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![[Post New]](/s/i/i.gif) 2014/05/23 07:40:03
Subject: GK henchmen advice needed
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Fresh-Faced New User
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Hey folks!
I'm planning to create myself 6-10 (models) henchmen to bring in diversity to my all-metal knight army lookwise. I want them transported in either a rhino or razorback so i guess melee-heavy would suit here - any suggestions which henchmen to pick and how to equip them? Thanks for your tips!
Greetz
edit: Right section here? If not, please move
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This message was edited 1 time. Last update was at 2014/05/23 07:41:13
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![[Post New]](/s/i/i.gif) 2014/05/23 07:43:06
Subject: GK henchmen advice needed
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Mekboy Hammerin' Somethin'
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Off the top of my head I'd imagine melee oriented henchmen in a rhino will have problems.
They're not assault transports, and simply sitting there infront of the enemy at close range for a full turn looking like mooks isn't a good way for a melee unit to close the gap.
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![[Post New]](/s/i/i.gif) 2014/05/23 10:44:32
Subject: Re:GK henchmen advice needed
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Long-Range Land Speeder Pilot
Schofield Barracks Hawaii
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If you are running the with coteaz then i just take 2 units 20 warrior acolates or 2 units of 10 in rhinos the larger units serve well as a meat shield and if you get them into cc they can sorta tarpit the enemy long enough for you other models to catch up. or the ones in rhinos are good for hiding till late game and sneaking onto objectives.
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Into the fires of battle, unto the anvil of war!
DS:90S++G++MB-I+Pw40k11+D++A+++/fWDR+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2014/05/23 13:15:04
Subject: GK henchmen advice needed
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Longtime Dakkanaut
United States of America
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Well, only thing that can hurt knights would be,
Coteaz with hammer hand
Inquisitor with hammer hand
12 death cult assassins with mauls and axes
This will put the assassins from S4 on the charge, +2 from mauls, +2 from both hammer hands, makes your S8 letting you glance on 5s, with 48 attacks, thing is if you don't kill him your going to die.
Nothing else can hurt them.
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![[Post New]](/s/i/i.gif) 2014/05/26 16:35:28
Subject: GK henchmen advice needed
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Grey Knight Purgator firing around corners
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Arbiter wrote:Well, only thing that can hurt knights would be,
Coteaz with hammer hand
Inquisitor with hammer hand
12 death cult assassins with mauls and axes
This will put the assassins from S4 on the charge, +2 from mauls, +2 from both hammer hands, makes your S8 letting you glance on 5s, with 48 attacks, thing is if you don't kill him your going to die.
Nothing else can hurt them.
Drop 2 DCA and replace them with 2 Crusaders with axes. Now you have a unit that can survive overwatch. After that, 10 DCA is probably overkill by 4 DCA. Find a assault vehicle and you're on your way to a scary unit.
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“My faith protects me. My Kevlar helps.”
Michael Carpenter,Knight of the Cross
In "Death Masks, The Dresden Files." |
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