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Made in gb
Stealthy Grot Snipa




HQ
Coteaz 100P
Archmagos Veneratus Logis (Brother Captain) with Nemesis Falchions, Digital Weapon, Blind Grenades, Rad Grenades, Psystroke Grenades, Meltabombs, 3 Servo-Skulls, Empyrean Brain mines and Master Crafted. 235P
Troops
6 DCA, 4 Crusaders 150P
1 Jokaero Weaponsmith, 1 Plasma Cannon Servitor, 2 Crusaders, 4 Psykers, 1 Plasma Gun Acolytes, 1 Meltagun Acolyte, 1 Power armour Acolyte with Boltgun, 1 Meltabomb Acoyltes. 172P
2 Jokaero Weaponsmith, 2 Crusaders, 2 Plasma Gun Acolytes and 6 Warrior Acolytes with Boltguns one with Meltabombs. 153P
2 Jokaero Weaponsmith, 2 Crusaders, 2 Plasma Gun Acolytes and 6 Warrior Acolytes with Boltguns one with Meltabombs. 153P
6 Psykers, 2 Warrior Acolytes with Boltguns 70P
Fast Attack
Stormraven with Typhoon Missile Launcher and TL Lascannon and Searchlight 231P
Heavy Support
Dreadknight with Teleporter and Heavy Flamer. 235P
1499P

How about that.

This message was edited 1 time. Last update was at 2011/05/21 16:10:50


 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

InquisitorVaron wrote:HQ
Coteaz 100P


not much to say about this.

Archmagos Veneratus Logis (Brother Captain) with Nemesis Falchions, Digital Weapon, Blind Grenades, Rad Grenades, Psystroke Grenades, Meltabombs, 3 Servo-Skulls, Empyrean Brain mines and Master Crafted. 235P


He is a lot of points, and he is good in combat. I would shave a couple of things off of him. I would keep the sword for the 3++ save in combat. I would drop the meltabombs, Brain mines, and the digital and master crafted stuff. It is just a lot to spend on a normal HQ.

I would build him more defensively. You want him to survive so he can continue to buff the DCA squad, while the DCA can do most of the killing.


Troops
5 DCA, 2 Arco-Flagellants, 3 Crusaders. 150P


Decent setup, but I would go for either all DCA or all Arcos, You may find that most squads are dead by INT 3 when the arcos attack. It might be better to have 2 more crusaders here. I presume that they go into the storm raven, which is a good choice.


1 Jokaero Weaponsmith, 2 Plasma Cannon Servitors, 2 Crusaders, 2 Psykers, 2 Plasma Gun Acolytes, 1 Power armour Acolyte with Meltabombs and Boltgun, 1 Multimelta Servitor 172P

I presume that Coteaz goes here, and they sit is cover shooting. Again I am not a fan of squads with such a variety of weapons.

I do not like non-vehicle multi-meltas. they do not have enough range for a heavy weapon. I would take 3 plasma cannons.

If you are in cover shooting you should a 4+ caver save. having 2 crusaders with a 3++ cover will not protect you much more from shooting, and you are dead in an assault anyways. I would drop them for something else.

I do not think that Jokaero adds much to this unit. Extra range or rending does not really help much. Armor is okay on this unit, (but you are hiding in cover so it is not a big deal) INV save does not much as well (again cover) The jokaero guns are decent.

The guy with melta bombs should have no other upgrades. That way he can prevent tank shocks via Death or Glory with the bomb and not loose anything if he is crushed by the tank.

My suggestion
2x Jokaero, 3x PC servitors, 7x pistol acolytes, w/ 1 meltabomb. 163 Better jokaro upgrades. More plasma cannons/lascannons. A bit cheaper. Just about as survivable in cover.


2 Jokaero Weaponsmith, 2 Crusaders, 2 Plasma Gun Acolytes and 6 Warrior Acolytes with Boltguns one with Meltabombs. 153P
2 Jokaero Weaponsmith, 2 Crusaders, 2 Plasma Gun Acolytes and 6 Warrior Acolytes with Boltguns one with Meltabombs. 153P


A lot of the same stuff to say here.

