Black Templar Unit Guide: HQs
Emperor’s Champion.
For a majority of games this HQ choice will have to be taken. Fortunately, the EC is a strong close combat character and worth the obligation.
The EC will find himself in three different close combat situations: vs Monstrous Creatures and Special Characters (like Grimnar and Mephiston), vs other Independent Characters (ICs), and vs Units of varying close combat prowess.
‘Strong’ is of course a relative term. Against MC and SC the EC is weak. He doesn’t have the wounds, defenses or initiative to take these models on in one-on-one combat, so avoid them.
Against a majority of units in the game, though, the EC will do well, but like all ICs he needs to be wary of power weapons. While the EC has a 4+ invulnerable save in close combat, relying on good dice rolls is the wrong approach, especially since he only has 2 wounds. Its better to avoid power weapons all together and the best solution is supporting the EC with a Crusader Squad (CS). This CS support also helps protect the EC from torrents of non-power weapons which, in spite of his 2+ armor save, he will eventually fail. The minority of Units in the game are elite close combat specialists who wield more, if not all, power weapons. Our own Assault Terminators are one such example. The EC should not go against these units even with CS except in the most dire of situations. This holds true for most ICs.
The EC’s strength and success versus other ICs involves too many variables to go into here. Generally the EC will do well, but you’ll need a little luck to defeat those ICs tricked out for close combat. Something to remember is the EC’s special rule, Slayer of Champions. With this rule, if the EC makes it into contact with the enemy, he will be forced into base-to-base contact with enemy ICs. Most of the time this is beneficial, such as against Sanguinary Priests, but sometimes it can be detrimental. Just remember that though the EC has to be in base-to-base with ICs, his attacks don’t have to be against this IC, so try to position him such that he’s in base contact with the enemy ICs supporting squad.
Of the four Vows, only two are really worthwhile: Accept Any Challenge and Abhor the Witch. While the 6+ invulnerable save and pinning resistance of Uphold the Honour are tempting, 4+ cover are plentiful in 5th Edition and a Commander’s Rites of Battle provides better protection versus the occasional pinning test. I’ve tested Suffer Not as well, but the reduction in Initiative, especially for ICs, is just not worth the bonus to strength.
Abhor the Witch is usually chosen for gunline Black Templar lists. At 20pts it’s relatively cheap and gives you some useful psychic protection. Accept Any Challenge (AAC) is the most commonly chosen vow, and rightfully so. Preferred Enemy is amazing in close combat, and while it doesn’t quite make up for the numerous power weapons that Space Wolves can take, or the resiliency of Feel No Pain for the Blood Angels, it keeps us deadly in close combat considering the shortcomings of our dated codex. A trick to remember with AAC is that unlike other re-rolls in 40k, you are allowed to re-roll your successful hits in order to miss. This can be used to stay in close combat and avoid your opponent’s upcoming shooting phase. While difficult to achieve, staying in close combat during your opponent’s turn and assaulting again doing your own can be game changing.
Commanders and Chaplains.
The first question to ask yourself is whether you need to take an additional HQ choice at all. While the EC doesn’t take up a HQ slot, he can fill the slot required by the force organization chart (FOC). Often times the EC will work just fine as the only HQ choice.
ICs generally play a supportive, utility and/or force multiplication role on the battlefield. The best IC choices are the ones that alter the FOC (which Templars have none of) or have table wide effects. Apart from the EC, the only IC we have with a table-wide effect is a Commander with Rites of Battle. This makes the Commander a better first choice than the Chaplain. Rites of Battle increases the LD value of every Templar model on the table, which is useful considering Black Templar units take morale tests for a single casualty. Our ICs lack the necessary wargear options to be supportive with shooting so this means most are equipped for close combat where they can make a difference. Realize this makes Rites of Battle a temporary bonus as the Commander is more likely to die, so plan accordingly. Chaplains are very useful in any army, but since their Unmatched Zeal only effects one unit, taking one is not always the best use of points. Chaplains, however, excel at leading Black Tide lists where both Unmatched Zeal and Litanies of Hate (for Neophytes) are fully utilized.
