Credit: H.P. Hatecraft
The Lore
After the monastery of Velehrad in Great Moravia fell, naught but a single monk remained. Brother Akakios took the books and teachings of Saint Methodius and fled to begin a new monastery in the Theocratia of Hellas, quickly gaining followers as news of his deed spread. It was not only the Eastern Orthodox teachings Brother Akakios preached, but the means to adapt the Shrine Anchorites, elevating their capabilities, which even Saint Methodius envisioned. It is with fire and faith that the Pilgrims of Saint Methodius march, preserving the Orthodox way of worship and shunning the Martyrs and Communicants that have tainted the other processions.We covered the general aspects of the Trench Pilgrims and the St. Methodius variant in this article, but for this article, we want to get deep into the engine of this variant. We’ll take a look at how the general variant changes mix up the formula on playing Pilgrims, as well as taking a look at some of the unique Battlekit options, and how they work with your units. Lastly, we’ll take a look at a top-tier list from the winner of the Trench Crusade Competitive event held at Adepticon recently.
The Variant
So we’ve covered the lore, let’s refresh ourselves on the changes this variant brings:- Anchorite Armoury: Your Anchorite Shrines have a Ranged characteristic of 0 and may take Anchorite Ranged Weapons and Anchorite Battlekit.
- Anchorite Cloister: Bring another Shrine!
- Chaste Order: Can only take up to 3 Stigmatic Nuns, and they must be fielded with Standard Armour.
- Communicant Heresy: No Communicants, Ammo Monks or Communicant Anti-Tank Hunters
- Mortal Sin: Ecclesiastic Prisoners cannot take Martyrdom Devices, and no model can be Broken on the Wheel of an Anchorite Shrine.
- Treasure in Heaven: Trench Pilgrims cannot be resurrected as Martyr Penitents.
- Followers of Saint Methodius: Your Patron has to be a Learned Saint.
What really powers your Shrines, though, is your unique Battlekit that your Shrines are now allowed to take. Your Shrines can take a number of Ranged Weapons, both weapons we’ve already come across, as well as unique Ranged Weapons. There are also a number of upgrades that your Shrines can take, allowing them to be further enhanced exactly as you wish.
Ranged Weapons
Whilst your Shrines get the bulk of your buffs, there are a few Ranged Weapons your army in general may take:- Automatic Rifle: Limit 1, 40 Ducats
- Machine Gun: Limit 2, 50 Ducats
- Submachine Gun: Limit 1, 30 Ducats
Anchorite Ranged Weapons
When it comes to the Anchorite, it’s important to know that any Ranged Weapon you take will replace your Catherine Wheel. That is a pretty big hit, as losing your best Melee Weapon is rough. Luckily, there are some great weapon options here that can more than make up for it. Let’s take a look at the Anchorite Ranged Weapon Options:- Anti-Material Rifle: 40 Ducats
- Heavy Flame Thrower: 45 Ducats
- Punt Gun: 10 Ducats
- Gas Censer: 50 Ducats
- Auto Cannon: 55 Ducats
- Trench Mortar: 40 Ducats
You can certainly build some budget shooting options if you are strapped for Ducats by taking the Punt Gun, but investing those extra Ducats to get some powerful shooting platforms is definitely worth it, and is one of the scariest parts for your opponent to face on the battlefield. The AMR, Autocannon, and Mortar are solid choices for that. There’s potential for the Heavy Flamer for the Armour Ignore on two models as well, but here you’re going to be getting in closer than you maybe want to be.
Credit: Gobkikass
Anchorite Battlekit
For the specific Anchorite Battlekit, we have a wide selection of unique kit that benefits not just the shooting build we already have come to know from this variant, but also for your standard melee Shrines as well.- Gas Filters: 5 Ducats
- Piston Legs: 10 Ducats
- Grand Anchorite: Limit 1, 15 Ducats
- Hallowed Anchorite: Limit 1, 10 Ducats
- Holy Diesel Engine: 10 Ducats
- Sacred Geometry: Limit 1, 10 Ducats
- Wrathful Cherub Face: 20 Ducats
So there are a lot of options here, and all have a place, but there are a couple of standout picks that I want to highlight. First, Sacred Geometry combined with an AMR or Autocannon is some serious spice mélange. The extra +1 Dice will make all the difference to ensure those shots hit, negating any long-range penalties or cover bonuses. The second is certainly Holy Diesel Engine for your melee-focused Shrine. The reliability that comes with a +2 to your Dash action (before any instrument bonus) is fantastic. What is particularly great about it is that it’s a simple, cheap upgrade that fits perfectly with an already great profile that supports what it does best, i.e. getting up the board and bonking people on the noggin. Sure, gaining a Blood Marker isn’t ideal, but keeping your Shrines happy and healthy is what the War Prophet is for! Lastly, let’s talk about Hallowed Anchorite, which is a must-have for campaign play. Getting one of your Shrines on the experience ladder and getting extra skills is really going to elevate your Shrine into something truly formidable. Whether you choose to put this onto a ranged or melee Shrine is up to you, of course. The fact that either can work well shows the strength of this variant's customisability.
