HQ:
* Chaplain Venerable Dreadnought w/ 1x Twin Lascannon, 1x Dreadnought CCW, and Mantra of Strength. [167] *Warlord -- Epitome of Piety*
* Chaplain Venerable Dreadnought w/ 1x Twin Lascannon, 1x Dreadnought CCW, and Canticle of Hate. [167]
ELITES:
* Ironclad Dreadnought w/ 1x Dreadnought Chainfist, 1x Hurricane Bolters, 1x Heavy Flamer, and 2x Hunter-Killer Missiles. [134]
* Ironclad Dreadnought w/ 1x Dreadnought Chainfist, 1x Hurricane Bolters, 1x Heavy Flamer, and 2x Hunter-Killer Missiles. [134]
* Ironclad Dreadnought w/ 1x Dreadnought Chainfist, 1x Hurricane Bolters, 1x Heavy Flamer, and 2x Hunter-Killer Missiles. [134]
* Relic Contemptor Dreadnought w/ 2x Twin Lascannons and 1x Cyclone Missle Launcher. [222]
TROOPS:
* Scout Squad (1x Sergeant and 4x Scouts) w/ 1x Storm Bolter, 4x Bolt Pistols, and 5x Combat Knives. [57]
* Scout Squad (1x Sergeant and 4x Scouts) w/ 1x Storm Bolter, 4x Bolt Pistols, and 5x Combat Knives. [57]
* Scout Squad (1x Sergeant and 4x Scouts) w/ 1x Storm Bolter, 4x Bolt Pistols, and 5x Combat Knives. [57]
HEAVY SUPPORT:
* Relic Leviathan Dreadnought w/ 2x Storm Cannon Array, 2x Heavy Flamers, and 3x Hunter-Killer Missles. [321]
* Thunderfire Cannon. [92]
~ Vanguard Detachment (Black Templars) ~
HQ:
* Techmarine (Master of the Forge) w/ 1x Storm Bolter, 1x Power Axe, Crusader's Helm, and Servo-harness. [63] *Hero of the Chapter -- Warden of the Ancients*
ELITES:
* Invictor Tactical Warsuit w/ Incendium Cannon. [131]
* Invictor Tactical Warsuit w/ Incendium Cannon. [131]
* Invictor Tactical Warsuit w/ Incendium Cannon. [131]
STRATAGEMS:
* Master of the Forge (-1CP)
* Hero of the Chapter (-1CP)
TOTAL POINTS/CP: [1998]/[7 CP]
You may be thinking: why are we using Black Templars instead of Iron Hands here? Well, for starters, several of the important units in this list ignore wounds on a 6+ naturally, just like the Iron Hands do so we don't need their chapter tactic to get it. And our Master of the Forge regenerates wounds just as well. Additionally, Iron Hands are good at shooting stuff with vehicles, being reliable at doing it, and playing a more defensive game. Black Templars don't play any of that non-sense, so we're throwing a ton of dreadnoughts into close combat and enjoying it. Just as the Emperor demands. The Black Templars are uniquely suited to getting units into close combat reliably, as well as a good defense against mortal wounds -- something vehicles hate.
So here is the deal. We have three Invictors that are going to Conceal Position up as distractions to your opponent. Chances are, you'll lose 1-2 of them in the first couple turns, but that third one will start eating things. If they survive, you've got a ton of anti-infantry generated from those Incendium Cannons and the Invictor Fists. Then we see some fire support in the form of the Relic Leviathan (anti-everything), Relic Contemptor (anti-tank), and the Thunderfire Cannon (anti-infantry). But our big hitters are the Ironclad Dreadnoughts and Venerable Chaplain Dreadnoughts. By themselves, they will rock your opponent's line with highly efficient close combat attacks (plus their ranged weapons while moving across the board), especially if the Chaplain is there to buff everyone's strength. Once in combat, they will be incredibly hard to dislodge and you can combo some stratagem use to ensure those dreadnoughts survive and/or keep those enemy units in combat.
All of this doesn't work, though, if we don't have our Master of the Forge. He is utilizing the Crusader's Helm, which extends his repair range to 4", which gives you much more flexibility in who to heal. Not only that, you take the randomness of that heal away and will give a straight 3 wounds back each turn. Not bad. But really takes the cake is the Warden of the Ancients warlord trait for the Master of the Forge. You gain 1 strength and 1 attack for all dreadnoughts within 6" of the MotF. Oh wait...9" due to our Crusader's Helm -- a BT exclusive relic. This means you can create a massive rock of 4-5 dreadnoughts storming directly towards your opponent or split off the Chaplain dreadnoughts and have the MotF watch over your Ironclad dreads. Because those Chaplain dreads are characters, they won't be shot until your other dreads are taken care of...no easy task. Those additional attacks and extra strength makes a huge difference in their effectiveness in close combat. Just as the Black Templars like it. Close combat dreads done better than Iron Hands. ;)
Anyway, that's the list I've been messing with. I'll see you in ITC tournaments soon with this list! I hope you all enjoy it.