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kharn_the_betrayer

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I am looking at starting both WH and DH. I have had both books for a while and am familiar with them. My main question is how to do so?

 

1)Start them together and build them up simultaneously into separate forces? ie WH min force org with DH add-ons (with units that float between both lists of course). If using this option which to use as a base initially?

2)Start by adding on a unit or two at a time to a marine army to get adjusted to them?

3)Build one up quickly and work on the other slowly?

 

I like running a lot of troops and have been lurking on this forum for a few days now. I know a few units aren't considered to be the best but I will work around that. I am just wondering which option is the best option to do as far as effectiveness. I would also probabally add in addition to 2x the WH or DH troops a unit or two of inq stormtroopers as they have the same layout for both so can be used for both. Thanks for your help with this, its what I'm having trouble with in starting. I am also cooking up lists that I would like to use and using the posted tacticas in writing.

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I started the Inquisition by having a Witch Hunters base with a squad of GKs in support. Build it in chunks of about 500, as that is porbably your best bet for growing with the army and keeping your painting constant.

 

I started with a box of Sisters, a box of Repentia, a box of PAGKs, and an Inquisitor blister. Small, diverse, effective, and a base that allows you to grow rapidly in any direction.

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Obviously Repentia have a bad rep, but if your just starting to collect the Inquisition there is nothing wrong with picking up a box. Also, in 400pts, you'd be surprised how good a squad of 4 and the Mistress were at taking care of business. In small games their random-yet-dangerous edge can really surprise most players, and since so many squads are small in 400pts, they can carve through many things with little or no problem.

All in all, Repentia don't get the credit they deserve.

 

This post, however, is not about Repentia, so I still stand by the suggestion to get several different units from the Inquisition to start off your collection.

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Of course not. I wouldn't say they're so bad if they didn't cost 20 points each. In low points games, they just take too many points to be worth it (even in high points games really).

 

But then, I'm merely making suggestions from "this is what will make your army reliably effective" point of view.

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But then, I'm merely making suggestions from "this is what will make your army reliably effective" point of view.

 

Yes, I did not mean it in that sort of way: I wasn't try to say 'buy this and you will have an effective army on the table top'. Rather, I was trying to show that a mixture of different units is an effective and enjoyable way of starting a new army, and was using the units I began with purely as an example.

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Still, it's 110 points base for 5 models with T3 and a 4+ save who can't use acts of faith and four of whom strike at initiative 1 (one strikes at initiative 5, but only strength 3). They're also difficult to control and are liable to charge at the enemy at any given turn.

 

It's... underwhelming.

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Look, since you can't seem to understand why I might just choose to take a repentia squad in a 400pt game, I'm gonna lay it out simple. Have you ever had 1 squad massacre a Tau combat patrol and wipe it off the board? If not, then I can say that I have. Repentia did just that. advance behind cover, rage through it, and kill things. Granted this was under fourth edition, and so far I have only used Repentia once against Necrons in fifth (it was a very satisfying game too).

 

You don't like them, and I do. You say don't take them, and I can relate. So far as starting an army off though, it never hurts to have diversity.

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Ok thanks so far.

 

The concerns I have as of right now are

Which to use as the base (1hq, 2 troops) at least initially? I may switch it up after a while. Also if you want suggest units to help why you would want that initial build.

How effective can it be building using both?

 

Also the debates help me think about things because it gives me multifaceted views of tactics. I am working on lists for all options right now, and apologise for not having them up I had to work @ 4am yesterday and couldn't do much when I got home. Stupid black friday.

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I reccomend a base of Canoness + 2 Battle Sister squads. Usually the canoness might have a blessed weapon, jump pack, and bolt pistol, and the battle sister squads would have heavy flamer, meltagun, and a bolte rbearing superior with a book. They'd probably also have rhinos. If you don't want to get rhinos for them, then it might be better to get meltaguns instead of the heavy flamer.
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I'd suggest a canonness, 2 SOB squads and 2 rhinos. Mech sisters are easier to use than footsloggers. Plus, having a few vehicules is always nice!

 

Once you feel comfortable with that, see where you want to expand:

 

-More sisters, a unit of seraphims and a Whirlwind (to proxy as an exorcist) is the best way to go if you like pure sisters. Eventually, some repentias (not worth the points 95% of the time, but oh-so-cool), an immolator, more sisters (to add celestians or dominions), heavy bolter sisters (for a HS squad) and 1-2 more exorcists. Very nice and characterful army with which a new player can rapidly challenge opponents and win.

 

-An inquisitor, some cadians (as IST) and an assassin can make for a very fluffy addition. Not as easy to play, but will assuredly give a cool factor. Later on, penitent engines, arco-flagellants, more assassins, more SoBs or cadians, possibly a leman-russ. As this force grow, it will be incredebly cool and personnalized, but more and more inefficient. A full-fledged inquisitorial force is very hard to consistently win with.

 

-One or two units of GK as "anchors" for your SoB. While expensive (both money and points!), they provide a bit longer firepower and decent counter-assault. This one is definitely the hardest option. If you like the "feel" of Gk, then grow the force into a full pure GK force (so GKs, GKTs and land raiders) with you SoBs as allies. A hard army to use, but definitely easier to use at 2000 pts than an inquisitorial foce if you manage the "water warrior" type of play.

 

I wouldn't recommend starting with pure DH/GK. It's one of the toughest army to use and can lead to severe disappointment and a foce in which you'll have invested time and money (lots of money!).

 

Phil

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Ok thanks for those tips. Is it a general consensus that sisters is a easier base to start with? I realise that GK and DH are harder to use, but what about WH parts? I want to include some inquisition items in the force like as heck, and pe. I also want to say that I play for fluff and fun, no tournies so one or five units not being effective doesn't bother me. I am just looking at which would be the most effective and easiest base to start with. How easy to use is an inq and retinue in a 1000 point situation in order to start getting some of those other units in there? Are there any suggestions for starting DH? Would I be better off initially putting GK and DH units with a sm army? Any other suggestions welcome.
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Go with the basic SoB army: Canonness, 2 squads of sisters in rhino (VSS+eviscerator, flamer), Inquisitor with shooty retinue (3 HB servitor: buy HB Sisters to proxy them, this way, you can eventually re-use them in an retributor squad), calidus or eversor assassin (your choice of which you like better).

 

That's a nice, fluffy army that can hold its own against most opponents...

 

Phil

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