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1500 GK/Cortez hybrid shooting army, and 2000 pure GK army thoughts?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

So far your list looks pretty good, but there are a few things to tweak. If you want some more detailed info on henchmen there is an article in my signature you can look at.

 PhoenixFire wrote:
Hello all,

This is my first attempt at a 1500 so may be a little rough, not everyone at my local store can field 2k armies so i'm trying out a 1500 force.

HQ1:
Inquisitor Cortez =100

This dude is a really great value. Learn to love him.

HQ2:
Librarian, Might of titan, Warp Rift, =160

Sanctuary and Shrouding are only 5 points each. You cast them on the enemy turn, so you get to cast more spells a turn without paying for LVL3.
They are also both very good spells to have around as well.

Troop 1:
x10 GKSS, 2 Psycannons, hammer, Psybolt ammo, =250

I think this unit looks good.

Troop 2:
Warband1 x2 Jockaero, x3 Servitors w/MultiMelta, X6 Warrior Acolytes w/Storm Bolters + 42, Inquisitorial Chimera +55 = 197

I have found that jokaero are just okay. They are really expensive, and you will be snap firing more than you might think.. Coteaz does help with the snapfires (divination re-roll to hit)

I do like how your unit can take advantage of the Jokaero upgrades well (range on meltas is good, rending on the bolters is good)
I do agree though that Bolters might be better than storm bolters for this unit.


Troop 3:
Warband2 x2 Jockaero, X7 Warrior Acolytes w/bolt guns, Rhino +40 = 145

This unit is okay as well.

One thing to look into though would be a unit of Plasma Gun Henchmen in a Chimera. I think the price might be similar to this unit, but you can move and shoot without penalty, and get 6x AP 2 shots at close range.
It would depends on if you think you need the range from the jokaero or the mobility from the plasma guns.

Elite 1:
Purifier x5, 2 Psycannon, 2 halberds , Hammer , Rhino +40 =189

Elite 2:
Purifier x5, 2 Psycannon, 2 halberds , Hammer , Rhino +40 =189

I do like these units, but it does put you a little short on scoring models. 3 at 1500 is not bad, but I would try to take one more.

Heavy 1:
Dreadnought, 2 TLAC Psybolt ammo =135

Heavy 2:
Dreadnought, 2 TLAC Psybolt ammo =135


Best long range shooting in the codex.




Overall I think the list is pretty good. Henchmen units and lists are some of the hardest to make, simply because Henchmen are the most Versatile unit in all of 40K.

Inguisitors are also really good values as well. They are a cheap and plentiful way to get re-rolls to hit, which are very powerful in 6th edition with snapfire and overwatch.



So here I present the unit I use in place or your Jokaero-servitor unit (I like the term Paper Deathstar)
I am not sure if it is better than your unit, but I just want to show you some of the versatility of the henchmen unit.

Inquisitor: Malleus [Terminator Armor, Psycannon, Psyker] 110
Henchmen [3 Acolytes with Plasma Guns, 5 Daemonhosts, 1 crusader] 107
Chimera [ML, HB] 55

The inquisitor has a relentless Psycannon, and can still ride in the chimera with terminator armor. With the plasmaguns this gives me between 7-10 S7 shots.

The re-roll is great on plasma weapons as not only do you deal more damage, but you overheat less as well.

Daemonhosts make the unit average toughness 4 instead of 3. I can then put either the Crusader (3++ save) or the inquisitor (2+ armor) in the front of the unit to take wounds. It can make the unit surprisingly durable.

Also, the daemonhosts have some useful abilities as well.
FNP is good to have on a T4 body.
They also have an AP3 shooting attack which goes well the AP2 from the plasma and rending from the psycannon. Murders MEQ units.
They Also have a S8 shooting attack which goes well with all of the S7 shots the squad has. Helps against Tanks or MC's

With the Chimera the unit can sit inside and fire out of the top. Then when you roll a good shooting power for the Daemonhosts, you have the mobility to make good use of it.


In combat, this unit is decent as well, mostly because of the inquisitor. You get dangerous overwatch with a re-roll and then you have a stubborn LD 10, 2+ save, AP2 hammer, 3 attack jerk grinding down the enemy unit. You do not run away if you loose combat from henchmen falling with stubborn. Maybe the daemons will deal a little damage, but that is just gravy.



Glad to see another person going the Henchmen route who is not just spamming the 62 point Razorbacks.

This message was edited 1 time. Last update was at 2012/12/04 12:03:58


 
 
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