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		<title><![CDATA[Latest posts for the thread "Grey Knight Henchmen "]]></title>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ I was thinking of using coatez and henchmen for grey knights but after looking on games workshop's website was unable to find any henchmen or inquister type troop models.<br /> <br /> My question is what models are used for these and if anyone has any links that would be great?.<br /> <br /> Thank you.]]></description>
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				<pubDate><![CDATA[Thu, 20 Dec 2012 20:36:45]]> GMT</pubDate>
				<author><![CDATA[ Shinzra]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ Depends on the loadout.<br /> <br /> Bolters and Power Armor? Space marine models painted inquisitor-y<br /> <br /> Flak/Carapace armor and Lasguns? Stormtroopers or regular guardsmen<br /> <br /> Combination/other options? Kitbash.]]></description>
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				<pubDate><![CDATA[Thu, 20 Dec 2012 20:48:28]]> GMT</pubDate>
				<author><![CDATA[ TheCaptain]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ ^Best answer you'll get.]]></description>
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				<pubDate><![CDATA[Thu, 20 Dec 2012 20:49:53]]> GMT</pubDate>
				<author><![CDATA[ phantommaster]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ Kitbashing is your primary option, though there used to be metal inquisitor models available from <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s site.<br /> <br /> In addition to what TheCaptain said, Empire flagellants make for a pretty good source for more feral looking <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>/Banishers.  Crusader models exist, but they're metal.  Same thing with Mystics and Psykers.]]></description>
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				<pubDate><![CDATA[Thu, 20 Dec 2012 20:57:24]]> GMT</pubDate>
				<author><![CDATA[ daedalus]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/13be61f47838433e07daa84d4a449cb5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/495752/5096982.page"><b>daedalus wrote:</b></a><br/> Crusader models exist, but they're metal. </div></blockquote><br /> <br /> Finecast now]]></description>
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				<pubDate><![CDATA[Thu, 20 Dec 2012 21:01:38]]> GMT</pubDate>
				<author><![CDATA[ TheCaptain]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ Err, right.  Of course.]]></description>
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				<pubDate><![CDATA[Thu, 20 Dec 2012 21:22:55]]> GMT</pubDate>
				<author><![CDATA[ daedalus]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ How is the best way to use the henchmen ?, what would be best set ups and pros and cons of henchmen based lists.]]></description>
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				<pubDate><![CDATA[Thu, 20 Dec 2012 21:27:48]]> GMT</pubDate>
				<author><![CDATA[ Shinzra]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ Depends.  I only use them for support, so if I'm bringing squads of them, they're 5 psykers and a couple of plasma guns on warriors riding around in a Chimera.<br /> <br /> Lots of other people run them as just 3-5 warriors for a cheap scoring unit.<br /> <br /> I look at them as the ultimate "Custom built to fill a gap" unit.  There's a couple obvious builds, but ultimately, it's a question of what else you're lacking in your list. ]]></description>
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				<pubDate><![CDATA[Thu, 20 Dec 2012 22:14:29]]> GMT</pubDate>
				<author><![CDATA[ daedalus]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/495752/5097064.page"><b>Shinzra wrote:</b></a><br/>How is the best way to use the henchmen ?, what would be best set ups and pros and cons of henchmen based lists.</div></blockquote><br /> <br /> Some Jokaero, some Psykers, some Bolter Henchmen.<br /> <br /> Best loadout.<br /> <br /> Maybe a crusader/<span class="glossaryitem" onmouseover='gp(521);'>DCA</span> squad in a Psyback.]]></description>
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				<pubDate><![CDATA[Fri, 21 Dec 2012 00:04:26]]> GMT</pubDate>
