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Made in us
Regular Dakkanaut






Things like:

An unlimited number of henchmen squads with Coteaz since he makes them troops, but they don't take up a force org chart.

S14 Psyker Blasts from said henchmen.

Just wondering if anyone will get a chance to use stuff like this in a tournament before GW FAQ's it. My FLGS isn't having a 40k tournament for at least a month or more and I'm assuming it will get FAQ'd by then.

 
   
Made in au
Ground Crew



Brisbane, Australia

Doesn't say anywhere they don't take up a Force Org chart. Only that they're troops with Corteaz leading, and the usual restriction of one warband per Inquisitor is null and void with him in the army.
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

Yeah, I flipped through the codex, and Coteaz turns them into troops, which all troops have a limit of 6. He just removes the 'elite' restriction and limit of one per inquisitor. Coteaz makes it so you can take 0-6 troops of henchmen. Which is still pretty fair, and I think a couple squads of mixed arco-flagellants and assassins inside a rhino is going to just be cruel and unusual punishment...

also, you can't go above S10, as has been pointed out numerous times. I don't agree, like in the instance of ramming...but S10 is the cap-regardless of modifiers

This message was edited 1 time. Last update was at 2011/04/05 23:50:15


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Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Kasrkinlegion wrote:An unlimited number of henchmen squads with Coteaz since he makes them troops, but they don't take up a force org chart.

Sup killpoints, how you doin?

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Made in us
Captain of the Forlorn Hope





Chicago, IL

units of 10 Power weapon/Storm shield guys plus 2 evicirator guys are hardly free kill points...

OP Str in limited to 10, so no Str 14 Psyker blasts.

@necrobat the rules read that henchmen do not take up a force org slot, and with cortez he lifts the restriction of having one henchman band per inquisitor, so you can have many henchmen and they do not take up force org lots.

Alot of people thing the GK book needs a ton of FaQ, but they said the same thing about the Blood Angels Land raiders that had deep strike.

they probably wont change(Errata much, but the may FaQ alot) and remember FaQ is just a clarification on how it is supposed to work.

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Made in us
Regular Dakkanaut






Necrobat wrote:Doesn't say anywhere they don't take up a Force Org chart. Only that they're troops with Corteaz leading, and the usual restriction of one warband per Inquisitor is null and void with him in the army.


Look under the henchman entry in the army list. Check the last sentence of the two sentence intro to henchmen. Right under the sentence where it says Henchmen Warbands have three to twelve members in them:

"This unit does not use up a force organization slot."

So if you take Coteaz:

1) Henchmen squads count as troops.
2) Henchmen squads don't require inquisitors.
3) Henchmen don't take up a force org slot.

Since there are no limits to henchmen from inquisitors and they also don't take up a force org chart, the normal six slot limit on troops doesn't exist, since they don't take up any of those six slots. You can therefore have an unlimited number of henchmen units. You still need to take two troop squads that actually count as troops to fulfill standard force org requirements, but after you do that, you can have a sea of henchmen.

As for the S14 psyker blasts, does it specifically state in the rulebook you can't have something over S10? Usually when a codex lists some kind of ability or weapon use that has a variable strength, they specifically cap it at 10 when they describe the ability. They didn't in this case, which is what led me to believe you can have S14 psyker blasts.

This message was edited 3 times. Last update was at 2011/04/06 01:41:04


 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Brother SRM wrote:
Kasrkinlegion wrote:An unlimited number of henchmen squads with Coteaz since he makes them troops, but they don't take up a force org chart.

Sup killpoints, how you doin?




Thats what I was thinking when this rumor came out too. So an unlimited amount of SMALL easy to kill units of basically guardsmen? Ok, easy enough to me
   
Made in us
Regular Dakkanaut






Well you can have something like 125 guardsmen in carapace armor and storm bolters with this loophole.

Knock it down to about 100 models with storm bolters and add some anti-tank units and you'd have a nasty list for a lot of armies to face.

 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Yea, thats alot of GEQs, but if all they are is over costed guardsmen, then just assault them and laugh. Most armies can do that decently right?
   
Made in us
Regular Dakkanaut






Maybe, but 200 storm bolter shots a turn is a lot better than lasguns. Might stop your assaults pretty cold.

It's also 10 scoring units with 12 models each...

 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Im not saying it would be a walk in the park, but assaulting GEQs is not a scary thing to pull off. Also all those shots lose their punch when you dont get 1st turn. I have an Ork build where I get 24 or so rokkit shots, but again they lose their umph when I dont get first turn to let them all loose
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

KingCracker wrote:Im not saying it would be a walk in the park, but assaulting GEQs is not a scary thing to pull off. Also all those shots lose their punch when you dont get 1st turn. I have an Ork build where I get 24 or so rokkit shots, but again they lose their umph when I dont get first turn to let them all loose


I didn't realize that rokkits had any punch even if they *did* go first.

   
 
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