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Fun with Henchmen and GK ICs


Gentlemanloser

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I miss the opportunities of adding ICs to other armies, that the rest of the imperials get. Like adding a SM IC to an IG Blob, or the like.

 

So I've been thinking of having a little fun doing the same, within our own codex. We're limited with the amount of GK ICs we have, but can have some fun with them;

 

 

1: Techmarine

 

Add a base Techmarine to a Squad of Bolter Armed Warrior Accolytes. This gives you a relatively inexpensive (150 points) 13 wound squad with Bolters and more importantly ATSKNF. Pew Pew! Can add in things like Blind Grenades (for the out in the open Cover save) and Melta Bombs. The whole unit can walk around shooting thier Bolters, and if you get assaulted, the Techy has a Servo Harness for some Powerfist fun. Can also add in a few Melta/Plasmaguns as necessary.

 

2: Shooty Techmarine

 

Replace the Techmarines Servo Harness with a Conversion Beamer and give him some Warrior Accolyte 'bodyguards'. Some extra, very cheap, ablative wounds for a long Range blast dropping Squad. Use Coteaz to make the Henchmen Scoring, and leave these on home objectives. Has the benefits again of having ATSKNF, and you could replace the Conversion Beamer with the more expsneive OSR, but I'm not a fan of them. Karamazov is the only OSR platform I'd use!

 

3: Brotherhood Champion

 

Add this guy to a DCA/Crusader Squad for ATSKNF and rerolls!

 

4: And finally, for the lolz, Draigo

 

Add him to a Squad of Crusaders for mass 3++ Storm Shield saves and ATSKNF! :huh:

 

 

Any more ideas for fun combinations? Any use for our TDA wearing ICs to lead a squad of henchmen? Any other Henchmen to use other than Crusdaers/DCA/Warriors?

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Well pretty much anything leading DCA + crusaders will be pretty good (Libby for psychic powers, divination etc., Techmarine + grenades, GM + grenades...)

 

As for other henchmen as mentioned monkies could be decent, adding a banisher could be good if Daemons become common (he can also get an AP2 Eviscerator)., If we see more armies on foot psykers could be even better (they actually got a buff with the blast rules changing).

 

If you wanted to get silly

Ox Inquisitor with conversion beamer

Techmarine with Conversion beamer

3 Plasma cannon Servitors

2 Jokero

7 Psykers

 

1 S9 AP1 large blast

2 Variable S (up to 10 ) blast

3 S7 Ap 2 Blasts

Jokers to buff.

QUOTE (Wildcard101 @ Aug 15 2012, 03:15 AM)

Had loads of fun with 2 Jokaeros and 9 Stormbolter Acolyte Warriors...

 

best roll I got was 36" Rending Stormbolters...

lol those acolytes had the time of their lives right there.

 

Even funnier is when you roll those two results for 'The Works', and you have plasma guns. Or meltaguns. RENDING 24" range meltaguns

 

edit: Forgot, custom table results also apply to Jokaero digital weapons. 60" range rending lascannons. Tehehehe

  • 3 weeks later...
QUOTE (Wildcard101 @ Aug 15 2012, 03:15 AM)

Had loads of fun with 2 Jokaeros and 9 Stormbolter Acolyte Warriors...

 

best roll I got was 36" Rending Stormbolters...

lol those acolytes had the time of their lives right there.

 

Even funnier is when you roll those two results for 'The Works', and you have plasma guns. Or meltaguns. RENDING 24" range meltaguns

 

edit: Forgot, custom table results also apply to Jokaero digital weapons. 60" range rending lascannons. Tehehehe

 

Rending does not do anything for you on the lascannon since it is already AP 2. Also defeats the purpose against vehicles since you will pen anything with a 6 anyways. The 60" is nice though do not get me wrong there.

Excellent ideas floating around. Got the warped side of my brain on overdrive now :P

 

My crazy thought was... a naked Purgation squad, with a Techmarine with Conversion Beamer them ;)

 

Sit them completely out of LOS, at the back of the board.

 

Any character joining a Purgation squad can use there Astral Aim, so, they will all miss with there shots (not in range), but the conversion beamer won't ^_^

I have just posted and finished up my first game with that list. I am highly surprised how effective they are. With 3x Plasma Cannon shots and the 6x Plasma Gun shots within 12" and the 3x shots at 24". I had two Jokaero in each Plasma Cannon squad and I made all my weapons 12" further with the buff to my armor save. What made it worse was I was playing against a Draigowing list and I had a Psyocculum on one inquisitor and was shooting PC at BS 10 with Presenice to re-roll those get hot rolls. lol It was crazy.

 

Another thing I noticed was Crusader/DCA squads can do some damage in the assault. With 10x Power Axes and 5x 3++ saves and add in Psykotroke gernades the combination is endless.

Rending does not do anything for you on the lascannon since it is already AP 2. Also defeats the purpose against vehicles since you will pen anything with a 6 anyways. The 60" is nice though do not get me wrong there.