I think that Jokaero and Meltas go very well togeather. You have little to take out AV 14 in this list right now.

My suggestion
2x Jokaero, 3x Meltaguns, 5x Storm Bolter Acolytes. 147
Mount them in a chimera for mobility.


2 Psykers, 10 Warrior Acolytes with Boltguns one with Meltabombs 75P


for 80 pts, you get 8 psykers. They fire a S10 AP1 Large blast. That is just about as powerful a gun can get in 40k without using apocalypse rules. It is only 5 pts more. Why would you not do this?

Mount them in a rhino for mobility and survivability. Rhinos are great with fortitude as well.


Fast Attack
Stormraven with Typhoon Missile Launcher and TL Lascannon and Searchlight 231P


A good build for a long range Storm raven. You blast away at range, and when some gets close you pounce and assault.

It is not my favorite build. I prefer to use them with the TL-MM in combination with a librarian for shrouding. You get 3++ cover and can move 24" and melta stuff 12" away.

I know that librarian is not the best "fluff" for this build however.

Just be on the look out for Missies, Auto Cannons, and other long range anti-tank stuff.


Stormraven with Typhoon Missile Launcher and TL Plasma Cannon 230P


Again a decent build, but I would take the lascannons over the plasma cannons. You have a lot of AP 2 elsewhere. You need more reliable anti-tank stuff.

the only thing I question is what are you putting in this one? It has no firepoints for shooty squads to use. You do not have any short range guns like meltas or flamers really.

Storm ravens cost a lot because they are assault tranports. You should use that to your advantage is you are taking them. They are not worth the points if you are just taking them for the guns.


====

Overall thoughs

You seem to have a Vast amount of AP2 weapons. Are marines on foot without much cover on the board something you play a lot? Many people prefer multi-shot weapons with lower AP (depending on points and such of course). If you put enough wounds on stuff, they will fail saves. Cover saves are very common, and it makes the points you pay for plasma a little less efficient.

Barring the one assault squad and the psyker squad all of your squads have heavy weapons. Mobility is key to a lot of battles.

You have very limited transports. Relying on cover is okay, but you will still take a lot of damage quickly with a list like this.

====

A list in a similar style.

I am not saying that this list is better, but I just offer it here as a different take on what a Mechanicum list would look like.


HQ

Coteaz
100
[needed for a henchmen list. Rides with either shooty henchmen or psykers. Uses sanctuary to protect them from assaults]


Elite

Techmarine: Rad grenades, Blind grenades, Warding stave, 2x Servo Skulls.
136
[less combat punch, but durable with a 2++ save in combat and 2 servo attacks. Rad grenades + Hammerhand + DCA are enough to take out most squads before they attack. Any more is overkill]


Troops

Henchmen: 5x DCA, 5x Crusaders
150
[Assault squads goes into the storm raven with the techmarine]

Henchmen: 2x Jokaero, 3x Meltaguns, 5x Storm Bolters. Chimera with ML/HB
202

Henchmen: 2x Jokaero, 3x Meltaguns, 5x Storm Bolters. Chimera with ML/HB
202
[versatile shooting. Can take on most threats, depending on the range. Chimera for protection and mobility]

Henchmen: 8x Psykers. Rhino
120

Henchmen: 8x Psykers. Rhino
120
[mobile long range shooting. People will be afraid of them, and want to kill them, but they are cheap squads. Fortitude keeps them shooting for longer]


Fast Attack

Storm Raven: MM/AC and Hurricane Bolters
235
[get into the enemy's face and assault stuff. I think the close range weapons work the best on it]


Heavy Support

Dreadknight: Teleporter, Heavy Incinerator
235
[would a mechanicum army have a huge mechanical moster (or maybe a knight titan?). The answer is YES! Fast, Dangerous and scary. Will probably be a huge bullet magnet, but it will die so the rest of your forces can do what they need to do.]

=====

We seem to both be posting in a lot of the same threads, but that is only becuase there are not that many people here who are seriously considering Henchmen armies at the moment. I just do not want you to think that I am ragging on you too much.

