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![[Post New]](/s/i/i.gif) 2008/09/19 05:44:15
Subject: Witch Hunters Revisited
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Crazed Zealot
The moon of Titan
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Hey guys. Been awhile since I've posted my Sisters. I've recently wanted to mix it up a little and make the army more aggressive. I've seen how well armies can perform without the support of Exorcists and figured I'd give it a try.
--HQ--
Palatine
-Celestian Retinue w/ 2x Melta
-Immolator w/ Smoke and Armor
(193 pts)
--Troops--
10 Sisters of Battle w/ 2x Melta
-Veteran Superior w/ Book of St. Lucius
-Rhino w/ Smoke and Extra Armor
(207 pts)
10 Sisters of Battle w/ 2x Melta
-Veteran Superior w/ Book of St. Lucius
-Rhino w/ Smoke and Extra Armor
(207 pts)
--Elites--
5 Celestians w/ 2x Melta
-Immolator w/ Smoke and Armor
(158 pts)
5 Celestians w/ 2x Melta
-Immolator w/ Smoke and Armor
(158 pts)
DH Inquisitor w/ Incinerator
-2 Mystics
-1 Warrior w/ Flamer
(67 pts)
--Fast Attack--
5 Dominions w/ 2x Flamers
-Immolator w/ Smoke and Armor
(146 pts)
5 Dominions w/ 2x Flamers
-Immolator w/ Smoke and Armor
(146 pts)
5 Dominions w/ 2x Flamers
-Immolator w/ Smoke and Armor
(146 pts)
--Heavy Support--
Immolator w/ Smoke and Armor
(73 pts)
[1501 points in all]
Obviously, the Inquisitor hops in the empty Immolator and rides up the middle with the rest of the swarm. Since the whole army is moving at the same speed and in roughly the same general direction, he can keep pesky podders and deep striking anti-tank off me. He was added to the list because I was at a loss for what to do with ~140 points. The rest of the army is min/maxed enough and one Exorcist with Armor is going to get blown to hell.
Any ideas?
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![[Post New]](/s/i/i.gif) 2008/09/22 05:42:35
Subject: Re:Witch Hunters Revisited
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Crazed Zealot
The moon of Titan
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Bump?
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![[Post New]](/s/i/i.gif) 2008/09/22 05:55:50
Subject: Re:Witch Hunters Revisited
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Tough Tyrant Guard
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How is your DH Inq going to stop DS if he is loaded into a transport? The wording reads that if you have the mystics and something DS with in 4d6 of the Lord. So in all respect how do you know the location of the lord if he is inside of the transport? That would be a bit of a rules bend because the Inq lord base is so big and the rhino well thats even bigger, let along if you put him inside of a LR.
Other than that the list looks solid.
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Biomass
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![[Post New]](/s/i/i.gif) 2008/09/22 06:08:33
Subject: Witch Hunters Revisited
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Twisting Tzeentch Horror
Golden, CO
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If you dropped extra armor on the Rhinos/Immolators, that'd give you a lot more points to play around with. And honestly, it stops one result on the table, and it's not all that important in the first place if you have that many vehicles.
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![[Post New]](/s/i/i.gif) 2008/09/22 06:23:05
Subject: Re:Witch Hunters Revisited
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Longtime Dakkanaut
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Tarval wrote:How is your DH Inq going to stop DS if he is loaded into a transport? The wording reads that if you have the mystics and something DS with in 4d6 of the Lord. So in all respect how do you know the location of the lord if he is inside of the transport? That would be a bit of a rules bend because the Inq lord base is so big and the rhino well thats even bigger, let along if you put him inside of a LR.
Other than that the list looks solid. 
Nope you measure from the hull. Just like scoring land raiders.
Its why I love them with mystics.
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![[Post New]](/s/i/i.gif) 2008/09/22 08:06:46
Subject: Re:Witch Hunters Revisited
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Crazed Zealot
The moon of Titan
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I can potentially see dropping the Smoke, but the Armor has prevented so many potential "Stunned" results in my games, it has easily paid for itself.
In a mech army, not moving = dead more often than not.
If I were to drop the upgrades off all of the vehicles, the net gain is 72 points. I guess I could shift some points around and maybe squirrel out another unit, but I'm cutting it pretty close to the wire on points as it is with all the bare-bones squads.
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![[Post New]](/s/i/i.gif) 2008/09/22 14:25:00
Subject: Witch Hunters Revisited
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Twisting Tzeentch Horror
Golden, CO
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I'd keep the smoke over the armor. Smoke has the potential to deny effects completely. It just seems with that many vehicles, the effects of a stunned result or two on the group as a whole should be minimal, and easily covered with the other vehicles. But that's up to you.
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![[Post New]](/s/i/i.gif) 2008/09/25 06:45:44
Subject: Re:Witch Hunters Revisited
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Tough Tyrant Guard
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GMMStudios
Nope you measure from the hull. Just like scoring land raiders.
Could we get a page or something explaining this please. I myself have not read anything that says you measure from the hull for the lord.
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Biomass
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![[Post New]](/s/i/i.gif) 2008/09/25 22:20:55
Subject: Re:Witch Hunters Revisited
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Crazed Zealot
The moon of Titan
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I'm pretty sure he's referring to the rule on page 66 of the main rulebook, under "Fire Points"....
"A fire point is a hatch or gun slit from which one or more passengers inside the vehicle can fire (or use a psychic power)...."
Which then goes on to state....
"Unless specified differently in the vehicle's entry....Ranges and line of sight are measured from the fire point itself."
Don't know about doing that from any vehicle that doesn't have a fire point, but I've got no trouble in my list.
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![[Post New]](/s/i/i.gif) 2008/09/25 23:31:38
Subject: Re:Witch Hunters Revisited
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Tough Tyrant Guard
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After reading and re-reading and re-re-reading some more. I guess it would be an option though it really makes buying a LR worth it. Not only do you increase the base size but it allows you to stop DS on a bigger base. If this is the case then you can really bringing it in Apoly games if you make a transport the size of a Titan. So the next time a termy units DS in with a vortex grenade, you can measure out 12" to one of the units that can take care of that threat. It just still shocks me because the wording says to measure from the Inq lords base. The wording for units allows the lord to pick up a ret and a transport, thus it would seem that its all one complete unit.
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Biomass
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![[Post New]](/s/i/i.gif) 2008/09/25 23:41:36
Subject: Witch Hunters Revisited
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Confessor Of Sins
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or use the titan itself to fire for free...
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