				<author><![CDATA[ TheCaptain]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/495752/5097064.page"><b>Shinzra wrote:</b></a><br/>How is the best way to use the henchmen ?, what would be best set ups and pros and cons of henchmen based lists.</div></blockquote><br /> <br /> I will stick Coteaz in one with 2 Jokearo Weapon-smiths, 4 Power Armorer Storm Bolter Warriors, 3 Plasma Gun Warriors and 3 Plasma Servitors in a bolstered ruin and unleash devastating firepower upon my foe as everything is twin linked with Prescience and can potentially ignore cover if you roll lucky on divination plus potentially have rending, potentially +12" and any combination. Throw a Librarian with mastery 3 and divination into the mix and season for flavor: You need some more long-range fire power. Three squads of 8 Psykers are only 240 points and <u>each</u> shoot a <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 1 large blast. You need a unit to hold an objective? Try shooting down 12 stubborn crusaders or assaulting them when they are backed by rad and psychotroke grenades (and the current finecast are a better deal than they used to be, however there is no reason that there can't be a plastic henchmen kit.).<br /> <br /> I mostly use henchmen to add a cheap long-range artillery component to my army when I don't have the points to spend on <span class="glossaryitem" onmouseover='gp(69);'>IG</span> allies, plus... well, 6 crusaders and 6 death-cult assassins with tech-marine and inquisitor (and Librarian if you want to get decadent about it) assaulting out of a land raider will wipe out any squad that isn't in terminator armor. I'm not joking, read the rules for what they can do with all the grenades plus divination and/or <span class="glossaryitem" onmouseover='gp(305);'>GK</span> powers combos plus having two models in the squad with warding staves, its ridiculous, especially when you keep your 6 3++ in front of the squad to shrug off even the most obnoxious over-watch cheese (I'm looking at you stern guard combi-flamers).<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> oh, cons... right... uh, toughness 3. Ya, they do end up taking more saves than most units and they mostly have S*&t for saves. I'll stick a couple squads in ruins, bolster it and cast the shrouding. It is kind of putting a lot of eggs in one basket, but I'll combine it with the aforementioned 12 crusaders on the bottom level and then there is no assaulting the ruins and with the henchmen that are always in front either having a 3++ or 2+ cover (2+ armor if you get lucky with your jokaero) shooting at them becomes useless if you don't have anything that can ignore cover and if you spend the points then only ap3 flamers are a problem since Coteaz keeps deep striking units 12" away so long as you deploy him right.<br /> <br /> Chimera aren't expensive and a wall of them is pretty intimidating. You just have to accept that henchmen die easily, but luckily they are cheap and plentiful.]]></description>
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				<pubDate><![CDATA[Fri, 21 Dec 2012 08:49:06]]> GMT</pubDate>
				<author><![CDATA[ Sorginak]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ Articles on henchmen in my signatures. Lots of info there.<br /> <br /> <br /> Henchmen are high damage but low durability units.Because of this they really need to have transports.  12 T3 bodies is not enough to make a durable "footslogging" unit.<br /> <br /> <br /> You can make durable henchmen units (Power Armor, Crusaders, Daemonhosts).  However, you will lose the most important thing henchmen do: Cost Effective Damage.  Try to add some durability to your units, but do not go overboard.<br /> <br /> <br /> Be careful to not put too many points into a single henchmen unit.  It could be 2 units instead and hit 2 targets, more flexibility for movement, ect.<br /> <br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 21 Dec 2012 12:46:24]]> GMT</pubDate>
				<author><![CDATA[ svendrex]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ I've got Rogue Trader space marines to use as henchmen.<br /> <br /> Little smaller and more 'funny looking' than normal marines. Should be easy to tell them apart and should look good when they're done.<br /> <br /> <a href="http://www.google.co.uk/imgres?imgurl=http://3.bp.blogspot.com/_v-QnkPLGATg/SxBclThbOqI/AAAAAAAABGc/4pZUhadOebM/s1600/spacemarines.jpg&imgrefurl=http://sigismunds.blogspot.com/2009/11/rogue-trader-friday-modeling-space.html&h=829&w=746&sz=164&tbnid=YBprXrNUQMT51M:&tbnh=90&tbnw=81&prev=/search%3Fq%3Drogue%2Btrader%2Bspace%2Bmarines%26tbm%3Disch%26tbo%3Du&zoom=1&q=rogue+trader+space+marines&usg=__-PR4wi59g8F39Ome-a0hqopEYGI=&docid=4jwFt2USsDYzrM&hl=en&sa=X&ei=2VzUUImzD47ymAXA-ICoBw&sqi=2&ved=0CDUQ9QEwAQ&dur=3360" target="_blank" rel="nofollow">http://www.google.co.<span class="glossaryitem" onmouseover='gp(134);'>uk</span>/imgres?imgurl=http://3.<span class="glossaryitem" onmouseover='gp(260);'>bp</span>.blogspot.com/_v-QnkPLGATg/SxBclThbOqI/AAAAAAAABGc/4pZUhadOebM/s1600/spacemarines.jpg&imgrefurl=http://sigismunds.blogspot.com/2009/11/rogue-trader-friday-modeling-space.html&h=829&w=746&sz=164&tbnid=YBprXrNUQMT51M:&tbnh=90&tbnw=81&prev=/search%3Fq%3Drogue%2Btrader%2Bspace%2Bmarines%26tbm%3Disch%26tbo%3Du&zoom=1&q=rogue+trader+space+marines&usg=__-PR4wi59g8F39Ome-a0hqopEYGI=&docid=4jwFt2USsDYzrM&<span class="glossaryitem" onmouseover='gp(492);'>hl</span>=en&<span class="glossaryitem" onmouseover='gp(434);'>sa</span>=X&ei=2VzUUImzD47ymAXA-ICoBw&sqi=2&ved=0CDUQ9QEwAQ&dur=3360</a>]]></description>
