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		<title><![CDATA[Latest posts for the thread "Coteaz Henchmen list"]]></title>
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				<title>Coteaz Henchmen list</title>
				<description><![CDATA[ What is a good Coteaz henchmen list?  I wouldn't mind trying it out since my first model ever was Inquisitor Coteaz back when he was pewter.   I figure <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> are must right?  Probably Psyflemen Dreads as well.  What I really want to know is what each henchmen group should consist of.<br /> <br /> Thanks]]></description>
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				<pubDate><![CDATA[Mon, 16 Apr 2012 16:56:21]]> GMT</pubDate>
				<author><![CDATA[ bmoleski]]></author>
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				<title>Coteaz Henchmen list</title>
				<description><![CDATA[ Do you want an army purely comprised of Henchmen, or one that has <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Squads in as well? A list that I reckon would work well is as follows:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Inquisitor Coteaz 100<br /> <br /> Elites<br /> 5 Purifiers- 2 Psycannons, Daemon Hammer- 145<br /> Rhino- 40<br /> 5 Purifiers- 2 Psycannons, Daemon Hammer- 145<br /> Rhino- 40<br /> <br /> Troops<br /> 3 Henchmen- 3 Melta Guns- 42<br /> Chimera- 55<br /> <br /> 3 Henchmen- 3 Melta Guns- 42<br /> Chimera- 55<br /> 5 Grey knights- Psycannon, Daemon Hammer- 120<br /> Razorback w. Psybolt Ammunition- 50<br /> 5 Grey knights- Psycannon, Daemon Hammer- 120<br /> Razorback- Psybolts 50<br /> 5 Grey knights- Psycannon, Daemon Hammer- 120<br /> Razorback w. Psybolt Ammunition- 50<br /> 5 Grey knights- Psycannon, Daemon Hammer- 120<br /> Razorback w. Psybolt Ammunition- 50<br /> <br /> Heavy Support<br /> Dreadnought w. 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Auto Cannons w. Psybolt Ammo- 135<br /> Dreadnought w.2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Auto Cannons w. Psybolt Ammo- 135<br /> Dreadnought w. 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Auto Cannons w. Psybolt Ammo- 135<br /> <br /> Total- 1749<br /> <br /> This list has 8 tanks and 3 dreadnoughts, reasonable long range weaponry, decent anti tank with 6 melta guns and 3 Psyflemen Dreads, good <span class="glossaryitem" onmouseover='gp(19);'>CC</span> ability, and good mobility. <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> it's pretty nasty, and if you do decide to use it I'd be interested in finding out how it plays.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> If you want my opinion on Death Cult Assassins, I did some maths a while back and I've copied this in:<br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> on the charge will inflict:<br /> 2.2 T6 wounds<br /> 4.5 T5 wounds<br /> 6.7 T4 wounds<br /> 8.9 T3 wounds<br /> <br /> That's impressive, but there are a few drawbacks to <span class="glossaryitem" onmouseover='gp(521);'>DCAs</span>. They are extremely fragile due to T3 and only 5+ and 5++. They don't have fleet, they lack frag grenades, and they only have S4. <br /> <br /> There is a solution however, a single model can remove many of their weaknesses: a Land Raider Redeemer or Crusader. I'd say a redeemer would be the better option here to save points, and with a multi-melta on top you can pop open transports and let the Death Cult deal with whatever was inside. You also get frag grenades on the turn you disembark. <br /> <br /> If however you've already filled your Heavy Support slots with Psyflemen or Nemesis Dreadknights, a Stormraven will do just as nicely. <br /> <br /> You also end up with a 21" charge range (12" Land Raider movement, 2" exit, 1" base size, 6" charge). <br /> <br /> When you're stuck in combat, there's a solution as well. The Crusader has 1 WS4 S3 power weapon attack, and more importantly, a storm shield. They're twice as durable as a <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> and in return get only 40% of the attacking power of one. <br /> <br /> But of course, none of this helps their measly strength of 4. As your are required to take an Inquisitor for this unit in the first place, may I suggest an Ordo Xenos inquisitor with hammerhand, psychotroke grenades, rad grenades and power armor. He effectively increases your squad's strength by 2 against everything apart from vehicles, and he also confers random psychotroke effects. He's only 93 points and make the <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> far more effective.