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Lets Talk About Melee Henchmen Squads


Joasht

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I've opened two threads on Henchmen (one about them in general, and one about Acolytes) several weeks ago, so I thought I'd get another thread running about melee henchmen squads - what do you guys think about them?

 

Here are just some things to consider:-

1) What to take? I'm thinking of a rough 1:1 ratio of Crusaders to DCA's. Problem with DCAs is that they die easily, particularly if your transport somehow gets popped.

 

2) To disembark or to risk it? After your initial turn 1 move in a transport, to disembark or risk sitting in an exploding vehicle? An explosion would cause issues to DCAs, but without the vehicles standing out in the open (and without extra mobility, should the transport somehow survive that one turn) is also a risk in itself.

 

3) Rhino, or Chimera? The Rhino suffers from limited capacity, but has Fortitude and far better access points. The Chimera, while having better capacity (and the ability to transport a Terminator should you want to take a Librarian with them) has a not-very-assault-friendly rear access point. It also lacks Fortitude - I'm personally a fan of Fortitude because I like dependability, but this may be just a personal thing.

 

And of course theres always the other more expensive transport options, but I'm not too sure where to find the points for them. Admittedly, a LRC with a full squad and TDA Inquisitor in it would be fairly interesting.

 

What are your thoughts on these?

 

Thanks!

I don't think the squad gets the benefit of frag grenades just because a single IC in the unit got them.

 

I don't have the rulebook with me currently, but I'm decently sure that's the case.

 

They don't. We checked this up the other week when a CC henchman unit was forced to charge into cover.

 

A single DCA had the range to get to a single model in cover so the entire squad had to test to for difficult terrain (even though they charged models in the open) and strike at I1, apart from the =][= who had grenades.

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