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				<pubDate><![CDATA[Fri, 21 Dec 2012 12:58:56]]> GMT</pubDate>
				<author><![CDATA[ PredaKhaine]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ I'm building an all henchmen list, using <span class="glossaryitem" onmouseover='gp(121);'>SoB</span> for Acolytes with Bolters, 4 of those, three melta sisters, three <span class="glossaryitem" onmouseover='gp(330);'>MM</span> servitors, and two Jokaero. Three squads like that, them 3 squads with 6 Psykers standing behind 3 crusaders (storm shield, bitches!) with an extra Psyker with divination, all in heavy flamer chimeras. <br /> <br /> It's my dream list, and it will look awesom. I only have 1 of each squad done so far. ]]></description>
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				<pubDate><![CDATA[Sat, 22 Dec 2012 08:48:26]]> GMT</pubDate>
				<author><![CDATA[ MakesKidsKill]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ I use standard guardsmen with a easy conversion cutting out their lasguns and replacing them with Bolters(got mine from the deathwatch conversion kit <span class="glossaryitem" onmouseover='gp(50);'>GW</span> sells, I like them because they're a little smaller then the current bolters)<br /> <br /> I like to make squads of 9 bolter acolytes with 3 meltalytes or 9 with stormbolters and 3 plasmalytes.<br /> <br /> Also 6 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> with 6 Crusaders lead by a Libby and Techmarine, or a Ordos Xenos by himself to keep it cheap is a really effective unit in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> If you have the points and models(converted guys most likely, I have converted ape from ) adding a jokero to a squad can make a world of difference.  I usually only add one, I really don't think 2 is worth it.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 22 Dec 2012 09:03:24]]> GMT</pubDate>
				<author><![CDATA[ Coyote81]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/495752/5101650.page"><b>MakesKidsKill wrote:</b></a><br/>I'm building an all henchmen list, using <span class="glossaryitem" onmouseover='gp(121);'>SoB</span> for Acolytes with Bolters, 4 of those, three melta sisters, three <span class="glossaryitem" onmouseover='gp(330);'>MM</span> servitors, and two Jokaero. Three squads like that, them 3 squads with 6 Psykers standing behind 3 crusaders (storm shield, bitches!) with an extra Psyker with divination, all in heavy flamer chimeras. <br /> <br /> It's my dream list, and it will look awesom. I only have 1 of each squad done so far. </div></blockquote><br /> <br /> Why not 8 Psyker for <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 1? Only 20 points more, but ya when my psykers aren't in a chimera they take advantage of operation human shield. Works great when a battle cannon shell only kills one or two crusaders while not detracting from tthe strength of the shot next round.<br /> <br /> The great thing about henchmen based lists is how devastating they are and demoralising to your opponent when you are rolling well. <br /> <br /> Conversely toughness 3 and leadership 8 has made for some short games before I learneda how to properly defend against flamer armies . <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/495752/5101676.page"><b>Coyote81 wrote:</b></a><br/>I use standard guardsmen with a easy conversion cutting out their lasguns and replacing them with Bolters(got mine from the deathwatch conversion kit <span class="glossaryitem" onmouseover='gp(50);'>GW</span> sells, I like them because they're a little smaller then the current bolters)<br /> <br /> I like to make squads of 9 bolter acolytes with 3 meltalytes or 9 with stormbolters and 3 plasmalytes.<br /> <br /> Also 6 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> with 6 Crusaders lead by a Libby and Techmarine, or a Ordos Xenos by himself to keep it cheap is a really effective unit in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> If you have the points and models(converted guys most likely, I have converted ape from ) adding a jokero to a squad can make a world of difference.  I usually only add one, I really don't think 2 is worth it.<br /> <br /> </div></blockquote><br /> <br /> I've found 2 will generally guarantee 2 upgrades which only become worth it if you put some points into the squad they are in. 3 never worked out, but I have thought about rolling 12 of them in a bolstered ruin while librarian casts shrouding and Coteaz rolls on divination. Apocalypse only of course, but still... that's only 690(ish) points. That's less than some squads of paladins I regularly roll, only this is 12 twin-linked lass cannons with a 2+ cover and 5++ that will also get one more bonus from divination (can you imagine if it ignores cover?).<br /> <br /> Ya... the more I try to talk myself out of it, the more I want to do it.]]></description>
