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Codex: =][= Henchmen, what type of warbands are you taking?


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So recently i have been thinking of what type of warbands i would to create using the new Codex:Inquisition and have come up with two major options i like, here they are:

 

Warband 1

10 acolytes with carapace armour and hot-shot lasguns

2 jokaeros weaponsmiths

 

The basic plan for this warband is to act as a firebase and hopefully get the 12" range increase.

 

Warband 2

4 crusaders

6 DCA

2 Ministorum Priests with Eviscerators

 

Obviously this is a CC warband, crusaders are there for protection and should always be in base contact, the DCA's are high I so are there to thin the herd before retaliation, the priests are for war hyms and for taking out vehicles (also can be used to dodge challenges if you want your inquisitor to live) finally couple these guys to a xenos inq who has rad grenades and just go in swinging.

 

Any other ideas? C&C welcome.

 

Sirus

They have human stat line and have a rosarius, zealot USR and war hyms that give CC buffs like re-rolling failed saves. And you're right they arent in GK codex as they take the place of banishers.

wow that's pretty awesome!  So you basically have a stupid amount of rerolls even before divination now with your henchmen units.   I'm guessing CC units have now become a lot more viable with the new codex.  Also I've noticed you have a Land Raider dedicated transport which is going to help get you there.  I don't think I would change much that you have there except for a landraider. I dont know much that would survive that first round of combat. 

I'm going to run a similar CC warband, but with one more priest and one less DCA to get in more AP2 and all the hymns. Putting them in a Redeemer. I would caution against hot-shot las because they are statistically identical to bolters against MeQ if you dont have some sort of re-roll. Plus bolters are cheaper and have more range.

Well i planned for a couple of option for the firebase unit a div inq for general use of perhaps a hereticus inq with psyocculum if is a friendly game against a psyker heavy list. Either way i think they stand a decent chance in theory but my opinion may change once play tested.

 

If it weren't for the price cost i would definately consider swapping out 1 DCA for and extra priest, but if your going to do something you may aswell do it right so i may change them up.

I'm going to run a similar CC warband, but with one more priest and one less DCA to get in more AP2 and all the hymns. Putting them in a Redeemer. I would caution against hot-shot las because they are statistically identical to bolters against MeQ if you dont have some sort of re-roll. Plus bolters are cheaper and have more range.

Dca are ap2 or 3 if you give them an axe AND sword as they get 2 power weapons.

 

I'm going to run a similar CC warband, but with one more priest and one less DCA to get in more AP2 and all the hymns. Putting them in a Redeemer. I would caution against hot-shot las because they are statistically identical to bolters against MeQ if you dont have some sort of re-roll. Plus bolters are cheaper and have more range.

Dca are ap2 or 3 if you give them an axe AND sword as they get 2 power weapons.

 

They have 2 power swords after the update today. Same with crusaders, which I was going to give power axes.

My choices are model driven. My desire to field a horde of necromunda redemptionists trumps my tactical acumen.

 

warband alpha:

- 3 eviscerator priests

- 9 acolytes. 2 flamers, 1 meltagun.

 

warband beta:

- 3 eviscerator priests

- 9 acolytes. 2 flamers, 1 meltagun.

 

warband gamma:

10 acolytes: 3 plasma guns.

2 demiurg weaponsmiths (with orange beards)

So recently i have been thinking of what type of warbands i would to create using the new Codex:Inquisition and have come up with two major options i like, here they are:

 

Warband 1

10 acolytes with carapace armour and hot-shot lasguns

2 jokaeros weaponsmiths

 

The basic plan for this warband is to act as a firebase and hopefully get the 12" range increase.

 

Warband 2

4 crusaders

6 DCA

2 Ministorum Priests with Eviscerators

 

Obviously this is a CC warband, crusaders are there for protection and should always be in base contact, the DCA's are high I so are there to thin the herd before retaliation, the priests are for war hyms and for taking out vehicles (also can be used to dodge challenges if you want your inquisitor to live) finally couple these guys to a xenos inq who has rad grenades and just go in swinging.

 

Any other ideas? C&C welcome.

 

Sirus

 My problem with your firebase:

By the time you add up the points for those stormtrooper equivalents, they're a point less than a Space Marine.  I don't know about you, but I'd rather just have the increased statline and the 3+ armor, Weight of fire will take MEQ's down, rather than the AP3 on the hot-shots.

 

My suggestion: Acolytes with bolters- one point more than a guardsman, a slightly longer range, and a higher strength weapon--Add Carapace armor ONLY if you want to treat them as anything other than a throwaway harrasser squad.

You can still take the Jokaero if you really want to (again, only if you want to treat them as anything other than a throwaway)

 

Your CC squad.

I question your use of eviscerators. Priests are expensive enough without them: if you want to give those priests some anti-armor just give them meltabombs for 1/6th the points of an eviscerator (his Smash prayer will give him the strength boost when he needs it).

 

Personally I'm looking at an Ordo Xenos Inquisitor with a conversion beamer + servitors w/ plasma cannons (optionally + 2 Jokaero) as a heavy weapons platform

 

A group of all Acolytes with bolters as cheap anti-infantry/speed bumps, add in combi-meltas as needed should they need to crack open a vehicle inside a rhino or chimera.

 

A paratrooper squad of 8 crusaders and two ministorum priests to drop onto an objective from a Valkyrie and be REALLY hard to shift off.

