Sethorly wrote:I've been trying to work out the best way of doing henchmen long range heavy weapons "batteries". I haven't found the answer yet.
You essentially have 4 lascannon hits (8 * BS3) per turn for 600 points, with some additional options at medium/short range. You'd get fewer hits if nightfighting were in effect.
When your transports Explode, you would generate 10 S4 hits on your henchmen. Since your laspistol henchmen don't do much you may wish to swop them for a couple of crusaders. This would reduce Explode hits to 4 from 10, your 3++ crusaders could soak these up without problem, and then the crusaders could be placed in front of the jokaeros to soak up any long range low volume shots that try to snipe the jokaeros.
I'd be really interested to know how you fare with this list.
I've got my own ideas but I haven't tested them yet so I won't derail.
How are you getting 600 points? The Henchmen squads are 102 each.
I was considering Psykers, actually. If I can trade out the normal henchmen psychic power for a divination power, It'd mitigate these kinds of problems.
"Swap" I may wish to "swap" them. ;D
I had crusaders originally. The problem was, 2 crusaders == 8 grunts, as much as this seems like "yeah, okay: What's the problem?" it only takes 1~3 so 2~6 wounds to bring down two crusaders whereas it will take at least 8~24 to kill henchmen (assuming, a big if, that I get the 5+ invuln JWS modification, with two of them there's a good chance of getting a six and thus being able to try for it up to three times.)
sudojoe wrote:The list has potential. Are you planning to have anyone ride in the storm ravens?
Also, consider some techmarine for bolstering your relatively fragile vehicles lists.
One more inquisitor to max out 4 HQ's would let you buff yet another squad. Also consider the maleus inquisitor with termy armor potentially tanking shots for your bolters and monkies. Stick him out front and Look out sir instant death shots away.
I personally like 2 storm ravens but it's tough call when 2 of them goes for like 1/4 of the army and can probably only fire 2 out of 5 turns.
No. I'm just going to have 2 Purifier squads without a transport.

The Storm Ravens + inquisitors + Purifiers are a kind of assault branch of my army; a remnant of my 5th ed army - they are just assaulty dudes and that's why the Inquisition carry more grenades than they can throw.
Then, you and I both know that techmarines do jack gak for vehicles. Sure there's that bolster defences! Woo! I get a piece of 4+ terrain at the cost of 90 points. I don't think that techmarines are a good idea and I'm not going to consider them further.
I think you're putting too much faith in an - admittedly decently armoured - T3 model. As you said, he isn't immune to instant death and thus, a single assault cannon - a crack grenade or even an autocannon could take him down in one hit. Not worth the points.
And where are you getting "can only fire two out of five turns"? They are delivery systems first, then gunships. I'm not going to remain in flyer mode the whole time, eventually I will have to risk a few hits. But by then, the payload should be dropped and thus, they can soak up fire if they have to.