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				<pubDate><![CDATA[Sat, 22 Dec 2012 09:48:44]]> GMT</pubDate>
				<author><![CDATA[ Sorginak]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ Consider using some of the Empire models from the warhammer fantasy range and then adding lasguns. It's pretty amusing to see people with large frilly hats and feathers running around for the inquisition. ]]></description>
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				<pubDate><![CDATA[Sun, 23 Dec 2012 14:11:02]]> GMT</pubDate>
				<author><![CDATA[ gpfunk]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ I am currently converting up space marine scouts with riot visor helmets to be inquisitorial storm troopers]]></description>
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				<pubDate><![CDATA[Sun, 23 Dec 2012 18:11:26]]> GMT</pubDate>
				<author><![CDATA[ BluntmanDC]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/432d21897a775dc82ab5815ac9217fa5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/495752/5104847.page"><b>BluntmanDC wrote:</b></a><br/>I am currently converting up space marine scouts with riot visor helmets to be inquisitorial storm troopers</div></blockquote><br /> <br /> Nice, I thought about crossing some scouts with the death watch shoulder pads you can buy. Just not sure if they'll fit as I've never bought scout models. I've already converted up some death watch I can use as henchmen or allied death watch marines with a chapter master. If the scouts work out they'll probably keep that role as the scouts become henchmen. ]]></description>
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				<pubDate><![CDATA[Sun, 23 Dec 2012 22:30:40]]> GMT</pubDate>
				<author><![CDATA[ Sorginak]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ I've been using Bauhaus and Imperial Models from the old game WarZone (a short lived competitor to <span class="glossaryitem" onmouseover='gp(50);'>GW</span> in the late 90s).  They are very Games Workshop-y without looking too much like space marines or guardsmen.]]></description>
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				<pubDate><![CDATA[Sun, 23 Dec 2012 22:59:27]]> GMT</pubDate>
				<author><![CDATA[ Cheesedoodler]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/06f1841ab7bd41f49bff5d081fcff2cc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/495752/5101737.page"><b>Sorginak wrote:</b></a><br/><br /> <br /> Why not 8 Psyker for <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 1? Only 20 points more, but ya when my psykers aren't in a chimera they take advantage of operation human shield. Works great when a battle cannon shell only kills one or two crusaders while not detracting from tthe strength of the shot next round.</div></blockquote><br /> <br /> 6 psykers is the breakpoint for S8 (the magic number) and AP1. S9 just means you can penetrate AV14 (but why would you need that?), and S10 doesn't really give you anything at all (instant death on T5? Not really worth the 20 points against most lists). A single S10 hit isn't likely to do much to a land raider.<br /> <br /> Really, the only amounts of psykers that matter are 3 (for AP4), 4 (for AP3), 5 (for AP2), and 6 (for S8). Anything else just doesn't give you anything worth the (additional) price).]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 02:40:16]]> GMT</pubDate>
				<author><![CDATA[ reaper with no name]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ Most people use stormtroopers for warrior alcolytes with carapace armor and hot shot lasguns.  I used sob's for carapace armor and bolter alcolytes.  Almost all of the other henchmen choices have models, and the sob range should cover most of them.  Death cult assassins have models and so do jokaros]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 05:42:26]]> GMT</pubDate>
				<author><![CDATA[ Color Sgt. Kell]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/495752/5112848.page"><b>reaper with no name wrote:</b></a><br/><br /> <br /> 6 psykers is the breakpoint for S8 (the magic number) and AP1. S9 just means you can penetrate AV14 (but why would you need that?), and S10 doesn't really give you anything at all (instant death on T5? Not really worth the 20 points against most lists). A single S10 hit isn't likely to do much to a land raider.<br /> <br /> Really, the only amounts of psykers that matter are 3 (for AP4), 4 (for AP3), 5 (for AP2), and 6 (for S8). Anything else just doesn't give you anything worth the (additional) price).</div></blockquote><br /> <br /> <br /> There has been a lot of discussion about the "perfect" number of Psykers.  