Silver Templars Side Project

Hello all. I will get my post on how the tournament went up later this week. In the meantime I worked through the theoretical tactics for a Silver Templars army, inspired by the new rules in White Dwarf. I hope you enjoy!

Let’s talk tactics – A Silver Templars list and discussion

Hello all Silver Templars aficionados, or, if you are like me, newbies who are here because of White Dwarf.

After reading the Index: Astartes and painting up a test model I decided to dive into creating a Silver Templars army. (Don’t worry I am still working and loyal to the Wolves!) The chapter tactics suit my playstyle (What is not to love about an Ultramarines successor that actually enjoys melee?). So I figured I would write down some thoughts on how to best play the Silver Templars. What follows is by no means an authoritative list, nor the definitive collection of thoughts on the matter. Merely, one enthusiast’s first thoughts after reading about the best successor chapter this side of the Segmentum Solar.

Silver Templars

Chapter Tactic The Bond Martial

Each time a model with this tactic makes a melee attack against an Infantry or Biker unit, an unmodified hit roll of 6 automatically wounds the target

My thoughts: While situational, this part of our tactic can enable some impressive damage given the right weapon. We are looking to employ high damage weapons that may be lower on the toughness scale, thus having a harder time to naturally wound. Initial list as follows:

  • Crozious Arcanum. D2 which starts with S+1 which becomes S5 on a primaris chaplain. It only has AP-1 so this helps us get in. 5 Attacks with shock assault means we get more chances to roll the 6’s.
  • Master Crafted Power Sword. Wielded by Captain in Gravis (S4) or Indomitus Captain (S4) has a S+1, AP-3, D2 stat line. Both are going to benefit from Shock Assault so they will also pump out an average of 6 attacks.
  • New Astartes chainswords/Paired Combat Blades which are rumoured to be going to AP -1 while having a user toughness which usually translates to S4. Wielded by Assault Intercessors or Incursors/Reivers. Only pumps out D1, however, it will be useful for getting our attacks into hordes of Infantry.
  • The usual suspects. Thunder Hammer/Power Fist/Invictus Melee etc. Most of this weapons have Sx2 so you are not inheritely hurting to get your wound rolls to go but you cant ignore Damage 3 and greater damage. Just have to have the right target to make this useful.

Who should be the targets of our wrath? Well fellow Space Marines provide ample targets with Infantry. Craftworld Shining Spears along with the majority of the other Eldar bikes (I am looking at you Harlequins) also give us some options. It’s not a game breaking tactic by any means but it still helps.

Each time a unit with this tactic is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.

Now we are talking. One free re-roll is nothing to sneeze at. Much like Auspex Tactics, my mind instantly wanders to Heavy weapons that only get one or 2 rolls. Let’s take a look at some key weapons that benefit from our trait:

  • Bellicatus Missile Array/Cyclone Missile Launcher. Krak missile variants on these produce D6 damage but you have to rely on a Heavy 1/2 respectively. Gives us a good chance of making the points worthwhile.
  • Las Fusil (Heavy 1, S8, AP-3, 3). Gravis armour is going to be a thing in 9th edition. Heavy Intercessors are coming. Agressors are found most everywhere. Why not kit out a squad of eliminators and greatly improve your chance of removing the good part of a unit with 1-2 rounds of shooting.
  • Multi/(Melta). The new rules have these going Heavy 2, S8, AP-4, D6 (+2 at half range) for Multi with Meltas getting the D6+2 at half range boost as well. Eradicators firing twice are basically multi-meltas. We profit heavily off this.
  • Mortis Round. (Heavy 1, S5, AP-2, D3). Ignores Look Out Sir. Wound rolls of 6+ generate a mortal wound. I think our tactic makes taking 1-2 units of Eliminators viable, and even worthwhile.


Armour of Zanaris

Primaris Model Only.

Each time an attack with AP-1 or -2 is allocated to the bearer, that attack has AP 0 instead.

Each time the bearer would lose a wound as a result of a mortal wound, roll one D6, on 6+ the wound is ignored.

So we would be giving this to something we want to survive, but doesn’t inherently have a great armour save. Sure we could give this to the Primaris Captain/Lieutenant from Indomitus and it would make them extremely hard to shift with AP-3 needed to kick in the 4++ save. However, I am leaning towards Phobos Lieutenants and Librarians wanting to take this. It makes the Librarian super durable with the Camo Cloak and helps him counter punch against psychic shenanigans as he will be closer to enemy pyskers.

Banner of Echoes

Primaris Ancient only.

Use once per battle during command phase. When used gives a 6” aura that gives Primaris Core units +1 Attack until start of your next command phase.

I am not entirely sold on this one. Being usable only once per battle seems to be too limiting. I think you take this when you see yourself getting locked into combat for a complete battle round. This requires durable units that would make best use of multiple attacks. I am thinking Bladeguard Veterans which would bring them to 4A without Shock Assault. But….that’s if the Bladeguard Veterans get the core keyword, which we won’t know until the Codex drops. Until then its a pass for me.

Warlord Traits

Accomplished Duelist

At the start of the fight phase if this model is within engagement range of an enemy model it fights first.

Each time this Warlord makes a melee attack if it charged, was charged, or Herocially Intervened you can re-roll the wound roll.

I love this. Pick a tanky Warlord and sent them into to fight at the heart of the enemy’s lines. It fits the lore perfectly and also helps us shift enemies off those all important objective. If this is taken by the Indomitus Captain/LT you are looking at a survivable, auto wounding (against infantry or bikes), Hit re-roll/Wound Re-roll machine. I could see spending the CP for Hero of the Chapter to have the Primaris Lt from Indomitus take this.

Precision Commander

In the command phase select one Primaris Silver Templars Core Unit within 6” of this Warlord Until the start of your next command phase that unit can re-roll one hit/wound when chosen to shoot or fight.

