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![[Post New]](/s/i/i.gif) 2012/03/02 19:03:45
Subject: 1500 pts Corteaz Henchmen, Admech army
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Longtime Dakkanaut
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Hey guys I'm working on putting together a list here using Corteaz Henchmen to represent an Admech explorator warband. So I'd like to keep it fluffy but good also. Here is a tentative list:
1500 pts
HQ:
Corteaz,
Ordo xenos inquisitor with conversion beamer, servo skull, and some good cc gear ~230 pts combined
Elite:
Techmarine w/rad, defense and psyko ans psyktroke grenades, servo skulls and some aggressive cc wargear... probably halberd.
Vindicare assassin ~ 300 pts combined
Now I need 3 henchmen units to go with these dudes. I want them to be mostly shooty for modelling/fluff purposes, but I definitely want some death cult assassins/crusader combos in there. One will be a shooty servitor squad... something like:
3 servitors,
plasma cannon
2 crusader, or death cult assassin?
2 servitors, servo arm
2 jokaero
3 henchmen w/bolter~ 175 pts
So the techmarine bolsters a ruin hopefully or at least theres some cover, and these guys go inside. They will go with the inquisitor who also has a conversion beamer, otherwise I would put corteaz but he does not have a beamer, and he is more useful in cc. the jokaero is likely to increase their range... i will spam servo skulls on the board, so that anything advancing against me has a good chance of being melta'd, and the the servo skull will allow for only one d6 scatter... a max of three inches. Also with the conversion beamerd inquisitor. But its also a good unit to sit on an objective, the crusaders take saves and the jokaeros might add to the armor/invul. And there are grenades, just in case they get assaulted.
The next will be a CC squad, with two meltagun henchmen mixed in, something like this:
3 crusaders
6 Death cult assassin
2 meltagun henchmen
~165
and the techmarine will travel with them, for his grenades and hammerhand plus he's got a 2+ save, power weapon, although I'm not sure if I should just give him a warding stave instead. Plenty of invul saving goodness, and the assassins with the combo of good ws, hammerhand and rad grenades, do damage against a horde, space marines, or even terminators. plus the pyschotroke grenades add extra goodness. I know I'm wasting the techmarine's ability to repair stuff, but he is in a vehicle, and if one of the two gets immobilized or weapon destroyed he can at least repair it. He's good in cc and the grenades are key. and I can't take another inquisitor because I need one to babysit the servitors.
The last squad will be a shooty squad to go with corteaz:
2 henchmen, meltaguns
3 henchmen, hot-shot lasguns
1 jokaero
3 henchmen w/ bolters
2 servitors, heavy bolter
~128
and i would put some in carapace armor, if I have the points.
So I figure there is enough firepower in there to deal with armor, hordes and marines. These guys will advance but stay back a bit more, mopping up stuff and taking objectives. Corteaz provides some protection against assaults because he has sanctuary, and the whole unit can fire at something deepstriking in next to it instantly... giving it essentially two turns of shots before being assaulted.
Last is a psyfleman dread, modelled up as a heavy praetorian servitor. I figure this guy can advance slowly behind the vehicles, manouvering into good firing position, sticking close to the techmarine just in case I get the chance to repair him.
I'm not looking for advice on the points side of things, but more on the strategy and if what I'm taking is viable... is it better to have just one dedicated assault unit, or mix everything up? am I wasting points on the shooty servitors by giving them some defense against assaults? I think it's worth it because they are scoring.
let me know what you think guys, thanks.
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This message was edited 3 times. Last update was at 2012/03/09 10:14:49
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![[Post New]](/s/i/i.gif) 2012/03/04 16:19:58
Subject: 1500 pts Corteaz Henchmen, Admech army
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Screaming Shining Spear
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My favorite part is the giant gap at the end  but always good to see Fluffy armies, I just hope you don't have any friends who play DE.
