
1. Opponent develops some sort of forward position with his main column.
2. Wave 1 of Templars strikes, taking down the main hero targets or crushing the first wave of squadies in the way.
3. The opponent retaliates, but hopefully the "dismiss" helps protect them.
4. Wave 2 then strikes at full strength, clearing out whoever is left.
5. The opponent doesn't have anybody else there, because his guys are moving at half the speed of your knights. He tries to hit you with range, and may damage a squad.
6. Wave 1 and 2 combine what's left to strike and eliminate the ranged threat with another full strength charge.
If the armies are bigger, use a third wave of knights.
 
3 squads of knights and 2 squads of 4th mass could be a devastating 500 point army...(unless they have range galore, Syvarris, DED, Laglor and his buddies). Wait for the opponent to advance, and then wail on them with charging knights and waiting 4th mass.
 
Look to be an awesome unit for flanking and devastating against Utgar, as long as you don't leave them in and recall them occasionally to within protective range.

I just cant get this scene out of my head though..

Sir Beavus: "What kind of smite did you use on that foul zombie."
Sir Butthead: "Righteous, Duude."
 
I can't help but fear these guys are going to be Einar Imperium all over again. Seeming potential, but not enough staying power for their points. Maybe we should start a UU scape.
 
My :2cents:.

Templar Cavalry: Defense is lower than I expected. The imperium all over again. There's just to much range for these guys to get a higher grade. B
 
Add concan to the mix (if he can keep up) then you can get some good battles. But you can't complain about these guys - a squad with 8 Move! :thumbsup:
It would've been good if they had disengage - that way you could go in for an attack, fall back and charge again, like in the movies :wink:
 
Jandars_Hope said:
It would've been good if they had disengage - that way you could go in for an attack, fall back and charge again, like in the movies :wink:

No, because the thing is a Templar has to have started at least 4 spaces away to get the attack bonus. He can't start adjacent to an enemy figure, move 4 spaces, then double back. If he does that the bonus wouldn't apply.
 
I really like the Templars, primarily because I really wanted some mounted knights. However, I feel that they miss the mark a bit, though. As mentioned before, the lack of disengage is glaring, to say the least. Also, it would of been correct to allow them to continue moving after attacking. This would fit their galloping charge ability better. Instead, for 120 points, you may very well see your Cavalry perish among other figures they get caught up with on their first charge..... :?

Will I use them, you bet!! :wink:

-Ski
 
Teamski said:
I feel that they miss the mark a bit, though. As mentioned before, the lack of disengage is glaring, to say the least. Also, it would of been correct to allow them to continue moving after attacking. This would fit their galloping charge ability better.
Disengage would be way too potent for the Templars.
Or make them suscetible to crazy-boldness, running off too deep and away from the rest of one's army.
The other portion of one's Valiant army needs to free any bogged down, mounted knights. While engaged with squads, Dismiss the Rabble is going to buy them some extra time to stick around.

Teamski said:
Instead, for 120 points, you may very well see your Cavalry perish among other figures they get caught up with on their first charge..... :?
The Templars will probably need to follow up a component in you army that's already out in the field. The mounted knights will be the hefty 2, in a 1-2 combination. It is nice that they only need to move 4 spaces to get the Charge condition. How convienent - that's as far as the KoW need to travel to get to a target first.

What irks me is how to fit them into a dream Valiant army? Gilby's 5 points over 100 is that one little piece of luggage that keeps sticking out of the Valiant trunk.

I wonder if the Templars are best suited in an army as just one squad or multiple squads running without Jandar's Flagbearer?
 
Knights x2 (240)
Q9 (180)
Concan (80)
---------
500 Pts.

Don't be confined by theme.
 
Riggler said:
Knights x2 (240)
Q9 (180)
Concan (80)
---------
500 Pts.

Don't be confined by theme.
Did you just suggest Q9 with my Valiants?
Run, coward!
:x

Knights.........120
4th Mass x2...140
Kow x2..........140
Denrick..........100
:D
 
Hex_Enduction_Hour said:
The Templars will probably need to follow up a component in you army that's already out in the field. The mounted knights will be the hefty 2, in a 1-2 combination. It is nice that they only need to move 4 spaces to get the Charge condition. How convienent - that's as far as the KoW need to travel to get to a target first.

I think you hit it right on the head here. Use the cavalry the way it is supposed to be used; exploiting advances by the infantry. You think that the design team did their research or is this just coincidental? Its a stroke of genious if they did this on purpose with the 4 spaces.....

-Ski
 
I can see an expertly designed valiant army. Use the Knights as a heroscape vanguard to defend your 4th mass if anyone gets close.
They are quick and get +1 defense on most figs
 
tmacdagreat said:
I can see an expertly designed valiant army. Use the Knights as a heroscape vanguard to defend your 4th mass if anyone gets close.
They are quick and get +1 defense on most figs
I put something similar in 4th mass book.
Having a team based around/with Templar & KoW is good but a Knight team lacks range so the 4th mass are a perfect match because of the Valiant Defense bonus the 4th mass will get, like you said :thumbsup:
 
man, these guys were sooooo close to being flawless! Dont get me wrong, theyre still studly, but if they had just one more defense i would have no objections to them. Even if they had 4 defense and took away the "dismiss the rabble" ability, they would have been that much better.
 
I agree that 3 defense seems too low. I'd prefer to have 4 defense, even if it raised their price to 13 or 14.

But you've got to admit that "Dismiss the Rabble" is one of the funniest power names out there. :D (My opinion anyway.)
 
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