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![[Post New]](/s/i/i.gif) 2011/07/13 09:10:18
Subject: 2500 GK henchmen army
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Been Around the Block
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going to run this as all my troops as henchmen squads, 3 shoot out 10 str 1 ap pies each along with a lot of shootie goodness, 3 are my front line assault troops. The purifiers in the rhinos provide nice mid field shooting/counter assaults and 3 psy dreads for more long range shoot support. And all are totally mechanized!
coteaz - 100
7 pykers /1 jokaero /3 plasma acolyte - 147
7 pykers /1 jokaero /3 plasma acolyte - 147
7 pykers /servitors 3 plasma cannons
xenos inquisitor conversion beamer/ power armor/ 3 skulls - 217
7 death cultist/2 crusaders /3 melta acolyte - 177
7 death cultist/2 crusaders /3 melta acolyte - 177
7 death cultist/2 crusaders /2 melta acolyte 2 melta bombs - 173
(coteaz)
6 x chimera - 330
3 x rhino - 120
purifiers 2 psycannons/psy ammo/2 halberds/1hammer - 169
purifiers 2 psycannons/psy ammo/2 halberds/1hammer - 169
purifiers 2 psycannons/psy ammo/2 halberds/1hammer - 169
dread 2 auto/psy ammo - 135
dread 2 auto/psy ammo - 135
dread 2 auto/psy ammo - 135
2500
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![[Post New]](/s/i/i.gif) 2011/07/13 09:21:04
Subject: 2500 GK henchmen army
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Infiltrating Broodlord
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I honestly woulk like to see Coteaz with a shooting unit, profiting by his "I've been expecting you" ability. I would also like to see a Mastery Level 1 Ordo Xenos Inq. with Hammerhand that joining one Deathcults/Crusaders/1x Banisher with Eviscerator unit will give both the bonuses of +1ST and -1T on the targets with RAD grenades. The only problem is that you don't have Assault Vehicles and your 5+ armor saves wouldn't help during the pre-assault positioning turn. You don't even need more than 2 CC units, your army will basically be more effective on the shooting fase. Besides, having one or two more Jokaeros in each Psykers units will let you have better results on the "Inconceivable Customisation" table.
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This message was edited 1 time. Last update was at 2011/07/13 09:26:00
Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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![[Post New]](/s/i/i.gif) 2011/07/13 09:56:59
Subject: Re:2500 GK henchmen army
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Been Around the Block
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Coteaz could go either way but his self shooting isn't all that great and he seems to fit more with a cc squad. Going to split the henchmen squads and see how it runs, i do like the ability to go offensive assault push, but true they don't have assault ramps on this list. Only thing that jokaeros could do to help psykers is make then rending and at 10str ap 1 i really don't need it, they're there mostly for my plasma guns and their nice shootie attack.
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![[Post New]](/s/i/i.gif) 2011/07/13 11:44:00
Subject: Re:2500 GK henchmen army
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Regular Dakkanaut
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dinnermeat wrote:Coteaz could go either way but his self shooting isn't all that great and he seems to fit more with a cc squad. Going to split the henchmen squads and see how it runs, i do like the ability to go offensive assault push, but true they don't have assault ramps on this list. Only thing that jokaeros could do to help psykers is make then rending and at 10str ap 1 i really don't need it, they're there mostly for my plasma guns and their nice shootie attack.
Would the Jokaero inconceivable customisation enhance psychic attacks?
Also Coteaz compliments shooting units nicely due to his "sanctuary" and "I've been expecting" skills. Charging opponent units may have difficulty reaching Coteaz and his boys and take some damage in doing so whilst any deep striking units will be shot at out of sequence. It's a pretty impressive buff to any shooting squad.
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![[Post New]](/s/i/i.gif) 2011/07/13 21:25:08
Subject: Re:2500 GK henchmen army
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Been Around the Block
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the jakaero 12 inch range extender doesn't effect template weapons, so as the psyker shot is a large blast sadly it doesn't effect them. Ok I re vamped my list, tell me what you think.
coteaz - 100
xenos inquisitor lvl 1 psyker hammerhand/ rad grenades/ power armor - 78
7 psykers/1 jokaero/3 plasma acolyte - 147
7 psykers/1 jokaero/3 plasma acolyte - 147
7 psykers/1 jokaero/3 plasma acolyte - 147
4 psykers/1 jokaero/3 servitors plasma cannons/3 plasma acolyte - 177
(coteaz)
7 death cultist/2 crusaders/3 melta acolyte - 177
7 death cultist/2 crusaders/2 melta acolyte - 163
(xenos)
6 x chimera - 330
3 x rhino - 120
purifiers 2 psycannons/psy ammo/2 halberts/1hammer - 169
purifiers 2 psycannons/psy ammo/2 halberts/1hammer - 169
purifiers 2 psycannons/psy ammo/2 halberts/1hammer - 169
dread 2 auto/psy ammo - 135
dread 2 auto/psy ammo - 135
dread 2 auto/psy ammo - 135
2498
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This message was edited 2 times. Last update was at 2011/07/13 21:29:40
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![[Post New]](/s/i/i.gif) 2011/07/13 22:10:52
Subject: Re:2500 GK henchmen army
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Revving Ravenwing Biker
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While it is somewhat debatable whether customization works on a psychic attack, it is not debateable that is effects blast weapons. It only does not effect weapons that have the range "Template" (such as flamers, heavy flamers, liquifier guns, etc).
