HQ:
* Marshal (Captain) w/ Teeth of Terra and Jump Pack. [93] *Field Commander -- Master Swordsman*
* Chaplain (Master of Sanctity) w/ 1x Bolt Pistol, Jump Pack, and Crusader Helm. LItany of Divine Protection and Fires of Devotion. [90]
* High Marshal Helbrecht. [150] *Warlord -- Frontline Commander*
ELITES:
* Vanguard Veterans (1x Sergeant and 9x Veterans) w/ 1x Sword of Judgement, 3x Thunder Hammers, 7x Storm Shields, 3x Chainswords, 3x Dual Chainswords, and Jump Packs. [236]
* Invictor Tactical Warsuit w/ 1x Incendium Cannon. [131]
* Invictor Tactical Warsuit w/ 1x Incendium Cannon. [131]
* Invictor Tactical Warsuit w/ 1x Incendium Cannon. [131]
* Company Veterans (1x Sergeant and 3x Veterans) w/ 4x Power Swords and 4x Storm Bolters. [80]
* Company Veterans (1x Sergeant and 3x Veterans) w/ 4x Power Swords and 4x Storm Bolters. [80]
TROOPS:
* Neophyte Squad (1x Sergeant and 4x Scouts) w/ 5x Bolt Pistols, and 5x Chainswords. [55]
* Neophyte Squad (1x Sergeant and 4x Scouts) w/ 5x Bolt Pistols, and 5x Chainswords. [55]
* Neophyte Squad (1x Sergeant and 4x Scouts) w/ 5x Bolt Pistols, and 5x Chainswords. [55]
* Neophyte Squad (1x Sergeant and 4x Scouts) w/ 5x Bolt Pistols, and 5x Chainswords. [55]
* Neophyte Squad (1x Sergeant and 4x Scouts) w/ 5x Bolt Pistols, and 5x Chainswords. [55]
* Neophyte Squad (1x Sergeant and 4x Scouts) w/ 5x Bolt Pistols, and 5x Chainswords. [55]
FAST ATTACK:
* Land Speeder Tempest w/ 1x Assault Cannon and 2x Tempest Salvo Launchers. [87]
* Suppressor Squad (1x Sergeant and 2x Suppressors) w/ 3x Accelerator Autocannons and Grav-chuts. [90]
* Suppressor Squad (1x Sergeant and 2x Suppressors) w/ 3x Accelerator Autocannons and Grav-chuts. [90]
HEAVY SUPPORT:
* Eliminator Squad (1x Sergeant and 2x Eliminators) w/ 3x Bolt Sniper Rifles. [72]
* Eliminator Squad (1x Sergeant and 2x Eliminators) w/ 3x Bolt Sniper Rifles. [72]
* Eliminator Squad (1x Sergeant and 2x Eliminators) w/ 3x Bolt Sniper Rifles. [72]
DEDICATED TRANSPORTS:
* Drop Pod w/ 1x Storm Bolter. [65]
STRATAGEMS:
* Black Templars Sword Brethren Detachment (-1CP)
* Master of Sanctity (-1CP)
* Field Commander (-1CP)
* Relics of the Chapter (-1CP)
* Crusader Relics -- Sword of Judgement (-1CP)
TOTAL POINTS/CP: [2000]/[10 CP]
So as you can see, I am running one brigade detachment, but it is utilizing the Sword Brethren specialist designation from the Vigilus Defiant book for 1 CP. The main need is for Master Swordsman and Field Commander so that we can field the Teeth of Terra Captain for our army, but it also gives us access to two stratagems that only impact "Sword Brethren" models (e.g. Captains, Helbrecht, Company Veterans, etc). While you may not see their use often, it is a nice little trick up your sleeve to increase damage output or defense if you need it. The brigade itself opens up a lot of CP for pre-game use, as well as during the game. We all of the stratagems available to us, we need to ensure we have an adequate supply during the game.
All right, time to look at my HQ slot. First on the list is our Marshal (Captain). He will take Field Commander so that the warlord trait "Master Swordsman" is accessible to him. In addition, he will take the Space Marine relic Teeth of Terra. This guy generates a ton of attacks and wounds, especially when you are in Assault Doctrine and is practically a must-take for our lists. Not only does he get 9 attacks on the charge via the ToT relic, you will on average generate another 1.5 attacks from Master Swordsman. Absolute monster to everything T5 and under. The marshal has a jump pack to grant him FLY, which dramatically improves his mobility and ability to bring his reroll 1's aura where you need it. We also have High Marshal Helbrecht, who is in the list as our warlord. As he will be protected by two squads of company veterans to tank wounds for him, as well as his nice stat-line, he shouldn't be going anywhere anytime soon. It also unlocks his warlord trait of Frontline Commander, which will increase charge and advance rolls by 1". With there being several units coming out of a drop pod near the enemy, this increase will be hugely beneficial to ensure our dangerous units make their charges. Add in his strength +1 and full reroll to hit auras, and you will find that he is a buffing machine. Helbrecht is no slouch in close combat either, which a staggering 9 attack potential (8 is average though) and Strength 6. Lastly, we have our Master of Sanctity, who is also armed with a jump pack. This aids in his mobility around the board, as well as generating litanies for our army. The Fires of Devotion litany is pretty standard fair here, as it is a straight buff to a close combat unit each turn. The idea is to follow behind the vanguard veterans to increase their damage potential. I've chosen Litany of Divine Protection as the second litany, as the MoS will be accompanying the Vanguard Vets and they are one of the most important units on the board for us. It would be a huge loss for the list to have this unit destroyed prematurely. With that being said, Psalm of Remorseless Persecution is a perfectly acceptable choice here and will certainly increase the damage output of one of the most important units in the list, as well as others within its range. The MoS also has the Crusader Helm, which helps facilitate the getting into assault doctrine earlier. It will (if an FAQ comes out confirming it) also allow those litany aura's to be increased by 3". Right now, RAW says that it already does this, but its always nice to confirm. Can't complain about 9" Litany of Hate and potentially, Psalm of the Remorseless Persecution.
