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Building C:SM Exorcists Themed Army


gutmaximus

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Good day all.... been playing SM Salamanders for a while, but want to start mixing in inquisition forces. My local club is having a fall campaign, and I would like to build a SM Exorcists themed army. Just bought the DH codex.. kewl stuff for sure!!!

 

here are some caveats to the Exorcists army I can run:

 

Chief Librarian (epistolary) +2 S force weapon, vortex of doom, gate of infinity, terminator armour

Chapter Tactics- Furious Charge USR for Tactical and Assault Squads

Special Unit- Daemon Hunters; Sternguard, sergeant has a Daemon Hammer and 2 members have Psycannons

 

any particulary DH units that would be successful fluff and gamewise?

Special Unit- Daemon Hunters; Sternguard, sergeant has a Daemon Hammer and 2 members have Psycannons

I'm not sure I understand what's happening here. You can't give SM Sternguard any wargear/weaponry from the DH codex.

And what exactly to you mean by "Daemon Hunters"? Is that a stand-in for units from the DH you might want to include?

 

For the Exorcists, it would be particularly fluffy to include an Inquisitor. (I would go with a shooty Inquisitor Lord firebase.) Perhaps a unit of PAGKs (Troops) and/or GKTs (Elites) as well.

I wrote a concept list for Exorcists a few months ago.

 

HQ:

 

Captain Machidal (count-as Pedro Kantor)

(175 points)

 

Epistolary Elemiah with ‘Null Zone’ and ‘Gate of Infinity’

(150 points)

 

Elites:

 

(2) Sarge w/powerfist+bolter, 9 x Exorcists (count-as Sternguard)

(275 points each)

 

Inquisitor with needle pistol+Sanctuary, 2 x Mystics

(52 points)

 

Troops:

 

(2) Justicar w/targeter 7 x PAGK, 2 x psycannons

(276 points)

 

(2) Sarge w/teleport homer+sniper rifle, 3 x Scouts w/sniper rifle, Scout w/heavy bolter+Hellfire rounds

(100 points)

 

Heavy Support:

 

Chronus w/Landraider Crusader

(320 points)

 

Total: 2,000 points

 

Kill-points: 11

Scoring units: 6

Infantry: 36 x power armour, 10 x camo-carapace

Vehicles: 1 x AV14 transport tank

IC’s: 3

 

The Captain augments the Sternguard considerably (adding a suitably Inquisitional one-use Orbital Strike, Stubborn and a +1A bubble representing his sage advice in combat), while the Libby provides the ability to reposition one of the Sternguard units where needed. The 2nd Sternguard unit provides fire support to the Grey Knights.

The Sternguard represent the fully-fledged Exorcists, while the Scouts represent their enlarged Scout company and those initaties still awaiting the final 'test' of exorcism. The Grey Knights, Inquisitor and Crusader represent the 'guiding hand' of the Ordo Malleus, sent to aid them and also to keep an eye out for any regression.

If they're a Fast Attack choice, they can't score. They're also left horribly exposed to enemy fire when they land; Terminators they are not. I haven't used a teleport attack PAGK squad since 5th edition began, for that exact reason.

 

If I wanna teleport the Knights, I'll just attach the Libby to a squad (maybe re-tool them with incinerators) and go hunting. However, I think Hellfire/Avenger rounds+Null Zone is more versatile (Hellfire for everything except Bloodcrushers, who require Avenger to really kill).

Well I may be new but one of the most devastating thing I've seen is a teleporting squad of PAGK with 2 Incinerators. Granted there is some luck involved (unless you have a tp homer) but if you they come down inside those templates it gets real nasty real fast.
Well I may be new but one of the most devastating thing I've seen is a teleporting squad of PAGK with 2 Incinerators. Granted there is some luck involved (unless you have a tp homer) but if you they come down inside those templates it gets real nasty real fast.

 

Yeah, but you land, torch one enemy unit, then get rapid-fired/counter-assaulted to death. DH teleport homers no longer work (although teleport attack squads can use the Scout homer, as they are teleporting), so in an actual DH list the FA squad is not a good idea. Even in a hybrid list like this, I prefer another tough scoring unit to an expensive one-use FA choice.

I love the idea of a teleport mini-purg squad; plopping down a firebase within 18" of an enemy unit as priceless!

 

SJ

 

 

Again, you leave yourself very much exposed to enemy fire/counter-assaults. GKT's do this a lot better, due to their improved CC ability and TDA defences.

Live a little! Sometimes a daring move is the right move to make; the surprise factor alone is worth the effort! Yes, there are occasions when dropping behind an enemy vehicle with AV10 rear armor is a bad idea, or when six S6, AP4, Ignore Invul shots backed up with six S4, AP5 shots aren't enough to soften an enemy charge with only nine S6 attacks at I4. But think of those times when you wanted to have those shots, yet didn't!

 

My opinion is, try it, see if it fits your play style and either use it or lose it. But theory-hammering a tactic based on more expensive units being slightly better at something is not the end all be all of a gaming experience. Knowing your units and using what you pay for wins out over wasteful actions and under-utilizing your forces. Yes, GKT's could survive longer that PAGK's, but at almost twice the cost for only a small margin of improved ability.

 

Let me ask you this: When was the last time you had room to deep strike more than 18” from an enemy unit on their side of the board? When was the last time you arrived close enough to hit with a flamer template? And lastly, why would you bother to drop a unit in a place that guarantees it would die on the following round?

 

Theory-hammer only goes so far, and is flawed by being focused on numbers without the experiential data to back it up, because if it did, it wouldn’t be a theory.

 

SJ

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