<br /> <br /> So we go back to maths- 5 <span class="glossaryitem" onmouseover='gp(521);'>DCAs</span> benefiting from Hammerhand and rad grenades will inflict:<br /> <br /> 6.7 T6 wounds<br /> 8.9 T5 wounds<br /> 11.1 T4 & T3 wounds<br /> <br /> I'd suggest taking a unit of 7 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> and 4 Crusaders, just to keep a balance of toughness and pure killing power. ]]></description>
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				<pubDate><![CDATA[Wed, 18 Apr 2012 14:30:56]]> GMT</pubDate>
				<author><![CDATA[ Kirjava]]></author>
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				<title>Re:Coteaz Henchmen list</title>
				<description><![CDATA[ If you want a heavy Henchmen army, I've tinkered around a list that has 4 complete squads of Warrior Acolytes and Two Jokaero. <br /> <br /> Give the Acolytes a couple special weapons and watch the Jaokaero tool them up. Rending Flamers, 24" Meltas, Better Armor Saves; it's alot of curious utilities coupled with the monkeys can double as Las Cannons if need be. <br /> <br /> I've also fiddled with a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Henchmen squad for wound shenanigans: 4 Death Cult Assassins, 4 Acro-Flegellents, 4 Warrior Acolytes w/ 2 Power Weapons and a Combi Flamer. <br /> <br /> The rest I invested in Psifleman Dreads and a Assassin of some sort (I want to say Callidus, but the Vindicare is tempting). <br /> <br /> If find Crusaders a horrible waste. The Guardsmen in me sees they're still Guardsmen, and giving them a storm shield is pretty pointless.]]></description>
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				<pubDate><![CDATA[Wed, 18 Apr 2012 15:46:58]]> GMT</pubDate>
				<author><![CDATA[ KplKeegan]]></author>
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				<title>Re:Coteaz Henchmen list</title>
				<description><![CDATA[ If you want ideas on Henchmen Units, you can check out the article in my signature.<br /> <br /> <br /> You have great combat options, and good shooting options as well.<br /> <br /> <br /> <br /> Few things to think about.<br /> <br /> 1) Chimeras can hold terminators, so your big <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s can get a smaller ride<br /> <br /> 2) Henchmen and <span class="glossaryitem" onmouseover='gp(305);'>GK</span> can work very well together, though most people only run one or the other.<br /> <br /> 3) Henchmen are one of the most varied units in the game, and as such it is very hard to say what is the "best" set up.  Each target enemy unit has an optimal configuration of henchmen to combat it. All that is left is to determine what sort of units you want to fight with your henchmen.<br /> <br /> However, there is not really a "Net-list" for henchmen the way there is for Normal <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, Purifier Spam, or Draigo-Wing.   There is a bit too much variety in the units. Though most of the list you see will have <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> and a lot of Meltaguns, but in the list I use I only have one unit of each at 2500 pts.]]></description>
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				<pubDate><![CDATA[Wed, 18 Apr 2012 15:48:12]]> GMT</pubDate>
				<author><![CDATA[ svendrex]]></author>
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				<title>Re:Coteaz Henchmen list</title>
				<description><![CDATA[ Thanks for all the advice.  I have a solid idea of what I need.]]></description>
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				<pubDate><![CDATA[Wed, 18 Apr 2012 15:56:26]]> GMT</pubDate>
				<author><![CDATA[ bmoleski]]></author>
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				<title>Re:Coteaz Henchmen list</title>
				<description><![CDATA[ svendrex, that's a great henchman article.  Thanks!]]></description>
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				<pubDate><![CDATA[Wed, 18 Apr 2012 23:43:42]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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