It all depends on the metagame and the rest of your list.<br /> <br /> <br /> 1 psyker in multiple henchmen units is a powerful option.  You get a ton of S3 large blast as you move up the board in Chimeras.  4 S3 blasts will deal more damage on average to marines in cover than 1 S6 AP3 blast.<br /> <br /> <br /> Having 8 psykers for the S10 is there to be better against tanks.  S10 is still not great against AV14, but it is better than S8.  It really shines in 6th edition with the new Blast Marker rules.  When you are only getting 1 hit on a couple of vehicles, you want the hit to do something.  S10 means you glance on a 1 VS. Rhinos and on a 2 VS Chimera (the most common armor in the game) Also denying <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> to T5 units (Nob Bikers, Nurgle Units, ect) is still relevant.<br /> <br /> If tanks or T5 <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> are not really a thing in your metagame, then you should not 8 psykers.<br /> <br /> <br /> <br /> The main premise is this <br /> <br /> For every list you face there is a perfect number of psykers to counter that list.<br /> In your metagame, you need to decide what are the most common lists, and what size psyker units work best in that metagame.<br /> <br /> <br /> =======<br /> <br /> Henchmen with Carapace or Power armor is not really a great idea in most lists.  I would only take Carapce armor on Plasma Gun henchemn that do not have an inquisitor nearby for a re-roll to hit.<br /> Why pay 4 pts to get a 4+ save, when you can pay 4 pts and get another henchmen with 5+ or 4+ cover instead?<br /> <br /> The only time you really need durable henchmen is if you are in combat, so you can win combat and sweeping advance at INT 6 with <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>.  The best option for Durability in Combat is Crusaders.<br /> <br /> Hot-shots are also not that great either.  They cost a ton of points, and they are only S3. You can get 2 bolter dudes for 10 points, or 1 hotshot guy for 9 points.  Bolters are far better.  <br /> Acolytes have 2 jobs in henchmen units.  Hold a Plasma/Meltagun or cheap wounds to protect the special weapon.  Bolter Acolytes are the best way to do that.<br /> <br /> ======<br /> <br /> I have a radical inquisition force so I wanted "Chaosy" henchmen<br /> Also, I hate metal models.  Expensive and hard to deal with.  I wanted an all plastic henchmen force.<br /> <br /> The models that I used:<br /> <br /> Crusdares = Fantasy Chaos Warriors<br /> <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> = Dark Eldar Wyches<br /> Arco-Flaggellents = Fantasy Empire Flaggellents<br /> Bolter Acolytes = Catachan+Bolters bits<br /> Psykers = Dark Elf Spearmen+Sci-fi heads<br /> <span class="glossaryitem" onmouseover='gp(260);'>BP</span>/<span class="glossaryitem" onmouseover='gp(20);'>CCW</span> Acolytes = Cadians command squad<br /> Mystic = Cadian command squad<br /> Plasma/Carapace Acolytes = Cadian Command+Dark Elf Shields+Plasma Pistols<br /> Daemonhosts = Pink Horrors+Cadian heads<br /> <br /> Inquisitors:<br /> Coteaz = Metal <span class="glossaryitem" onmouseover='gp(305);'>GK</span>+converted hammer+Daemonic Familiar<br /> Termi-psycannon = Assault cannon Terminator+<span class="glossaryitem" onmouseover='gp(27);'>DE</span> head<br /> Hellrifle = <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Scout+Lascannon from a Razorback<br /> Rad grendaes = <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Scout+Dark elf head and Sword,<br /> <br /> Pics in my signature for most of the above.  More coming soon.<br /> |<br /> v]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 09:42:57]]> GMT</pubDate>
				<author><![CDATA[ svendrex]]></author>
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				<title>Grey Knight Henchmen </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/06f1841ab7bd41f49bff5d081fcff2cc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/495752/5101737.page"><b>Sorginak wrote:</b></a><br/><br /> <br /> Why not 8 Psyker for <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 1? Only 20 points more, but ya when my psykers aren't in a chimera they take advantage of operation human shield. Works great when a battle cannon shell only kills one or two crusaders while not detracting from tthe strength of the shot next round.</div></blockquote><br /> <br /> The trick (at least in my mind) is managing your opponent's target priority as much as yours.  I've noticed that people tend to get really twitchy about stuff like S10 AP1 large blasts.  S10 is a large, scary number, and it will be dealt with as if it's large and scary.  S7 AP2, or S8 AP1 are still scary, but they're subtle by comparison.]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 15:12:14]]> GMT</pubDate>