 

 

I'm going to run a similar CC warband, but with one more priest and one less DCA to get in more AP2 and all the hymns. Putting them in a Redeemer. I would caution against hot-shot las because they are statistically identical to bolters against MeQ if you dont have some sort of re-roll. Plus bolters are cheaper and have more range.

Dca are ap2 or 3 if you give them an axe AND sword as they get 2 power weapons.

 

They have 2 power swords after the update today. Same with crusaders, which I was going to give power axes.

I'm probably going to feel stupid asking this but what update? This is my first e-codex. Is there a feature I'm unaware of?

 

So recently i have been thinking of what type of warbands i would to create using the new Codex:Inquisition and have come up with two major options i like, here they are:

Warband 1

10 acolytes with carapace armour and hot-shot lasguns

2 jokaeros weaponsmiths

The basic plan for this warband is to act as a firebase and hopefully get the 12" range increase.

Warband 2

4 crusaders

6 DCA

2 Ministorum Priests with Eviscerators

Obviously this is a CC warband, crusaders are there for protection and should always be in base contact, the DCA's are high I so are there to thin the herd before retaliation, the priests are for war hyms and for taking out vehicles (also can be used to dodge challenges if you want your inquisitor to live) finally couple these guys to a xenos inq who has rad grenades and just go in swinging.

Any other ideas? C&C welcome.

Sirus

 My problem with your firebase:

By the time you add up the points for those stormtrooper equivalents, they're a point less than a Space Marine.  I don't know about you, but I'd rather just have the increased statline and the 3+ armor, Weight of fire will take MEQ's down, rather than the AP3 on the hot-shots.

 

My suggestion: Acolytes with bolters- one point more than a guardsman, a slightly longer range, and a higher strength weapon--Add Carapace armor ONLY if you want to treat them as anything other than a throwaway harrasser squad.

You can still take the Jokaero if you really want to (again, only if you want to treat them as anything other than a throwaway)

 

Your CC squad.

I question your use of eviscerators. Priests are expensive enough without them: if you want to give those priests some anti-armor just give them meltabombs for 1/6th the points of an eviscerator (his Smash prayer will give him the strength boost when he needs it).

 

Personally I'm looking at an Ordo Xenos Inquisitor with a conversion beamer + servitors w/ plasma cannons (optionally + 2 Jokaero) as a heavy weapons platform

 

A group of all Acolytes with bolters as cheap anti-infantry/speed bumps, add in combi-meltas as needed should they need to crack open a vehicle inside a rhino or chimera.

 

A paratrooper squad of 8 crusaders and two ministorum priests to drop onto an objective from a Valkyrie and be REALLY hard to shift off.

Thanks for the c&c, i never thought about the acolytes being 1pt less than an SM was kind of rolling with the rule of cool on that squad but i still like the idea of them, may still play test and see what happens gives a chance to break out old models.

 

The eviscerators are there so i dont always have to rely on a war hymn as Ld checks can go wrong and its always at the worst point, in my experience.

That depends on the set up, if you ally inquisitors to your SM you can have 2 inq but if you take a primary detachment of inquistion then and take an inquisition detachment aswell you can have 4 inqs plus your SM filling the normal ally slot. It basically means you can throw inquisitors into anything and as many as you can quite good if you like converting inquisitors and want to declare extermintus on fluff

Why wouldn't it work?

 

At 2000 points you can have 2-4 Inquisitors and up to 6 henchmen units because you double your force org chart.  With transports for each of the henchmen units that can include things like Valkyries and Land Raiders...

 

Can you imagine say 6 units in Land Raiders all of which can score?  Yeah... you got that much anti-tank? :)  That's an extreme example, of course.

 

But I don't see why it wouldn't work even with other vehicles.  One or two Land Raiders draw a lot of firepower away from things like Chimeras and Valkyries.  Use Valkyrie units to grab far objectives, a main thrust of two or three units in a Land Raider and escorts, Inquisitors sprinkled here and there.  I don't see what'd be wrong with it.

 

I was going to use Inquisition as primary, maybe Grey Knights as secondary with a few mystics.  Teleport those Grey Knight termies with halberds at point--blank range and let them go to town without having to wade through an armies worth of firepower first.  Backed up by a close combat squad or two of DCA's and Crusaders with Priests, and things should die pretty fast.

Primary: Inquisition + Inquisition Detachment

 

HQ: Inquisitor, PML1 (55)

HQ: Inquisitor, PML1 (55)

Elite: Warrior Accolyte x3, Land Raider (262)

Elite: Warrior Accolyte x3, Land Raider (262)

Elite: Warrior Accolyte x3, Land Raider (262)

 

HQ: Coteaz (100)

HQ: Inquisitor, PML1 (55)

Elite: Warrior Accolyte x3, Land Raider (262)

Elite: Warrior Accolyte x3, Land Raider (262)

Elite: Warrior Accolyte x3, Land Raider (262)

 

Total: 1,837 (Filler to 1,850)

 

Fancy facing a 6 LR List which each contain a scoring unit?  And 4 of them have Divination cast on them.

I just have to throw this out..

 

We are all horrible horrible people ;)  Ah well, the ends justify the means with the =][= of course!

 

We can also be almost as mean going with a double force org Inquisition Primary, Inquisition detachment, and everything in Valkyries.  Which irritatingly can't get psybolt ammo for their heavy bolters, but I suppose I'll have to deal...

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