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![[Post New]](/s/i/i.gif) 2011/07/14 00:35:07
Subject: Re:2500 GK henchmen army
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Been Around the Block
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"All non-template shooting weapons in the unit have their maximum range increased by 12" i think this is pretty clear it covers all weapons that use templates.
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![[Post New]](/s/i/i.gif) 2011/07/15 18:14:08
Subject: Re:2500 GK henchmen army
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Been Around the Block
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so no other input/comments on this list?
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![[Post New]](/s/i/i.gif) 2011/07/15 18:27:44
Subject: 2500 GK henchmen army
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Shunting Grey Knight Interceptor
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It defines the psychic barrage as a shooting attack, originating from the psykers. it is not being fired from a "weapon" unless you count the psyker as a weapon...
In any case, out of sheer logic I would debate against this point and say that it is being harnessed and released, not truly "fired" in regards to being shot from a weapon, since it is declared as a psychic shooting attack, not any where defined as a "weapon" but meh, to each interpret the rules is his own necessity.
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1500 pt grey knight termie army W: 1 L: 1 T: 1
2000 pt DraigoStrike Pally army W: 3 L: 1 T: 1
750 point Black Templar smashmouth army
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![[Post New]](/s/i/i.gif) 2011/07/15 21:06:20
Subject: 2500 GK henchmen army
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Regular Dakkanaut
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dinnermeat, the 3 units of psykers have worked well for me so far very well, and I've play tested them a lot. I do find that I have needed to move them every turn though, so I wouldn't personally put the Jokaero in with them. They're really fun too.
I was thinking of adding plasma to my psyker groups but they ought not to be in plasma range in any case so unless you use your psykers differently than me you may find that plasma doesn't get used often. If you lose the jokaero and plasma then stick in an ordinary acolyte with the psykers to retain a killpoint in case of perils: you can also downgrade the chimera to a rhino if you want to free up even more points.
Finally, Coteaz's shooting attack has been surprisingly useful to me so far, taking out loads of genestealers, and I'd want to have him shoot from the static chimera (in which you have many more than 5 shooters).
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This message was edited 1 time. Last update was at 2011/07/15 21:08:31
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![[Post New]](/s/i/i.gif) 2011/07/15 21:34:22
Subject: Re:2500 GK henchmen army
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Sinewy Scourge
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A Libby with Shrouding, Sanctuary, Quicksilver, and maybe Warp Rift would really help this list. Otherwise seems decent. I think you like the Sanction Psykers much more than I do.
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2nd Place 2015 ATC--Team 48
6th Place 2014 ATC--team Ziggy Wardust and the Hammers from Mars
3rd Place 2013 ATC--team Quality Control
7-1 at 2013 Nova Open (winner of bracket 4)
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![[Post New]](/s/i/i.gif) 2011/07/16 01:15:20
Subject: Re:2500 GK henchmen army
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Willing Inquisitorial Excruciator
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Few things I would like to note. (henchmen article in my signature if you want to read it)
1) 7 PSYKERS ARE S9. 8 PSYKERS ARE S10. you will need to redo a bit of your list.
2) Psykers should not have "special weapons" like Melta or plasma. Psykers need to stay back away from things like hoods. Melta/plasma needs to be close to work well.
I would recommend 8 psykers and 1 warrior (no upgrades. He is there as perils Defense. Can still score and does not give up a kill point).
Transport: Rhino. Cheap, you only need 1 firepoint, and fortitude is great to have as well.
3) I think that assault henchmen should come in two form.
Form #1: the "Hench-Star" a large henchmen unit (10+). About Half DCA and Half Crusaders. then you add a character (Rad+Hammerhand. Xeno or techmarine).
(You can take Arcos instead of DCA, but they should be lead by a librarian)
This is a large but expensive assault unit. They are durable and deal a lot of damage.
Form #2: The Disposable one. 5 DCA in a Razorback (heavy Psybolters is a good choice). They are cheap, they charge one thing and then they die.
I think that having 10 man units without a Rad Hammer character is just not worth it.
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