And if you're gonna stand back and shoot maybe lighten up on the melee squad to get some Heavy Bolter Servitors in the squad with Coatez. And the first Servitors shooters you can only have 3 heavy weapons not 4 :(
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This message was edited 1 time. Last update was at 2012/03/04 16:28:51
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2012/03/09 10:13:03
Subject: 1500 pts Corteaz Henchmen, Admech army
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Longtime Dakkanaut
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felixander wrote:My favorite part is the giant gap at the end  but always good to see Fluffy armies, I just hope you don't have any friends who play DE.
And if you're gonna stand back and shoot maybe lighten up on the melee squad to get some Heavy Bolter Servitors in the squad with Coatez. And the first Servitors shooters you can only have 3 heavy weapons not 4 :(
Thanks, I updated the list a bit.
I don't have much experience with DE, but I think I have a good chance of popping their transports with 3 monkeys, mobile meltaguns, plasma/beamer, autocannon dread and vindicare... also the servo skulls might defend me against first turn assaults. Besides that I'm not sure.
Heavy Bolters do sound like a good idea, thanks. Also would be cool/easy to model up. They would rip into most eldar and also necron. Maybe I will drop one melta because I at least have a jokaero in there. I like having the normal bolter guys for the ablative wounds. And the hot-shots are still better at shooting charging marines.
Anyway, hopefully I get some playtesting in next week.
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![[Post New]](/s/i/i.gif) 2012/03/09 11:31:33
Subject: Re:1500 pts Corteaz Henchmen, Admech army
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Screaming Shining Spear
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Don't forget that most of your shooting is BS3 =/ But nevertheless goodluck! I think that Henchmen armies are really cool and hope to have my own Inquisitorial warband rollin' soon. Update us with how your games go!
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2012/03/09 18:08:18
Subject: Re:1500 pts Corteaz Henchmen, Admech army
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Longtime Dakkanaut
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Yeah BS3 sucks. Hence the plasma cannons and servo skulls... at least they do something when they miss a little and one inch isn't a big difference. But I can't really complain when a bolter henchmen costs 5 points. Its another argument for having psyocculum. oh well, if only my techmarines could take that... anyway I'm counting on the dread and vindicare to help me out where I need to pop a transport and the shooty squad in the chimera is like hit or miss, it's kind of sacrificial, but it's still a good deal of shots. Their job is to get within range of an enemy objective, stay in cover, and fire at it.
I'm also thinking that I might include a squad of five interceptors with their psycannon, then I could really afford to stay back and shoot and turn 5 have them shunt out and grab/contest objective. I might have to take something out for that though... i really would like to keep at 1500 pts... and I like to have the full inquisitorial squad.
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![[Post New]](/s/i/i.gif) 2012/03/09 19:36:37
Subject: 1500 pts Corteaz Henchmen, Admech army
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Human Auxiliary to the Empire
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Meade wrote:Hey guys I'm working on putting together a list here using Corteaz Henchmen to represent an Admech explorator warband. So I'd like to keep it fluffy but good also. Here is a tentative list:
1500 pts
HQ:
Corteaz,
Ordo xenos inquisitor with conversion beamer, servo skull, and some good cc gear ~230 pts combined
Elite:
Techmarine w/rad, defense and psyko ans psyktroke grenades, servo skulls and some aggressive cc wargear... probably halberd.
Vindicare assassin ~ 300 pts combined
Now I need 3 henchmen units to go with these dudes. I want them to be mostly shooty for modelling/fluff purposes, but I definitely want some death cult assassins/crusader combos in there. One will be a shooty servitor squad... something like:
3 servitors,
plasma cannon
2 crusader, or death cult assassin?
