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Made in nl
Apprehensive Inquisitorial Apprentice



The Netherlands

Seeing as we got a new edition I've been trying out some new builds including allies. Since I played an Henchman heavy build and before playing Grey Knights had an Eldar army I decided on the following army:

Primary detachment:

HQ [10x]: Coteaz
HQ [80]: Hereticus Inquisitor - Psyocculum, Psyker (Mastery level 1)

Troops [185]: Henchmen - Jokearo x2, Multimelta servitor x3, Bolter Acolyte x6 in Chimera
Troops [182]: Henchmen - Plasma cannon servitor x3, Plasma Acolyte x3, Bolter Acolyte x5 in Chimera
Troops [101]: Henchmen - Melta Acolyte x3, Bare Acolyte x2 in Razorback with psy-ammo
Troops [119]: Henchmen - Assassins x4, Bare Acolyte x2 in Razorback with psy-ammo

Heavy Support [135]: Dreadnought - 2x twin-linked autocannons
Heavy Support [135]: Dreadnought - 2x twin-linked autocannons
Heavy Support [155]: Dreadknight - Nemesis Greatsword

Allied detachment:

HQ [90]: Farseer - Runes of Warding, Guide

Troops [90]: Rangers x5

Fast Attack [193]: Warpspiders x7, Exarch with dual spinners

Heavy Support [180]: Warwalkers with dual scatterlasers x3


The idea is to use the Eldar as a psychic defense and the twin-linked and divination powers to have a weapon against Flyers. The assassins and Dreadknight are there as combat deterrent and counter assault. I wonder if it will be to static for the objective missions, but with possible outflanking warwalkers and fast spiders to contest that might not become an issue.
I reckon I'll often loose the first blood secondary objective, but then again that's something almost all armies will have to deal with.
   
Made in gb
Regular Dakkanaut





Hiya. I've tried DK as counterattack and he's great (of course!) for this, but worth too many points to use in this way I've found. With a teleporter he can move 12" and assault 2d6; this is just too good to miss and well worth the points. An incinerator is great on him too as it enables him to thin down hordes that could otherwise bog him down. His fists are S10 whilst the sword is S6, S7 with hammerhand, so it may not be worth having the sword (I don't think swords rerolls apply if the fist is used but some people think otherwise).

If you're up against AP1 (50% explode upon penetrate) then your henchmen will get toasted by the S4 hits when their ride blows up. I play henchmen too and I'm still playtesting other solutions so I don't have an answer at the moment, although I'll tell you that I'm looking at footslogging with crusaders at the front. Anything shooting the henchmen has to get through a number of 3++ saves first, and you can move the crusaders around the static servitors to whereever the threat is without the servitors losing their ability to fire. Anyway, not tested fully yet, but it works well for Tau (broadsides with shield drones up front - bloody impossible to take out with long range fire and they're only 4++).

I suppose melta acolytes are ok although they've lost an inch of melta range (no cruise disembark any more, just move disembark), but when you can take decent long range anti-armour with allies why settle for 3 BS3 rubbish?
   
Made in us
Executing Exarch





The Twilight Zone

Just FYI, runes of warding will affect your psychic powers as well, as GK count as an enemy unit to allies of convenience. Not a big deal as coteaz is not about spamming powers, but may come into play for fortitude and the inquisitor. I would drop the inquisitor power for something else.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Regular Dakkanaut




San Francisco, CA

A few suggestions on top of Sethorly's good points

1) Drop some of the vehicles and add ablative wounds, crusaders work well for this.*
2) PG > MG, I think the Jokaero offer all the melta you'll need.
3) The farseer can only guide/fortune eldar units
4) War Walkers are going to die horribly and fast w/ AV 10. Bolters will destroy them.
5) Consider a Vindacaire in place of one of those dreads. He's great for sniping out key characters and better at vehicles. Also he further decreases the need for melta guns.
6) No need for the DK sword as mentioned. The hvy incinerator is great though.

I think you can build a better purist list by adding things like purifiers but I think that's not your intent. So sticking with the Eldar scheme, I'm thinking jetbikes with jetbike farseer. Now you have fast resilient shooty scoring units. Drop the rangers and the war walkers. Shining Spears might be worth a look too.

*I'm assuming you aren't adhering to a WYSIWYG list here given all the henchmen flavors presented.

This message was edited 1 time. Last update was at 2012/07/11 23:27:56


 
   
Made in us
Executing Exarch





The Twilight Zone

Trade guide for prescience= guide for other armies with greater range.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in gb
Regular Dakkanaut





How about an Imperial Bastion with quad-gun for both servitor units? You could pay for it by ditching the chimeras. You have 2 firing points allowing 2 shooters each on each facing plus the emplaced heavy bolter, so you could have all 3 servitors and the inquisitor shooting, plus a single acolyte to man the heavy bolter. A cool thing about this is that you improve your line of sight, improve your survivability, and you increase the range of your weapons due to the size of the bastion base. You could even put the DCA at the bottom, but I cringe at just how awful an attack by grenades and flamers might be.
   
Made in us
Bane Lord Tartar Sauce





Saudi Arabia

The downside here (like many armies are going to have until more FAQs and updates are available) is the lack of anti-air. The rifleman dreads do provide a reasonable amount of that however, so it's not quite as big a deal.

Because of the change to disembarkation and assaulting, your DCAs wont really have much they can do unless you load them into an assault vehicle. It's pricey as hell but it's the unfortunate truth now. Adding 2 Crusaders to the unit will let the Crusaders walk in front and shield their hoes like a Spartan phalanx given the new wound allocation.

IMPOSSIBLE IS RELATIVE
Boss, everything you make is gold.

Dubstep Tau, let there be LIGHT.
Blind them with SCIENCE, a tutorial series for adding LEDs and effects to your models.
Powerlifting and Plasma, a Romantic Comedy 
   
Made in nl
Apprehensive Inquisitorial Apprentice



The Netherlands

Wasn't sure about the Runes of Warding affecting the Grey Knights as well. Brought them mostly as a psychic defense, but the reroll psychic power is just too good to pass up to keep the Runes in.

The idea about keeping the vehicles in, is that while vehicles became more vulnerable, this is mostly true when fielding only a couple. As long as you don't drive towards melta range the most likely way for your vehicles to die is due to losing their hull points (no explosion = happy henchmen).

I'm still mulling over ideas to deal with flyers especially and since I play Eldar as well, I know the power of guided scatter warwalkers . I missed however that they only have 2 hullpoints, which makes them a bit more vulnerable then I thought.

Taking all this into consideration (especially the RoW nerfing my own psychics), I might revert back to a pure GK/Henchmen list.
   
 
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