KplKeegan wrote:Back again with a more revized list for my Fluff/Competitive Henchment list I'm planning on building:
Headquarters:
Inquisitor Coteaz – 100 Points
Ordo Herecticus Inquisitor – 96 Points
Master Psyker, Psyocculum, Inferno Pistol, Two Servo Skulls
Coteaz is great, no issues there.
The second guy is interesting. He and his unit are
BS 10 against psykers. I would rather have a divination re-roll instead for a consistent buff no matter the target.
Elites:
Inquisitorial Tech Priest (Tech Marine) – 119 Points
Rad Grenades, Force Sword, Psybolt Ammunition, Storm Bolter, Two Servo Skulls
1) You do not get divination for this guy, so he only really buffs a unit in the assault phase. you do not have unit that really benefits from his combat buffs.
2) I am not sure that the Sword, Storm Bolter, and Psybotl ammo are worth the price.
He has a Power Weapon to begin with, and he will usually want to cast Hammerhand to buff the unit he is with.
He has a
TL-plasma Pistol and a Flamer to shoot already. He does not need a third gun to shoot with.
Troops:
Henchmen Warband One – 182 Points
Jokaero, Eight Warrior Acolytes w/ Storm Bolters, Two Warrior Acolytes w/ Plasma Guns
Inquisitorial Chimera Transport
Henchmen Warband Two – 182 Points
Jokaero, Eight Warrior Acolytes w/ Storm Bolters, Two Warrior Acolytes w/ Plasma Guns
Inquisitorial Chimera Transport
1) I would take 3x plasma guns instead. with BS3 you really need the extra shots.
2) I would take the Jokaero in pairs, ei, 2 jokaero in one unit, none in the second.
a) you get the best result on the upgrade table with 2 jokaero. Best chance of 2 upgrades, least chance of nothing.
b) Your jokaero are expensive and only BS3. You really want divination re-rolls in whatever unit they are in. Only take them in the units you will add an Inquisitor to and buff their accuracy.
Henchmen Warband Three – 170 Points
Joakero, Ten Warrior Acolytes w/ Storm Bolters, One Psyker
Henchman Warband Four – 170 Points
Jokaero, Ten Warrior Acolytes w/ Storm Bolters, One Psyker
Inquisitorial Chimera Transport
Same as the above about the jokaero.
Single psykers are a more powerful option than people expect. It is a good way to put out anti-infantry shooting power. consider adding them to all of your units if you want to.
Consider some special weapons in these units as well. It will allow them to fire at more targets. If you are shooing at tank, then you can place the blast over the edge of the tank so it might be able to hit some infantry, while keeping the tank as your primary target.
You could cut the jokaero and then this unit could move and shoot with all of its guns.
Henchman Warband Five – 166 Points
Jokaero, Two Servitors w/ Multi-Meltas, Eight Warrior Acolytes w/ Storm Bolters
Inquisitorial Chimera Transport
Henchmen Warband Six – 172 Points
Jokaero, Four Servitors w/ Heavy Bolters, Six Acolytes w/ Storm Bolters
Inquisitorial Chimera Transport
Personally, I feel that the Servitors with Plasma cannons are the most powerful. The
PC is so cheap on them, and it lets you shoot at Heavy infantry, Light Tanks, and it has better range than the
MM.
Heavy Support:
Dreadnought – 131 Points
Two Twin-Linked Auto Cannon, Pysbolt Ammunition, Searchlight
Dreadnought – 131 Points
Two Twin-Linked Auto Cannon, Psybolt Ammunition, Searchlight
Dreadnought – 131 Points
Two Twin-Linked Auto Cannon, Psybolt Ammunition, Searchlight
Check the points on these guys.
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Overall, I think that you could take fewer jokaero (only in the units with the inquisitor to make the most of their expensive shooting). Then you could invest in more special weapons (like more plasma and a couple of melta guns even)
3 dudes with plasma/melta guns are only a few more points than a single jokaero (42 vs 35 points). You get 3-6 S7
AP 2 shots instead of the single shots from the Jokaero, more models and more wounds as well.
Also, plasma guns can more and fire with full effectiveness. Currently your list is very static. being able to move to deny cover, jump into rapid fire range, or simply back away from advancing assault troops is handy.
Do not worry about anti- AV14 at long range. Almost no armies have the tools for that. AV14 is very rare in a competitive environment as well.
Your Anti- flyer power comes from the number of re-rolls you have. It allows you to fire at them with some hope of dealing damage.