Henchmen are very strange in the world of
40k. There is no other unit like them, and no other army that plays like them. They have more diversity in terms of statline and wargear than some entire codexes. They can be very difficult to build into a unit and into a list.
In general, henchmen are best as high damage low durability units. You are not going to be able to build a very durable unit. 10 T3 bodies will only go so far, even if they have 3++ saves. You can build a durable henchmen unit (T4 daemonhosts and Crusaders for example) but that unit is not going to do a lot on the table.
You will never regret taking this guy. He is very strong. Always for for divination as the signature spell is very good. He can work well in an assault unit or in a more shooting oriented unit as well.
Ordo Malleus inquisitor = 83pts
- Plasma pistol
- Daemon blade
- Power Armour
- Psyker (lvl 1: Hammerhand)
An inquisitor is never going to be very good in combat on his own, regardless of the weapon you give him. The Daemonblade is fun, but it is a 2 handed close combat weapon with
AP-. You have to roll very very well on the table for this weapon to do stuff.
I am not a big fan of plasma pistols in an assault unit. Shooting and then assault is just not that good. You risk giving the enemy casualties so they can fall back out of assault range. With Marines and
ATSKNF, this can ruin your assault unit's day.
For my assault based inquisitors, I go for the Xeno variety. You can take the very good Psyker upgrade for a re-roll to hit with divination, and Rad grenades which essentially give you the
STR bonus from Hammerhand (plus a bit more kinda). With a unit of
DCA + Crusaders + This guy, you will kill almost any unit in
40k. You usually do not need 2 inquisitors in the same unit. You can spread them out so more guys get the re-rolls from divination.
Troops:
Henchman x6 = 90pts
- Warrior x5 (Power armour, bolter on each)
- Crusader
Razorback = 85pts
- TL Assault cannon
- Psybolt ammo
Henchman x6 = 90pts
- Warrior x5 (Power armour, bolter on each)
- Crusader
Razorback = 85pts
- TL Assault cannon
- Psybolt ammo
Razorback Henchmen are a great
MSU unit. personally, I feel that if you are taking henchmen in a razorback, you should just go for the minumum unit (3 bland dudes for 12 points).
6 henchmen, even with 3+ saves are not going to last long out of their ride if anyone shoots them. It is better to have a 3 man unit that is easier to hide behind stuff, than to pay for armor to try and survive the firepower.
The other option is to take a unit of henchmen that has no intention of getting in the razorback, and just take the razorback for an extra tank. Servitors with Plasmacannons, Jokaero, and Psykers can work well on foot in cover with a bunch of Flak Armor dudes with bolters for durability.
you can pay 13 points for a Henchmen with
PA and a bolter or you can pay 15 points for 3 henchmen with flak and bolters. With a 5+ cover save the 3 wounds is better than the 1, and you put out more damage with more shots as well.
Random crusaders in units are good, but are better in a larger unit where they have something to protect.
Assault cannon razorbacks are good, but another option is the
HB and Psybolt variety. Very cheap, good range, decent damage.
Henchman x12 = 207pts
- Warrior x6 (Power armour all, bolter x3, flamer x3)
- Crusader x2
- Death cult assassin x4
Heavy Support:
Land raider Crusader: 260pts
- Psybolt ammo
Assault henchmen in a Razorback is a good plan.
Again I think you only need 1 inquisitor with the unit and not 2
I do not like the idea of Flamers and then assaulting, you loose assault distance, and give them the chance to run away. I would go for a 50-50 mix of Crusaders and
DCA.
Crusaders should have a Power Ax. They are not loosing much INT and they could use
STR and
AP
DCA can go for Ax and Sword (best against
MEQ), or Ax and Mace (Better against non-marines)
A land raider is going to take up a lot of your list at this point level. I think you have the right idea of taking one big Face wreaking unit and a number of smaller units to hold objectives. I think that you could take that idea to more of an extreme with better results. Make your big unit more focused on assault. make your small units smaller and get more of them
Dreadnought: 130pts
- Assault cannon
- Psybolt ammo
Consider running an Autocannon instead of the
CCW arm. Close Combat with walkers is VERY bad in 6th edition, and you want to focus on their ability to move and shoot well. The most common dread build is with 2 autocannons, but auto assault is fine as well.
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I think you have the right general idea for your list, and I understand that tuning it might not be possible due to model restrictions.
If you are going to get more serious about making a Henchmen army from scratch, you can check out the articles in my signature, they have a lot more information on henchmen, and a few other sample list for you to look at as well.