I would really like to see what models you are using for this list.

This message was edited 1 time. Last update was at 2011/05/21 12:45:44


40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
Made in gb
Stealthy Grot Snipa




Thanks for the help out.

for 80 pts, you get 8 psykers. They fire a S10 AP1 Large blast. That is just about as powerful a gun can get in 40k without using apocalypse rules. It is only 5 pts more. Why would you not do this?

Mount them in a rhino for mobility and survivability. Rhinos are great with fortitude as well.


That I don't agree with at LD 8 they don't always get too fire the weapon and with the fact all their heads could explode put's me right off them.


Dreadknight: Teleporter, Heavy Incinerator
235
[would a mechanicum army have a huge mechanical moster (or maybe a knight titan?). The answer is YES! Fast, Dangerous and scary. Will probably be a huge bullet magnet, but it will die so the rest of your forces can do what they need to do.]


Loving this Idea, would be worth it's weight in gold. I'm going too take some things into account and change my Original list.

The second Stormraven was intended too get Coteaz and his unit behind them and causing havoc and helping out the assaulting unit.
The Archmagos Veneratus would be very tooled up so I'm probably keeping him the same even though I would agree it's a bit overkill. He gets 6 Attacks on the charge and with all the grenades and stuff he has the squad is lethal!

The meltabomb PA Acolyte is only their because of a painting competition.

Also I'm not going all out Admech it's only the Stormraven his retinue that he really affects. The rest is coteaz, and for the Jokaero's I'm using the FW tech Servitors.

This message was edited 2 times. Last update was at 2011/05/21 13:16:58


 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

in your current list you were paying 75 pts for a S4 AP5 large blast at LD 8 and a few bolter shots.

if you are using psykers, make them dangerous. I would gladly trade the bolters and 5 pts, for S10 and AP1. You can totally make lists without them as well.

It is unit that is scarier than its price. It can get lucky and kill a ton of stuff, causing your opponent to overreact to it.



If there is no Psy Defenee, they will pass about 3/4 LD tests and get their shot off.

Most Psy defense is 24" or less (barring the old school hood from the witch hunters book, or Eldar runes of warding)
they have a 36" range and the ability to move and shoot. you should get a couple of turn of shooting before the hoods get into range.

Most Psy defense in mounted on independent characters. If you are worried about it, you can wait to shoot until your assault squad has taken out the farseer/librarian.



40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
Made in gb
Stealthy Grot Snipa




Fair point. Psykers are in.

Not sure on the Dreadknight configuration. What would it's role be? I see it like that as a Suicide unit that won't gain it's points back. Mabye I could drop the Teleporter and use it too baby sit my Heavy Weapon squads.
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

gun wise, the heavy incinerator is the way to go.


S6 wounds most infantry on a 2+, and it does not scatter. The template can hit a lot of people as well.

AP 4 is decent as well. not great, but decent,


CCW wise, the fists are kinda the best. He gets another attack for the two of them, and looses an attack with any other weapon.
The sword is okay....but a bit pricey for loosing an attack.


The teleporter is great. It makes him one of the fastest MC's in the game. Since he has short range guns, it is a good deal for him.

Walking is okay, but it jus takes him so long to get anywhere. Wraithlods walking are okay because they have long range guns. The dreadknight needs to get up close and personal.


Do not think of it in terms of "making back his points", Think of it in terms of "winning the game"

With two fast and agressive units, it forces a no-win situation on the enemy player. Shoot the storm raven, and the Kight eats. Shoot the Knight, the squad in the raven eats you. Shoot both? maybe you do not deal enough damage, and then both threats take you out. This whole time, the enemy is still worried about the S10 Psyker blasts, and the rest of your army is not taking any damage at all.

"making points back" is a relic from 4th edition games where games were decided by victory points.

40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
Made in gb
Stealthy Grot Snipa




Fair enough. Just I didn't see him doing much damage, even though I figure I could wreck transports with the flamer.

Ok Dreadknight is in!

Updated the List!

This message was edited 1 time. Last update was at 2011/05/21 16:11:24


 
   
 
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