In terms of offensive wargear a power weapon of some kind is mandatory. I prefer a pair of lightning claws, but for the same price, more versatility, and slightly less killing power you can take a power sword and plasma pistol. Holy Orbs are a nice piece of additional wargear. Generally it’s a bad idea to equip power fists and thunder hammers as it offsets one of the strengths our ICs, Initiative 5. For defensive wargear I prefer artificer armor and/or a combat shield. For defense against armor piercing or instant death shooting the IC should be amongst a squad for protection. At the same time the artificer armor can be used to divert weaker wounds and save the lives of squad members. In close combat the best defense against power weapons is not being in base-to-base with them. This can’t always be avoided so I think the combat shield provides a nice balance of protection.
Helbrecht and Grimaldus.
I have yet to field Helbrecht. He looks to be a beast in close combat so if I ever use him I’ll be sure to update this article.
I have used Grimaldus on occasion and will again in the future. At 195pts he’s pricey but when you break down his wargear and special rules he’s actually a bargain. If you start with a bare bones Reclusiarch and purchase the same wargear that Grimaldus comes with, Grim actually gets his special rules for free.
Grimaldus’ special rules allow for some theoretically interesting scenarios. For example, Grimaldus can soak up an infinite number of wounds at an Initiative value (an entire TH/SS Terminator squads worth, for example) before rolling his Only in Death does Duty End leadership test. Remember that this rule does benefit from a Marshal’s Rites of Battle. Also, Grim’s Unmatched Zeal radius can give units Fearless and allow them to regroup when they otherwise would be unable to (within 6″ of the enemy for example). Though broken units have to fall back during the movement phase, they don’t have to do so at the beginning of the phase. This allows Grimaldus to move within 6″ and help them rally on the same turn.
However, bargain or not, if you don’t take advantage of his wargear and special rules, he’s not worth taking. Being a Chaplain, Grimaldus is most useful in Black Tide lists where his 6” Unmatched Zeal radius can effect multiple units, but depending on your list and play-style he might find a home in other builds.




Hi, another excellent read,
i would just like to add a few addition points to the above. With my experience, if the army is mostly mechanised, the rites of battle will not be important, as the chance of taking righteous zeal is low, and that vehicles dont require testing for shooting (target priority tests).
And with armies which has plenty of infantry based shooting, eg min crusader squads with lascannon/ plasma, then it would be advisable to take a commander but have them taking a back seat avoiding combat and as cheap as possible or have him baby sit an objective, which will be harder to shift than a casual crusader squad. In this case, I would actually advise powerfist/ thunderhammer, because of the cover bonuse.
It is also worth noting that thunderhammer commander with terminator armour is brutal in close combat, this is due to the armour having terminator honors, therefore boosting the attack of the hammer/ fist to 4 base.
Also under entry of thunderhammer, black templars HAVE the best available ones. This is because in normal codex marines, the bonus for wounding multiple wounds models with a hammer will result in the target striking at initiative 1, however the ones for BT states the target can only strike AFTER initative 1 hits are struck on the next turn. This to my understanding would mean… YOUR hammer will strike AGAIN (instead of striking at same initative of 1), you would strike 1st on the next turn before retialiations. being 4 base attack with prefer enemies for 2 turns would most likely see any unit dead.
Great article.
Joe, I got excited reading your post htinking I had missed this on my thunderhammers, however my understanding is that the Black Templar codex reads the same way as the 5th rulebook. Both achieve the same outcome.
“…and not killed may not attack again until Initiative 1 blows are struck in the next assault phase”
I think you read the ‘until I1 blows are struck’ to mean you get to swing first. But I do not see this as overriding the units at same initiative attacking simultaneously.
Let me know if you find out otherwise cause it seems like a pretty dirty trick =)