HQ:
* Master of the Forge (Techmarine) w/ Conversion Beamer, Power Axe, Bolt Pistol, and The Crusader's Helm. [70] *Warlord*
ELITES:
* Venerable Dreadnought w/ 2x Twin Autocannons. [156]
* Venerable Dreadnought w/ 2x Twin Autocannons. [156]
* Venerable Dreadnought w/ 2x Twin Autocannons. [156]
TROOPS:
* Intercessor Squad (1 Sergeant and 4 Primaris) w/ 5 Bolt Rifles and 1 Auxiliary Grenade Launcher. [91]
* Intercessor Squad (1 Sergeant and 4 Primaris) w/ 5 Bolt Rifles and 1 Auxiliary Grenade Launcher. [91]
~ Vanguard Detachment (Black Templars) ~
HQ:
* Techmarine w/ Power Axe, Bolt Pistol, Servo-Harness, and Bike. [117]
ELITES:
* Ironclad Dreadnought w/ 1x Dreadnought Chainfist, 1x Hurricane Bolters, 1x Meltagun, 2x Hunter-Killer Missiles, and Ironclad Assault Launchers. [170]
* Ironclad Dreadnought w/ 1x Dreadnought Chainfist, 1x Hurricane Bolters, 1x Meltagun, 2x Hunter-Killer Missiles, and Ironclad Assault Launchers. [170]
* Ironclad Dreadnought w/ 1x Dreadnought Chainfist, 1x Hurricane Bolters, 1x Meltagun, 2x Hunter-Killer Missiles, and Ironclad Assault Launchers. [170]
~ Vanguard Detachment (Black Templars) ~
HQ:
* Techmarine w/ Power Axe, Bolt Pistol, Servo-Harness, and Bike. [117]
ELITES:
* Dreadnought w/ 1x Assault Cannon, 1x Dreadnought Combat Weapon, and 1x Storm Bolter. [134]
* Dreadnought w/ 1x Assault Cannon, 1x Dreadnought Combat Weapon, and 1x Storm Bolter. [134]
* Dreadnought w/ 1x Assault Cannon, 1x Dreadnought Combat Weapon, and 1x Storm Bolter. [134]
* Dreadnought w/ 1x Assault Cannon, 1x Dreadnought Combat Weapon, and 1x Storm Bolter. [134]
TOTAL POINTS/CP: [2000]/[6 CP]
So what do we have here? The most fun thing about this list is the fact that it is rocking 10 dreadnoughts. That is a whopping 80 wounds at toughness 7 or 8. Then we have three Techmarines to provide wound regeneration for those dreadnoughts. For objectives, we have two Intercessor squads for some durable camping.
The dreadnoughts themselves are broken down into three roles: Assault, Mid-field support, and Fire support. This is why we use the Black Templars chapter tactic. It will allow us to reach close combat much more effectively. Obviously, our more durable dreadnoughts, the Ironclads, will fulfill the role of close combat specialists. To ensure duality, we've added Hunter-Killer Missiles and Hurricane Bolters. While this means they won't get the benefit of the "Wrecker" special rule, they are able to address hordes. Those HKM will also enable damage against vehicles, high wound models, or whatever else. Then we have the mid-field support via the regular dreadnoughts. These will combine fire support with a second wave of assault. Our Techmarines on bikes will accompany whichever wave is necessary to ensure they survive. If you see that your opponent is targeting your Ironclads, keep those Techmarines near to repair them. Likewise, you can use them to keep your other dreadnoughts alive. Being on bikes gives them extra durability and the ability to re-deploy as necessary. They also hit like a truck.
Finally, you have your Venerable Dreadnoughts. Armed with two Twin Autocannons, these things are pumping out tons of long-range firepower for your army. They shrug off 1/6th of the wounds they receive, so will already be taking less wounds than your opponent would like. Add in your Master of the Forge (yes, I realize its only a techmarine) with a Conversion Beamer and The Crusader's Helm, and you'll be sitting pretty.