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GK 'dex for an all henchmen army


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I think bolters are OK, but for very little extra expense, the storm bolters are definitely superior. They will always fire at full range, always two shots, and you can fire them before a (sacrificial) assault, none of which are possible with bolters.

 

Keep in mind that meltas and bolter weapons -- either kind -- don't actually "synergize". The fact that bolters can rapid fire at melta range is meaningless. The reason you combine storm bolters (or normal bolters) and meltas in the same unit is that it's very cost-effective to do so. You get a multi-tasking, multi-capable unit on the cheap. If you were to take only meltas or only storm bolters, you would be wasting points by limiting the tactical options available to you.

 

This kind of unit cannot be mono-tasked if you want to make it actually useful against all comers.

 

In fact, this kind of "muli-purpose capability" is generally a good idea to incorporate into as many unit configurations as you can. (Exceptions exist, of course, but by and large, making your units multi-capable is good because it distributes your capablities across your army list and doesn't make your army too dependent upon just one or two "key lynchpin" units to succeed.)

I had a thought regarding Henchman squads, mostly because of the previous discussion on power armour.

 

For a 'tank' squad, why not mix some Crusaders in? They're only 15 points each and come with a 3++. Swapping out three bolters for crusaders in a tri-melta squad will give them some serious survivability against heavy weapons, and give them the ability to deal a couple of lethal blows in that 'sacrificial assault'.

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