				<author><![CDATA[ daedalus]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ <blockquote><div><cite>Sorginak wrote:</cite>I mostly use henchmen to add a cheap long-range artillery component to my army when I don't have the points to spend on <span class="glossaryitem" onmouseover='gp(69);'>IG</span> allies, plus... well, 6 crusaders and 6 death-cult assassins with tech-marine and inquisitor (and Librarian if you want to get decadent about it) assaulting out of a land raider will wipe out any squad that isn't in terminator armor. I'm not joking, read the rules for what they can do with all the grenades plus divination and/or <span class="glossaryitem" onmouseover='gp(305);'>GK</span> powers combos plus having two models in the squad with warding staves, its ridiculous, especially when you keep your 6 3++ in front of the squad to shrug off even the most obnoxious over-watch cheese (I'm looking at you stern guard combi-flamers).</div></blockquote> I like how you created an obnoxiously cheesy unit and then point out the cheese that evolved to combat units like it, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.<br /> <br />  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 15:20:01]]> GMT</pubDate>
				<author><![CDATA[ Veteran Sergeant]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ Borderline off topic, but I posted this list as a joke back in April 2011.  Looking back on the changes done to Psychic Hoods and blasts, I'm now actually seriously reconsidering it:<br /> <br /> Karamazov<br /> Coteaz<br /> <br /> Techmarine - OSR, Conversion Beamer, 2 servo skulls<br /> Techmarine - OSR, Conversion Beamer, 2 servo skulls<br /> Techmarine - OSR, Conversion Beamer, 2 servo skulls<br /> <br /> Henchmen - 8x Psykers, Crusader, Rhino<br /> Henchmen - 8x Psykers, Crusader, Rhino<br /> Henchmen - 8x Psykers, Crusader, Rhino<br /> Henchmen - 8x Psykers, Crusader, Rhino<br /> Henchmen - 8x Psykers, Crusader, Rhino<br /> Henchmen - 8x Psykers, Crusader, Rhino<br /> <br /> Dreadnought - 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Autocannon, Psybolt ammo<br /> Dreadnought - 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Autocannon, Psybolt ammo ]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 16:48:50]]> GMT</pubDate>
				<author><![CDATA[ daedalus]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ For <span class="glossaryitem" onmouseover='gp(333);'>PA</span> henchmen you will actually use Sisters of Battle. Don't use marines, Henchmen are humans in <span class="glossaryitem" onmouseover='gp(333);'>PA</span>, not Space Marines.]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 17:26:55]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ So you're recommending a model that has the wrong ballistic skill and completely different mental association (i.e. expectation of 6+ invul save, faith powers, etc) because it at least has the right toughness?  That makes as much sense as suggesting using Warp Spiders for <span class="glossaryitem" onmouseover='gp(333);'>PA</span> henchmen, cause henchmen aren't Space Marines.<br /> <br /> I mean, I have some Sisters I'm planning on using for <span class="glossaryitem" onmouseover='gp(333);'>PA</span> bolter henchies myself, but I wouldn't dismiss <span class="glossaryitem" onmouseover='gp(333);'>PA</span> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> as henchmen either, appropriately decorated, of course.]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 17:35:02]]> GMT</pubDate>
				<author><![CDATA[ daedalus]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ Well a Sister could lose her special abilities, which could explain how she ended up with the Inquisitor in the first place. A marine wouldn't lose his Toughness.<br /> <br /> And she got better with her guns as part of the Inquisitor's warband.]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 17:37:13]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ First part could make sense, but don't you mean got worse with her guns? <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> I guess maybe some of the accuracy was in faith, or something like that.  Guess it's like everything in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>; it works better when you don't think too hard about it.]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 17:42:27]]> GMT</pubDate>
				<author><![CDATA[ daedalus]]></author>
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				<title>Re:Grey Knight Henchmen </title>
				<description><![CDATA[ Heh, that just shows how long its been since I looked at Henchmen stats. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 27 Dec 2012 17:43:19]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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