The Other Units
Despite the big focus of this variant being on the Anchorite Shrines, they alone can't win games. Your other units are really going to have to pull their weight in games to make up for the low model count this army is asking of you. Two stacked Shrines are going to eat into your Ducat limit in the early campaign stages, coupled with a base increase cost for your Nuns and no Bodyguarding Communicant, your other units will need to play carefully, yet efficiently.War Prophet and Castigator
Credit: H.P. HatecraftAt only two Elites, you’ll most likely be taking both at the beginning, to get those juicy Skills as soon as possible. As you’re most likely going to want to grab two Shrines asap, you’ll be slimming down what your War Prophet and Castigator can purchase, opting for the essentials. That means Anti-Tank Hammers. Grab an Anti-Tank hammer for both, as well as Molotov Cocktails for some cheap Assault shooting, topped off with Reinforced Armour as a core. As these are going to be your only Elites to start, you will most certainly need to grab Martyrdom Pills to ensure they are kept alive for as much as possible. You can swap the 2nd Anti Tank Hammer for a Punt Gun for your Castigator, if you are looking for a more shooty list, but be sure to grab Zealot Strength to ensure you can wield it effectively.
Troops
Given that your Nuns are more expensive and your Prisoners can’t use Martyrdom Devices, you’ll be leaning on your Trench Pilgrims for cheap shooters, and Prisoners for cheap activations. A single Trench Pilgrim can get a Punt Gun if you want to, but again, remember to get the Zealot Strength. If you have the funds, you can dish out the extra Ducats for nuns, but when Ducats are already tight, those extra 15 Ducats will make the difference.
Credit: Gobkikass
The Lists
First up, we have the winning list from the recent Goonhammer competitive event:
Trench Pilgrims Castigator - Credit BairThis list perfectly shows that despite all the amazing ranged options, this variant is still very solid in melee, utilising the melee upgrades to do what Pilgrims are known for instead. So we have a double Shrine one-off list, but opting to keep the Shrines bare bones and simply giving each of them a Holy Diesel engine. This affords the elites to be kitted out a little more, with both the War Prophet and Castigator getting an Anti-Tank Hammer, Molotov, Reinforced Armour, Iron Capirote and Martyrdom pills, ensuring there is a solid Melee support line for Shrines. Lastly, we have a couple of Pilgrims with bolt-action rifles for the activations and plinking off a couple of shots here and there. Rounding it out with Mercenaries, we have the Observer (which is probably going to get more expensive soon enough), for activation shenanigans, and a Sister of Saint Cosma, which, along with the War Prophet, will be used to keep those Shrines healthy. All in all, it’s light on bodies, but two of those bodies are hulking metallic behemoths that your opponent has to deal with, and those are two very important reasons as to why this list won the Goonhammer Adepticon event.
This is a starter 700 Ducat list that focuses more on the shooting side, with a double Punt Gun, but opting for just the single Shrine to start off. Ideally, you'll want to grab a melee Shrine asap. That is a little tricky, however, coming in at 150 with Holy Diesel Engine. Still, it's certainly doable, and I opted for a few chaff units to help not only with activations but, should they perish, at least pad out the threshold limit for you. Your War Prophet is going to be working overtime, needing to deal out as many Blood Markers as possible, so your Punt Guns can punch through tougher targets, whilst also ensuring they survive long enough to do so. Since we have no bodyguarding Communicant, Martyrdom Pills are a must-have. The two Pilgrims are to back up your Prophet and run interference where needed.
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Trench Crusade Warband Focus: War Pilgrimage of Saint Methodius



