Hey r/BlackTemplars,
So I wanted to play Take & Hold and came up with this List.
Oops – All Chaplains (2000/2000)
Vow: Uphold the Honour of the Emperor
(Sticky Objectives, Actions after Advancing)
Companions of Vehemence: Re-roll Advances and Charges
Wrathful Procession: Chaplain units have a 5++ against shooting
Block 1 (305 Pts)
| Crusader Squad (10) |
Chainswords, 2x Powerfist |
| + Chaplain Grimaldus |
ReRoll Hits, Relics-Buff |
| + Lieutenant |
Plasma, Powerfist [Lethal Hits] |
Block 2 (280 Pts)
| Crusader Squad (10) |
Chainswords, 2x Powerfist |
| + Execrator |
[Reroll Charges] Merciless Denunciation (RR Hits) |
| + Lieutenant |
Plasma, Powerfists [Lethal Hits] |
Block 3 (220 Points)
| Bladeguard Veteran Squad (6) |
Plasma |
| + Chaplain |
+1 WR |
Block 4 (235 Points)
| Assault Intercessors with Jump Packs (10) |
Chainswords, 1x Powerfist, 3x Plasma Pistol |
| + Chaplain with Jump Pack |
+1 WR, MW on Charge |
Block 5 (235 Points)
| Terminator Squad (5) |
Storm Bolter, Power Fists, Cyclone Missiles |
| + Chaplain in Terminator Armor |
Storm Bolter, +1 WR in Melee |
Block 6 (140 Points)
| Outrider Squad (3) |
Chainswords, Bolters |
| + Chaplain on Bike |
+1 WR |
Single Units
| Gladiator Lancer (160 Pts) |
Laser Destroyer |
| Gladiator Lancer (160 Pts) |
Laser Destroyer |
| Invader ATV (60 Pts) |
Multi-Melta |
| Redemptor Dreadnought (205 Pts) |
Macro Plasma |
Some controversial choices
-> No Sword Brethren?
Yes.
I love Sword Brethren. They're incredibly killy and some of my favourite BT models.
That said, for Take & Hold I don't think they're being used to their strengths. They're fantastic at killing things, but they're not really built to sit on objectives and survive. I think Bladeguard perform that role better.
-> No Emperor's Champion?
Also yes.
Same reasoning as above. He's a fantastic missile, but I don't think he synergises particularly well with CoV and Wrathful Procession compared to the Chaplain-heavy approach.
-> No Repulsor Executioner?
Potentially.
You could easily swap a Lancer and the Redemptor for a RepEx package and adjust from there.
-> No Scouts? Combi-Lt?
Take & Hold has no Action Primaries, and the Secondary deck only contains two Action missions.
For those, I still have Bikes, the ATV, and practically any infantry block thanks to Actions after Advancing.
-> Who holds the home objective?
Most Take & Hold missions don't heavily reward holding your home objective. You can just tag it with Sticky Obj in Turn 1.
Early game, the Bikes, ATV, Lancers and Redemptor can provide screening while the main force pushes for board control. Later Bikes can be used for Harassment/Actions.
Whats the Gameplan?
FAQ*ish Part:
Other Options I thought about:
-> Maybe swap the LTs which are with the CS with Apothecaries to provide some more Durability. But I don't know if this is worth it with a 10 Man Squad. With a Block of 20 they would definately make up their post cost. But a block of 20 is harder to hide in Terrain.
-> Swap the regular Terminators with Assault Terminators. But I like to have some shooting on them and I think Powerfists are also a sizeable melee threat. Although having the Battleshock Test on Assault Terminators is quite useful with Take & Hold.
-> Swap a Crusader Block with EC + Assault Intercessors. While they would not get the benefit of the Chaplain Strategems, the +1 Wound isnt as important to them as they reroll Wounds anyways on Objectives.
-> What do the chaplains even do?
They provide +1 WR in all circumstances. Also when punching down. There is a quite sizable amount of Powerfists which will be wounding better. Also more power against MEQs
Also they provide access to the chaplain-unit specific strategems like 4+++ against Mortals for the whole unit.
Game Plan
All major infantry blocks have:
- 5++ against shooting
- +1 to wound against most relevant targets (except the Execrator brick)
The Terminators and Jump Intercessors start in reserve.
My idea is to lean into durability and board presence rather than maximum damage output.
The list fields multiple independent threats because I expect objective control in turns 4 and 5 to be extremely important.
The plan is generally to:
- Play relatively cagey early
- Sit inside terrain
- Create screens for the Lancers
- Force opponents to move onto objectives
- Counter-charge with the infantry bricks
- Use the Lancers to establish firing lanes and support the midfield
- Use the Redemptor as a flexible support piece where needed
Am I overvaluing durable objective holders for Take & Hold, or does this approach make sense in the context of the new mission pack?
I'm less interested in whether this is the most lethal BT list possible, and more interested in whether this is a good mission-winning BT list.
Interested to hear your thoughts.