2 servitors, servo arm
2 jokaero
3 henchmen w/bolter~ 175 pts
So the techmarine bolsters a ruin hopefully or at least theres some cover, and these guys go inside. They will go with the inquisitor who also has a conversion beamer, otherwise I would put corteaz but he does not have a beamer, and he is more useful in cc. the jokaero is likely to increase their range... i will spam servo skulls on the board, so that anything advancing against me has a good chance of being melta'd, and the the servo skull will allow for only one d6 scatter... a max of three inches. Also with the conversion beamerd inquisitor. But its also a good unit to sit on an objective, the crusaders take saves and the jokaeros might add to the armor/invul. And there are grenades, just in case they get assaulted.
The next will be a CC squad, with two meltagun henchmen mixed in, something like this:
3 crusaders
6 Death cult assassin
2 meltagun henchmen
~165
and the techmarine will travel with them, for his grenades and hammerhand plus he's got a 2+ save, power weapon, although I'm not sure if I should just give him a warding stave instead. Plenty of invul saving goodness, and the assassins with the combo of good ws, hammerhand and rad grenades, do damage against a horde, space marines, or even terminators. plus the pyschotroke grenades add extra goodness. I know I'm wasting the techmarine's ability to repair stuff, but he is in a vehicle, and if one of the two gets immobilized or weapon destroyed he can at least repair it. He's good in cc and the grenades are key. and I can't take another inquisitor because I need one to babysit the servitors.
The last squad will be a shooty squad to go with corteaz:
2 henchmen, meltaguns
3 henchmen, hot-shot lasguns
1 jokaero
3 henchmen w/ bolters
2 servitors, heavy bolter
~128
and i would put some in carapace armor, if I have the points.
So I figure there is enough firepower in there to deal with armor, hordes and marines. These guys will advance but stay back a bit more, mopping up stuff and taking objectives. Corteaz provides some protection against assaults because he has sanctuary, and the whole unit can fire at something deepstriking in next to it instantly... giving it essentially two turns of shots before being assaulted.
Last is a psyfleman dread, modelled up as a heavy praetorian servitor. I figure this guy can advance slowly behind the vehicles, manouvering into good firing position, sticking close to the techmarine just in case I get the chance to repair him.
I'm not looking for advice on the points side of things, but more on the strategy and if what I'm taking is viable... is it better to have just one dedicated assault unit, or mix everything up? am I wasting points on the shooty servitors by giving them some defense against assaults? I think it's worth it because they are scoring.
let me know what you think guys, thanks.
130 points on a melee inquisitor without a Invul save and T3. OUCH.
Servitors in bunker with mostly likely just get chewed up with Melee or Venoms, etc. (Gernades won't save them) T3 4+? One Hvy Flamer or Incinerator and Late Bro. (Dreadknight)
Your Melee henchmen Can't assault out of a vehicle., are T3, Low numbers and will get shot to pieces. Techmarine is 1 wound, not scary.
I'd be hard pressed to not say the only thing in this list is the Dreadnought. Any army in my current Meta would destroy this list: Necrons,Drop Pod marines,Venom Spam, Pure GK's.
Anything that is shunting at you, you lose.
For 1500 points I'm bringing Three teleporting NDK with Hvy Incinerators, 10 Interceptors(Incinerator) and ~ 25 Purifiers.
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This message was edited 1 time. Last update was at 2012/03/09 19:40:54
5000pts -Grey Knights 3-0-0
1000pts -Tau 0-0-0 |
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![[Post New]](/s/i/i.gif) 2012/03/09 21:24:21
Subject: 1500 pts Corteaz Henchmen, Admech army
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Longtime Dakkanaut
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130 points on a melee inquisitor without a Invul save and T3. OUCH.
Servitors in bunker with mostly likely just get chewed up with Melee or Venoms, etc. (Gernades won't save them) T3 4+? One Hvy Flamer or Incinerator and Late Bro. (Dreadknight)
Your Melee henchmen Can't assault out of a vehicle., are T3, Low numbers and will get shot to pieces. Techmarine is 1 wound, not scary.
I'd be hard pressed to not say the only thing in this list is the Dreadnought. Any army in my current Meta would destroy this list: Necrons,Drop Pod marines,Venom Spam, Pure GK's.
