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How do you run your shooty Henchmenn?


GOFADK

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Im thinking to run mine like this in an army with Coteaz:

1. Example - Firebase

- "Naked" INQ or Coteaz

- 3 Servitors with plasma cannon

- 8 Acolytes with Stormbolters

- 1 Psyker - Divination

Total points: 151

This unit is expencive, but can lay out som firepower, the INQ are there to prevend Mind lock one the servitors.

 

 

2. Example - Cheap & Shooty

- 10 Acolytes wit Stormbolters

- 1 Psyker - Divination

Total points: 80

Cheap unit scorring unit with ok shooting.

 

 

3. Example - Specialist for tank or heavy armour hunting

- 3 Acolytes with plasmaguns or meltagund

- 8 Acolytes wit Stormbolters

- 1 Psyker - Divination

Total points: 108

 

Please come with pro/con for this units or examples on how you are running yours?

- "Naked" INQ or Coteaz

- 3 Servitors with plasma cannon

- 8 Acolytes with Stormbolters

- 1 Psyker - Divination

 

That's how I run my shooty Henchmen these days. Plasma cannons that cheap are amazing, especially with 'Prescience' and 'Perfect Timing'. Not to mention Coteaz with IBEY. 

- 10 Acolytes wit Stormbolters

- 1 Psyker - Divination

Total points: 80

 

I'd honestly split up that unit into two units of Psyker+5 Acolytes w/storm bolters, more warp charges and same shooting. 

- 3 Acolytes with plasmaguns or meltagund

- 8 Acolytes wit Stormbolters

- 1 Psyker - Divination

Total points: 108

 

The problem with that unit is plasma and melta wanna get up close (for more shots and extra dice vs vehicles respectively), whereas storm bolters never need get closer than 24". If you want special weapons, I'd go a 4-man unit for suicide work (still take the Psyker as the fourth member so you get extra warp charges while they're alive. it all adds up). Probably need a Razorback or Raven for delivery as well. 

Carapace armor and hot-shots, with some special weapons. Call me old fashioned... 
 

 

Don't do it. IG Veterans do that a thousand times better. If you're still dead-set on terrible AP3 lasguns, Scions are still superior due to native BS4, also they can Deepstrike themselves into position or Outflank. 
I know lol but I have 60 of the old models and like how they are painted up. Besides I was running them as scions till our psychers changed. Now I just run squads of 10 with an attached psycher. Not at all point efficient but can't beat the oldy storm trooper models

I asked this same question some time ago.

 

Nowadays I run either:

 

1 OM

3 Servitors - Plasma Cannon

7 Acolytes w/Bolters

1 Crusader (w/Shield to take hits)

preferably in a Chimera

 

or;

 

3 Jokaero

8 Acolytes w/Bolters

1 Crusader (w/Shield to take hits)

preferably in a Chimera

 

or;

 

3 Acolytes w/Flamer

8 Acolytes w/Bolters

1 Crusader (w/Shield to take hits)

preferably in a Chimera

 

I find that over 3 heavy weapons is usually overkill since you have to target the same unit.

 

Sometimes I squeeze in a Priest if I think that there's a chance they will end up in Assault.

I know lol but I have 60 of the old models and like how they are painted up. Besides I was running them as scions till our psychers changed. Now I just run squads of 10 with an attached psycher. Not at all point efficient but can't beat the oldy storm trooper models 

 

I still use my old Stormtroopers too (they're Kasrkin metal ones). Prefer them to Scions in many ways, aesthetically. Rules-wise though, hellguns are just so bad its frustrating. Hence storm bolters all day. 

Here's my typical shooty henchman squad:

 

1 Acolyte w/ boltgun & laspistol

3 Acolytes w/ plasmagun & laspistol

1 psyker (w/ divination)

Razorback w/ HB and psybolt ammo

 

Then I have another squad with meltas instead of plasma, and then the last squad is:

 

1 Acolyte w/ boltgun & laspistol

3 Acolytes w/ flamers & laspistol

1 psyker (w/ telepathy)

Valkyrie w/ MRPs, ML and HB sponsons

 

(The first two are from the GK codex to get the extra warp charges from psychic pilot while that last one is from C:inq to get the Valkyrie)

 

The biggest change from 6th is that I run more special weapons (now that I can get divination where I want it easily), and less bolters. The bolters did me well through 6th but now the bolter henchman exists because I have yet to make a list where I needed 3 points to make it work. These units have done me well in 7th so far, but they're generally a suicide unit if I'm using them offensively. That's because WC2 powers are fairly difficult to get off (making prescience harder to lean on these days), and dedicating a lot of dice to them means a higher chance of perils. So I generally generally position myself to make the shooting count, and if the pysker perils and dies it doesn't matter since the unit will vaporize to return fire anyways.

 

Now I've only played 3 games of 7th, but so far this setup has done well for me.

I go for something like this:

 

3 Bolter Acolytes

(they're ablative wounds to the special weapons, and since 6th changed rapid fire rules, I found that the storm bolters were no longer worth it.)

3 plasma gun Acolytes

(They share the range and mobility of the bolters and can threaten vehicles and TEQ/MEQ alike)

1 Psyker w. Divination

 

Pretty cheap and expendable, yet with a potent punch @ 67 pts these guys leave you with plenty of room for expensive elites.

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