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Made in us
Regular Dakkanaut





Northwest Central Florida

I was in the process of building a Inquisitor Coteaz Henchmen list with the usual suspects (DCA, Crusaders, warrior acolytes) when 6th dropped. In my recent games they seemed to have been nerfed. due to the way stormravens work now as I was using those to get my henchmenhands into combat, and powerweapons getting the ap3 nerf, I just havent had the same amount of success with them.

Is anyone else feeling the same way about the henchmen? Was this a GW design to nerf them? Are stormravens still viable as an assault vehicle with the switching of flying modes in order to launch the assault? Am I just clinging to 5th? Thoughts and opinions and all of the above please!

This message was edited 1 time. Last update was at 2012/07/25 20:37:06


 
   
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Running a henchmen mech army. Doing good with it

Storm Ravens are fine as well for support.

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Waaagh! Warbiker





Australia

I'd like to know how viable Henchmen are in 6E, too. I'm slowly putting together a Counts-As Skitarii FOC.

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Ultramarine Master with Gauntlets of Macragge





Boston, MA

Most things that were viable in 5th are still viable, I don't see why Henchmen would be any exception.

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Waaagh! Warbiker





Australia

I'd think that the 6E downgrade of power weapons to AP3 would make a difference to the Death Cult Assassins, as they were the bread-and-butter of choppy squads due to having CC AP2 in 5E. There might be similar changes, but I haven't properly read the 6E BGB yet.

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Made in us
Nervous Accuser






I think they came out rather well with some new rules, especially the to allocation rules. Crusaders can take far more of the enemy fire power away from more killy parts of the squad before they die (average dice permiting). I've even moved a few crusaders from my CC team and moved them to my shooting squad to take some hits for the team as I don't need as many in the CC team to get my DCA there alive.

This message was edited 1 time. Last update was at 2012/07/26 09:26:55


 
   
Made in us
Regular Dakkanaut





Northwest Central Florida

How do you deliver them into cc now? Ravens or raiders?

 
   
Made in gb
Pete Haines




Nottingham

If you have spare points, 3 Warrior Henchmen and a Razorback with Heavy Bolters and Psybolt Ammo only runs for 62 points, and the S6 Twin Linked Heavy Bolters are decent enough against light vehicles and even flyers. And if push comes to shove, the warriors can hop out the razorback to take objectives.
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

NimbleJack3 wrote:I'd think that the 6E downgrade of power weapons to AP3 would make a difference to the Death Cult Assassins, as they were the bread-and-butter of choppy squads due to having CC AP2 in 5E. There might be similar changes, but I haven't properly read the 6E BGB yet.


Since power weapon types vary based on model, you can technically give your DCA a mix of swords, axes, and mauls. I'd imagine most of them will end up with a sword and an axe to cover all the bases.
   
Made in us
Regular Dakkanaut





Northwest Central Florida

Can you just "decide" what power weapons your DCA have?

 
   
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Veteran Wolf Guard Squad Leader



DC Metro

mjl7atlas wrote:Can you just "decide" what power weapons your DCA have?


Yep. When you model them, you decide what sort of weapons to equip them with. Based on that, you get swords, axes, mauls, or lances. You can't change them on the fly from game to game unless you magnetize the arms though a lot of tournaments would frown on you swapping arms between rounds.
   
Made in us
Heroic Senior Officer





Western Kentucky

How are you guys getting them to assault though? Last I checked, the only assault vehicles you have are landraiders and stormravens. Chimeras, rhinos, and razorbacks are closed top transports, and would force you to wait a turn after disembarking to charge.

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NimbleJack3 wrote:I'd think that the 6E downgrade of power weapons to AP3 would make a difference to the Death Cult Assassins, as they were the bread-and-butter of choppy squads due to having CC AP2 in 5E. There might be similar changes, but I haven't properly read the 6E BGB yet.

How often do you fight terminators anyway let alone so many terminators that you can't simply kill them with something else. On another note Arco-Flagellants might be useful against terminators for the sheer number of high strength hits, WS 5 Str 5 4 attacks, 5 on the charge.
   
Made in us
Regular Dakkanaut





Northwest Central Florida

@ MrMoustaffa- you are correct about the assault vehicles being confined to the landraider and stormraven. That was my question as far as how were viable in 6th edition. I personally dont like the hullpoints and glancing to death syndrome.

@ Buttons- Good point about shooting termies to death, but I always preferred cc. I guess I have to adapt. Also, thanks for bringing up the arco-flaggellants, had dismissed them in 5th for the DCA.

Thanks for the input all.

 
   
Made in gb
Wicked Warp Spider






DaddyWarcrimes wrote:
mjl7atlas wrote:Can you just "decide" what power weapons your DCA have?


Yep. When you model them, you decide what sort of weapons to equip them with. Based on that, you get swords, axes, mauls, or lances. You can't change them on the fly from game to game unless you magnetize the arms though a lot of tournaments would frown on you swapping arms between rounds.


I agree that anyone building a unit could make them with whatever type of power weapon he wanted - including, say, a sword and an axe each. This would be a huge benefit under the new rules, and might be FAQ'd down the road. But it would absolutely be cheating to switch them between games in a tournament. Now that power weapon types matter, your list should say 'axe' 'sword' 'maul' where appropriate. The 'look at the model' rule is to clarify matters for pre-6th edition codexes, I don't think that future books will simply list power weapons.

Not implying that you are advocating that, but I would definitely call someone out on it - it would be no different than switching special/heavy weapons of the same cost between games.

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Made in us
Regular Dakkanaut





I-bounty-hunt-the-elderly wrote:...I don't think that future books will simply list power weapons.


I'm not so sure about that, since many of the FAQ entries explicitly change "power sword" mentions to "power weapon."

This message was edited 1 time. Last update was at 2012/07/29 16:41:05


 
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

jms40k wrote:
I-bounty-hunt-the-elderly wrote:...I don't think that future books will simply list power weapons.


I'm not so sure about that, since many of the FAQ entries explicitly change "power sword" mentions to "power weapon."


By that they mean to make it a generic "power weapon" giving you the option of modeling it as a maul or an axe as you choose. This is just to avoid the problem in things like termie sgts. where it explicitly says "power sword" in their entry meaning you can arm your termie sgt with a power axe if you modeled it.

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