Anything that is shunting at you, you lose.
For 1500 points I'm bringing Three teleporting NDK with Hvy Incinerators, 10 Interceptors(Incinerator) and ~ 25 Purifiers.
Thanks for this... I really appreciate. Although I've got my heart set on building an admech list, and it doesn't need to be ultra-competitive, I would like it to be able to win. Although I'm not really afraid of shunting troops. they can't assault me before being shot. I can give some people in my servitor squad power armor if I want to... and if i get lucky with jokearo they could get invul and extra armor, not to mention two storm shields to take shots. I will be spread out to absorb templates... not really scared of interceptors, if they shunt at me they will get chewed up by the DCA squad. Facing down three dreadknights would be scary though. But I do have melta to use on them... vindicare shots...
You are really convincing me to take a barebones plasma servitor squad, maybe put coteaz in them, and find the points to take a dreadknight. But I think my techmarine grenades +DCA+crusader squad is scary. It would rip up a dreadknight... possibly two at the same time, even if they are charged on. I take empyrean brain mines and all psykers are I1.
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This message was edited 1 time. Last update was at 2012/03/09 21:24:45
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![[Post New]](/s/i/i.gif) 2012/03/09 23:05:07
Subject: Re:1500 pts Corteaz Henchmen, Admech army
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Human Auxiliary to the Empire
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Except your Purifiers and Techmarine move 6' and assault 6' at best. My dreadknight moves 12'. Kite +Heavy Incinerator (str 6 ap4) that fires 12inchs out and around corners
+Hvy Psilencer (12shots str4). DCA's also don't have fleet and would be kited by flying dreadknights.
Dreadknights also have 4 wounds each (x3) plus a 2+/5+. So that would be four failed invul saves from Melta @ BS3. Provided you hit with every single guy, and they failed every single invul save, without any of them dying. I do believe they are 5+ armor saves on all those "heavy" weapon guys?
Then you got four more tanks alive rolling at you packed with Purifers.
Same deal with the Inceterceptors moving 12' kiting any melee unit, firing 18str5 ap4 stormbolters, and dropping two str6 ap4 incinerator templates.
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This message was edited 1 time. Last update was at 2012/03/09 23:09:33
5000pts -Grey Knights 3-0-0
1000pts -Tau 0-0-0 |
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![[Post New]](/s/i/i.gif) 2012/03/10 00:30:24
Subject: Re:1500 pts Corteaz Henchmen, Admech army
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Longtime Dakkanaut
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Caidenlee wrote:Except your Purifiers and Techmarine move 6' and assault 6' at best. My dreadknight moves 12'. Kite +Heavy Incinerator (str 6 ap4) that fires 12inchs out and around corners
+Hvy Psilencer (12shots str4). DCA's also don't have fleet and would be kited by flying dreadknights.
Dreadknights also have 4 wounds each (x3) plus a 2+/5+. So that would be four failed invul saves from Melta @ BS3. Provided you hit with every single guy, and they failed every single invul save, without any of them dying. I do believe they are 5+ armor saves on all those "heavy" weapon guys?
Then you got four more tanks alive rolling at you packed with Purifers.
Same deal with the Inceterceptors moving 12' kiting any melee unit, firing 18str5 ap4 stormbolters, and dropping two str6 ap4 incinerator templates.
Well, i was thinking the DCA's would be more like counterassault. they would be relying on enemy assault units being forced to come at me. But yes I see your point, although what will you use to pop my chimeras?
So against this list you have do you think a tech- DCA squad in a stormraven or LR perhaps, a dreadknight+vindicare+psyfleman, and two lesser squads of henchmen in chimeras would be more of a threat? It's true putting the DCA in a chimera is a waste. I thinking SR because it's cheaper, although I was hoping not to have to get the model because I will need to convert something and it will take more time. And I think I should take psyocculum now if I'm going up against other grey knights, plus its good for guys like mephiston and typical librarian nastiness.
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