* To be updated for Space Marines codex 8.5 and Psychic Awakening 2 *
Building Low-Point BT Armies
One thing that I’ve failed to acknowledge in the past, as many people have noted, is that a good portion of the Black Templars community doesn’t play large armies. It is critical to point out that new players are often building their armies from scratch. This is a contrast from my own style of building armies. I often plan my army lists out ahead of time, then build gradually up to that point. However, these new players want to play with their armies as they build them up! Often armies will only be built up to a level of 1000 points. At this point, players usually decide if they’ll continue building up their army or not. So having an effective army at low points is essential in ensuring these players enjoy their time with the Black Templars.
We’re going to look at a couple of different lists for 1k points on this page, then take a look at why they are effective. I’ll take you through what is needed to be successful and why those things may be different at larger points levels. But fear not, we’ll get you to the end in one piece and be well on your way to building your own army. While you can certainly use the armies on this page, they are meant more as a template of what to include, so feel free to edit them to your preferences. 🙂
Part One: The Lists
This first part of this article will illustrate several 1k point lists that I feel are competitive at that level. After each list, I will give a brief description of the list itself and why I believe it will be successful. Once the lists have been properly explained, I’ll transition into why I feel certain things are needed at these levels.
The Gunline
HQ:
- Emperor’s Champion w/ Black Sword, Bolt Pistol, Armor of Faith, and the Vow: “Abhor the Witch, Destroy the Witch.” [110]
Elites:
- Sword Brethren Terminators: 5 Terminators w/ 2 Cyclone Missile Launchers, 5 Storm Bolters, 5 Power Fists, and Tank-Hunters. [265]
- Venerable Dreadnought w/ Twin-linked Lascannons, Heavy Flamer, Extra Armor, Smoke Launchers, and Tank Hunters. [173]
Troops:
- Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Plasmagun & 1 Lascannon. Mounted in a Razorback w/ Twin-Linked Lascannons. [191]
- Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Plasmagun & 1 Lascannon. Mounted in a Razorback w/ Twin-Linked Lascannons. [191]
Fast Attack:
- Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]
Total Points: [1000]
But with all that AT, we’re not without units that do well against infantry. Duality is important! 1k points isn’t a whole lot to work with, so we need our units effective in multiple roles on the battlefield. Each unit in this army (besides the Razorbacks) kills both vehicles and infantry well. Whether it’s by using their template weapons (i.e. frag missiles, heavy flamers), charging into close combat, shooting their dedicated AI ranged weapons (i.e. bolters, plasma guns, heavy bolters), each unit has the tools necessary to deal with the changing tides of battle. Infantry won’t last long to sustained fire.
Facing CC-oriented infantry? Throw your Venerable Dreadnought in the way. It’s not likely they’ll kill him before the Dreadnought kills them all or stalls the unit long enough for you to get your business done. Your Terminators are also ideal for this role, as there are only two Crusader squads and they have few marines. While the list is better as a “Stand and Shoot” army, you have the capability to maneuver to different parts of the board with the mobility of the Typhoons and Razorbacks.
CC-oriented Mechanization
HQ:
- Emperor’s Champion w/ Black Sword, Bolt Pistol, Armor of Faith, and the Vow: “Accept Any Challenge, No Matter the Odds.” [140]
Elites:
- Sword Brethren Terminators: 5 Terminators w/ 2 Cyclone Missile Launchers, 5 Storm Bolters, 5 Power Fists, and Tank-Hunters. [265]
Troops:
- Crusader Squad: 7 Initiates w/ 5 Bolt Pistols and Close Combat Weapons, 1 Meltagun, 1 Bolt Pistol and Power Weapon & Frag Grenades; 2 Neophytes w/ 2 Bolt Pistols and Close Combat Weapons & Frag Grenades. Mounted in a Rhino w/ Smoke Launchers and Extra Armor. [219]
- Crusader Squad: 8 Initiates w/ 6 Bolt Pistols and Close Combat Weapons, 1 Meltagun, 1 Bolt Pistol and Power Weapon & Frag Grenades; 2 Neophytes w/ 2 Bolt Pistols and Close Combat Weapons & Frag Grenades. Mounted in a Rhino w/ Smoke Launchers and Extra Armor. [236]
Fast Attack:
- Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]
- Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]
Total Points: [1000]
This list has more of a focus on close combat. That is certainly a risk for a list with only two troops units. However, they are full-sized units so their chances of survival are quite good. This list is much better at moving around the board than the previous list, but unfortunately, it also relies heavily on those transports to get their job done. However, at 1k points, most enemies will not have the overwhelming display of firepower needed to destroy the Rhinos right off the bat. And if they do have such resources, you have the long-range weapons to combat those threats.
As stated, you’re not lacking for AT firepower. This list has 8 Missile Launchers (3 Tank Hunters) and 2 Meltaguns in it. That is not bad for a close combat army. Nothing close to a gunline, but more than sufficient against most opponents. However, where this list is more successful is in the anti-infantry department. This is primarily accomplished via close combat, but the list also features more frag missiles and heavy bolter shots than the gunline contains. Enough to give your opponent at least a second thought when coming out in the open.
Objective games may be a little more difficult for some players to handle with this list. Why? Because you want to be in close combat with your troops, you’ll not be able to secure objectives when in assault. Thus, you have to be extremely careful to not overextend yourself and leave yourself enough time to claim objectives. Alternatively, you can send your EC-led Crusader squad towards the enemy to do most of the killing, with your other squad following up to support if needed, but far enough back that it can capture needed objectives. You also have the Typhoons that can charge forward at the last moment to contest any of your opponent’s objectives if the situation calls for it.
The list is balanced and has the tools to beat all-comers, but more reliant on the “luck of the draw” than the gunline list is. More things can go wrong running a CC-oriented list, but with the limited points that both you and your opponent face, these problems are potentially minimized.
Part Two: Key Components of a List
Coming soon!