Ahhh we circle back to the question of what will be a core unit. If it is just troops and not elite, well I am not enthused by this. If it expands to elites and some heavy supports then I could see this doing well. Phobos Lt next to some eliminators lets you keep your eliminator Sgt in the fight while still getting 2x Hit Re-roll and 1 Wound re-roll. Could be interesting.

Spiritual Synergy

Select one weapon this Warlord is equipped with (exlcuding relics). Each time this Warlord makes an attack with this weapon an unmodified wound roll of 6 deals 1 mortal wound.

Could be interesting, but I am not entirely sold on it. I would much rather be fighting first and re-rolling or buffing my guns to help my troops get onto objectives. For now I will pass on this one.


The Swordsman’s Strike 1/2 CP

Used in shooting or fighting phase. When a Primaris Silver Templars Core unit is chosen to shoot or fight against a Character add 1 to the hit roll. Costs 2 CP if your unit is 6 or more models.

This is interesting if only for the inclusion of shooting into the mechanic. I immediately think of eliminators because they can easily activate this with ignoring “Look Out Sir”. That would give them hits on 2, re-roll at least one hit roll. I like, a lot. Again though it is all predicated on what a core unit is. At the very least this will help our Assault Intercessors stand in if any characters are trying to shift them or present themselves.

Claim Runes 1 CP

Used in the fight phase. When a Silver Templars Primaris unit is selected to fight. If when it was selected to fight there is an enemy unit in engagement range with more models than itself the Silver Templars unit gets S+1 and AP-1 to its attacks.

Bladeguard Veterans love this as they are found in groupings of 3. Incursors or Assault Intercessor squads of 5 will also make good use of this against hordes. In that case though it may not activate until you lose a model or 2. No problem, on turns 2-3 you will be able to make good use of this when contesting the mid board, or defending against a deep strike.

So what units will be good/benefit in a Silver Templars army? Well I think our rules lead us down 2 distinct, but not mutually exclusive, paths. We want melee units to get into combat and benefit from our tactic as well as possibly activate Claim Runes. Assault Intercessors and Incursors possibly. We also want to take advantage of re-rolling hits on heavy weapons, and if our prayers are answered and some heavy weilders become Core then we are really looking at being able to dish out the damage. I see some eliminators up front, with eradicators in the backfield and a possible Invictor Warsuit for flexibility.

Overall I think that if Silver Templars incorporate a mix of Phobos and Assault follow up they will be able to hold their own. Use concealed positions to control the board and clear enemy characters and then bring up your heavy hitters to contest whatever objectives or secondaries you are after.

That being said here is my first cut at a 2000 Pt list. Let me know what you think!

++ Battalion Detachment 0CP (Imperium – Adeptus Astartes – Ultramarines) [100 PL, 1,987pts, -2CP] ++

+ Configuration +

*Chapter Selection:* Ultramarines Successor Silver Templars

Detachment CP

+ HQ +

Librarian in Phobos Armour [5 PL, 100pts, -1CP]: 2) Soul Sight, 5) Tenebrous Curse, 6) Temporal Corridor, Camo cloak, Stratagem: Chief Librarian Warlord. Amour of Zanaris.

Lieutenants in Phobos Armour [4 PL, 80pts]

. Lieutenant in Phobos Armour

. . Occulus Bolt Carbine and Bolt Pistol: Grav-chute Hero of the Chapter, Trait Precision Commander

Primaris Lieutenant (Indomitus) [4 PL, 90pts]:

+ Troops +

Assault Intercessor Squad [5 PL, 95pts]

. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol

. Assault Intercessor Sgt: Heavy Bolt Pistol

Assault Intercessor Squad [5 PL, 95pts]

. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol

. Assault Intercessor Sgt: Heavy Bolt Pistol

Incursor Squad [10 PL, 136pts]: Haywire Mine, Incursor Sergeant

. 5x Incursor: 5x Bolt pistol, 5x Frag & Krak grenades, 5x Occulus bolt carbine, 5x Paired Combat Blades, 5x Smoke Grenades

Infiltrator Squad [12 PL, 240pts]: Infiltrator Sergeant

. 9x Infiltrator: 9x Bolt pistol, 9x Frag & Krak grenades, 9x Marksman bolt carbine

+ Elites +

Aggressor Squad [6 PL, 135pts]: 2x Aggressor, Aggressor Sergeant

. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

Bladeguard Veteran Squad [5 PL, 105pts]: Bladeguard Veteran Sgt

. 2x Bladeguard Veteran: 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Master-crafted Power Sword, 2x Storm Shield

Invictor Tactical Warsuit [8 PL, 165pts]: Fragstorm Grenade Launcher, Heavy bolter, Incendium cannon, 2x Ironhail Heavy Stubber

Judiciar [4 PL, 85pts]

+ Fast Attack +

Outrider Squad [6 PL, 135pts]: Outrider Sgt

. 2x Outrider: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle

+ Heavy Support +

Eliminator Squad [5 PL, 90pts]

. Eliminator Sergeant: Bolt sniper rifle, Camo cloak

. Eliminator with Bolt Sniper: Camo cloak

. Eliminator with Bolt Sniper: Camo cloak

Eradicator Squad [5 PL, 120pts]: Eradicator Sgt

. 2x Eradicator: 2x Bolt pistol, 2x Melta rifle

+ Dedicated Transport +

Repulsor [16 PL, 316pts]: 2x Storm Bolters, Auto Launchers, Heavy Onslaught Gatling Cannon, Icarus Ironhail Heavy Stubber, Ironhail Heavy Stubber, 2x Krakstorm Grenade Launcher, Twin heavy bolter

++ Total: [100 PL, -1CP, 1,987pts] ++

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