Now, the Elites slot. Here is the meat of the list. We have two units of four Company Veterans armed with storm bolters and power swords, three units of Invictors with Incendium Cannons, and one big unit of Vanguard Vets decked out in storm shields and close combat weapons. These are the guys that are going to be really putting the pressure on your opponent. The first line of attack is the Invictors, who are going to be utilizing the insanely powerful concealed positions special rule to get very close to the enemy. Depending on the deployment map and who has first turn, you could very well have these guys in your opponent's army on the very first turn. They definitely hold their own as well, with five strength 14/-3 AP/Dmg 3 attacks. That's not even counting their firepower potential. Just that alone will kill a touch over 7 MEQ a turn left unchallenged. To help box your opponent in, you have a drop pod filled with Helbrecht and the two squads of Company Veterans. These guys will lay down excellent supporting fire with their storm bolters (remember to reroll all fails from Helbrecht's aura), then charge in to lay the hurt down. With power swords, hit rerolls, and the +1 Strength aura from Helbrecht, these guys are putting the hurt on anything without a 3++/4++ save in close combat. As such, they can target just about anything you need to eliminate. Or due to their reasonable price...set them up as threats to eat up attention. Just remember, you can utilize these guys to soak up wounds from Helbrecht and then attempt to save the mortal wound via our Chapter Tactics. You really don't need the assault doctrine with these guys, but once it activates, the veterans are only going to get better. You will also see potential use of our two stratagems from the Sword Brethren detachment on these guys. The Vanguard Veterans fill out our elites slot as the dedicated close combat threat in the list. These guys had thunder hammers and chainswords primarily, but with 7 of the members of the unit with storm shields, they can take a surprising amount of firepower. Buffed with the Crusader Helm, Captain's aura, and litanies from our chaplain, we turn these average close combat threats into a monstrosity that will eat through most anything (even Knights!). They are perfect for tagging multiple enemies with their FLY.
The troops slot is rather simple: six units of 5 scouts. They are cheap and very excellent carriers of the concealed position special rule, allowing you to deploy to counter your opponent's deployment. Need to keep your opponent from using deep strike shenanigans? Screen with your scouts. Need a small, cheap squads for objectives? Perfect. They are also good harassment units in close combat, with decent stratagem support. While a five man scout isn't going to knock off anything scary, you can use them to put some wounds on your opponents important squads or simply to tag their units. If you survive the ensuing combat, pop your stratagem to keep your opponent right where they are. Or you can use them to overload your opponents with targets and push them deeper into their deployment zone. Obviously this doesn't work with FLY units, but armies that rely on shooting will suffer greatly if these units are stuck in combat with lowly scout squads.
Fast Attack has a land speeder who is there primarily to capture objectives in ITC and hopefully put some meaningful wounds on a few of your opponent's units. With the recent point deductions to the Tempest, this guy is a straight upgrade over the more long range Typhoon. More wounds, toughness, and better guns never hurts an army. They also have the happy ability to generate a -1 to hit against the Tempest if they advance 20-35". Excellent way to claim objectives at the end of the game. Our two units of Suppressors have two roles. First, to ensure our enemy does not overwatch our units in the charge phase. This is especially important in the first couple turns, which fortunately, devastator doctrine assists us with. Pick a couple units who are especially dangerous to us and go at it. The second role is to go monster/vehicle hunting. Between the two squads, you're putting out 12 Str 7 attacks, with -2 AP, and 2 damage. Not great, but certainly could be worse.
Last, but certainly not least...Eliminators. These three units fill our heavy support slot. These guys are an absolute nightmare for your opponent's characters, which can make or break a list. At the stupidly cheap price of 72 points an unit, you can throw these guys in cover and shrug off tons of incoming fire. All the while, knocking off critical pieces on your opponents side of the board. These guys can also hide behind line of sight cover and still put fire down on your opponent, which is huge.
So the basic strategy is as follows. Conceal Position your Invictors as close to your opponent as possible, taking special care to utilize cover if its available. These are going to be your "first wave". Due to your concealed positioned rule, your opponent will not know where you are coming from and will likely have tried to deploy to minimize their impact on the board. However, since you also have a drop pod full of death, your opponent will have to be very choice on their deployment. Castling will force them into their deployment zone too soon and you will tie up their units quickly. You don't always have to kill stuff to win, as tagging their army with units to block their movement is huge. They can also spread out, but then they are vulnerable to multi-charges and reducing the impact of their own shooting, while opening themselves up to yours. Between the drop pod and the invictors, your opponent will be thinking pretty hard about you coming their way. 2nd wave might actually be a first turn charge from the vanguard veterans if everything worked out well with deployment. Vanguard vets have a huge 28" threat range with stratagem use and if properly buffed, can potentially cripple your opponent first turn. Everything else in the list follows up later or supports those main elite units. Very balanced, while still throwing a ton of dangerous units your opponents direction.
In the next week, we're going to start a new article series covering questions I have been getting from a fellow Black Templars player and how to attack things like list building, tactics using those lists, and unit opinions. Have a safe day everyone!