 

True, but it means Rending for everyone else. Basically the only result I don't want are the armour buff and invul saves.

 

Any character joining a Purgation squad can use there Astral Aim, so, they will all miss with there shots (not in range), but the conversion beamer won't

 

That combo is 200pts+ to field, and it eats an Elites and Heavy slot. It's amusing, but I'd rather just stick the Tech-Marine with a bunch of cheap storm bolter Acolytes to 'Look Out Sir' wounds for him.

 

I have just posted and finished up my first game with that list. I am highly surprised how effective they are. With 3x Plasma Cannon shots and the 6x Plasma Gun shots within 12" and the 3x shots at 24". I had two Jokaero in each Plasma Cannon squad and I made all my weapons 12" further with the buff to my armor save. What made it worse was I was playing against a Draigowing list and I had a Psyocculum on one inquisitor and was shooting PC at BS 10 with Presenice to re-roll those get hot rolls. lol It was crazy.

 

Yeah, if you know you're fighting psykers, the psyocculum is pretty insane. Gonna be quite good at nuking IG who try to bring in Rune Priests to buff their blobs.

I'd generally split up the plasma gun and plasma cannons. The plasma guns want to move around and get into 12", whilst the plasma cannons can just camp in your DZ and hit most things comfortably.

 

Another thing I noticed was Crusader/DCA squads can do some damage in the assault. With 10x Power Axes and 5x 3++ saves and add in Psykotroke gernades the combination is endless.

 

Pro-tip: take power sword+power axe combo on your DCA, and power axe for Crusaders.

That way, when you attack anything not in 2+ armour, the DCA will blenderise them at I6, and the Crusaders will tank and mop up whats left

When fighting TDA, you can switch to all power axes, tank with the Crusaders again, and still blenderise them whilst the storm shields shrug off powerfists.

my favorite combo so far has been to use 2 of theas

2 monkeys

4 Crusaders

3 Warrior acolytes w Hot-shot lasguns

3 Warrior acolytes w plasma guns

 

cost 199pts

 

and have them cap an objective(i use coteaz he killed a termi chaplin in challenge and killed 3 other termies be4 he got instant killed) we normally divide the objs by 2 and give each player them, extras are rolled for so i like to put them in ruins

 

but i think i wuna swap the crusaders for DCAs

 

36" Rending plasma guns can cause, i wrecked a pred with them once and it paid for the hole squad in the single shot :)

2 monkeys

4 Crusaders

3 Warrior acolytes w Hot-shot lasguns

3 Warrior acolytes w plasma guns

 

cost 199pts

 

It's too confused. By way of comparison;

 

2 x monkeys, 3 x Acolytes w/plasma guns, 5 x Acolytes w/storm bolters, Chimera w/multi-laser+heavy bolter

(202 points)

 

Hot-shot lasguns are terrible, and their 18" range doesn't go well with the rest of the unit. Storm bolters produce consistent firepower and get maximum benefit out of the monkey buffs. Also, I'm squeezing in an AV12 mobile bunker for the same price, bringing extra anti-infantry at 36".

 

If you wanna build for close-combat, commit. Don't go halfway, they just end up being confused and not being worth it (Henchmen always run the risk of being Marine price but folding in combat to Grots). So, to make use of the Crusaders;

 

5 x DCA w/power sword+power axe, 5 x Crusaders w/power axe+storm shield

(150 points)

 

Now, they do need a Raven (Raider is too slow and expensive), but the Raven is useful in other ways (has guns, can pick up other squads too, can pick up Dreads etc).

thats a good idea i will try that, thanks

 

i have been using HSLG cause all 3 of the guys in my group play Dark Angels, Space Wolves and Blood angels so i liked the ap3

example they had killed 4 out of 5 death company and wounded commander dontae in a round of shooting

 

the crusaders where for meat shield(storm shield) witch has done me good so far as they had killed 2 Dark angels termies in CC

i have been using HSLG cause all 3 of the guys in my group play Dark Angels, Space Wolves and Blood angels so i liked the ap3

example they had killed 4 out of 5 death company and wounded commander dontae in a round of shooting

 

Yeah, but S3 means you don't inflict a lot of wounds, and if you're in rapid-fire range, you're basically dead next turn (as you will be charged).

Storm bolters let you hang back a bit, and you'll still kill stuff with massed wounds.

 

the crusaders where for meat shield(storm shield) witch has done me good so far as they had killed 2 Dark angels termies in CC

 

Haha yeah, storm shields are good like that. Hence power axe for their weapon, so they break any armour they fight.

that's true, in my roll testing i between HSLG and Sbolter i assumed that both where in rapid range, in which case they(HSLG) had only done 2 more wounds then Sbolters but when including the full range of the Sbolters they would do more .... i must try this(and they are cheaper!) thanks for advice!

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