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henchmen warband with fluff and power


henrywalker

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So i'm spending the summer planning and converting a cool inquisitors warband. I want them to play well in game but i also want them to be fairly diverse and interesting. the problem im coming up with is that good builds for warbands seem to be quite one dimensional. 

 

does anyone have any suggestions as to a decent varied warband or any other ideas? 

 

Thanks

If you don't want Shooty, stay clear of Servitors.  If you don't want Choppy, stear clear of DCA.

 

That really leaves Crusaders (for a bit of durability), Accolytes (who can be a little shooty) and Jokero (for their versatility).  You could consider taking a majority of the unit as Daemonhosts, for the increased T, plus they can be either Shooty or Choopy (but it's random).

 

Arco's are /meh, Banishers are too expensive.  Mystics are one trick ponies and if you don't need their inbuilt TH, who cares about them.

 

Some have had good results with Psykers, but if you're going that route, you might as well just take a unit of them.

 

Have I missed any?

The thing is, its not a very good idea to build an all-comers unit with Henchmen. They're really cheap and effective when you specialise down one path; melee or shooting. 

 

For shooty, here are some sample builds;

 

3 x plasma cannon servitor, 9 x Acolyte

(96 points)

 

Cheap, effective, relatively durable. You can always upgrade the Acolytes to storm bolters for a little extra dakka. The key here is the unit needs their Inquisitor attached, otherwise 'Mindlock' happens. Aegis line or some other 4+ cover is ideal, place the Acolytes forward so they eat the bullets first. Combined with Coteaz, this unit wrecks enemy infantry very reliably. Even with just the re-rolls from a standard Inquisitor, they are brutal. 

 

3 x plasma gun, 9 x Acolytes w/storm bolters

(78 points)

 

Bit more forward and aggressive, still cheap, still 12 Guardsmen. I've tried melta but they die too quickly, plasma gives them a bit more stand-off range. Doesn't need an Inquisitor as much, although re-rolls are still very handy on the plasma guns. 

 

For melee builds, there's really just one;

 

5 x Crusaders w/power axe+storm shield, 5 x Death-Cult w/power sword+power axe

(150 points)

 

These guys don't need an Inquisitor. They actually function best with a Tech-Marine packing a warding stave (for challenges), rad grenades (to stack with 'Hammerhand' so you don't fail to wound) and meltabombs (for wrecking vehicles). Loaded into a Raven and dropped into enemy backlines, they're really annoying and effective.

 

 

People do use Psyker bombs, my experience has been however that Ld8 psychic tests are a pain and the single Perils killing everyone is really annoying. They are cheap however, so perhaps loaded into a Rhino and bum-rushed at the enemy they can work. 

Jokaero can be amusing in shooty Henchmen squads, however I find PsyDreads a better investment for similar points. 

A mixed unit i've had some use from is 4 storm bolters, 3 plasma guns, a monkey, a crusader and a death cult. keeps the squad pretty cheap, gives them a good threat range, and they can move up to capture midfield objectives well. I ran 2 of these squads, and a combat one (4 crusaders, 4 cults and 2 arcos for variety). This then had some otehr grey knight stuff buzzing about, which meant that while they kicked out a lot of hurt, there was always otehr stuff for the enemy to be more worried about. Hope that helps

  • 4 weeks later...

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