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Witchhunters 4th edition help


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(Posted here and in army lists as I wasn't sure which it applied too)

 

I have never used the codex but I will be in a tournament using 4th ed rules in two weeks and could really use some help to make a 1500pt and 2000pt competitive list.

 

I have a rather large sisters force, only thing missing from the book that I don't have are storm troopers.

 

Any and all help would be greatly appreciated, I will be versing eldar, dark Eldar, tau, Tyranids and space marines, so needs to be able to take all comers.

 

Thanks in advance!

 

Katya

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Well better prep well cause i spot a Dark Eldar player (in 4th that means lots of Dark Lances spam).

 

I used this way back.

 

Canoness: 130

-inferno pistol, rosarius, power weapon (or blessed Weapon), litanies of faith, book of st lucius, cloak of st Aspira

Celestian squad + vet superior: 130

-2x melta gun, combimelta, imagifer

Immolator (heavy btw): 93

-twinlinked multimelta, extra armour, smokelaunchers

 

3x10 battle sisters:

-Vet superior: combimelta, 2 melta, Rhino + extra armour, smokelaunchers: 207

-Vet superior: combiflamer, flamer, Heavy flamer, Rhino + extra armour, smokelaunchers: 205

-Vet superior: combimelta, 2x melta, Rhino + extra armour, smokelaunchers: 207

 

5 Seraphim: 165

-Vet superior: Eviscator, 2xtwin inferno pistol

 

Excorsist: 153

-Extra armour, smoke launchers, hunter killer missile

 

1480

 

The rest was usually filled with Inquisitor stuff or more Battle sisters stuff for more faith points, it sometimes even sported a Landraider at several points

I asked what codex applied to the contents and they stated Witchhunters not the White dwarf codex. And a good comp build for 4th edition is all as I know these people will go super cheese, two kitted up cannonesses with jump packs in a unit each of 5 seraphim seems to be a good strategy from trawling the Internet, taking exorcists is still a go too, chunks of sisters (10) to use the big faith point options, and using rhinos or immolators for them. We're Repressors legal that far back?

Well thats from the Witchhunters dex anyways, and way back they didnt allow Forgeworld cuz it was supposedly "OP", but if you are allowed Forgeworld you can bring Repressors if you want, heck you can even bring Valkeries with Battle sisters, howzat?

Yes, but they were only AV11. It's a very different book.

 

One thing frisian's list doesn't include and really should is that every Sister Superior should have a Book of St. Lucius, especially since you can turn it off if you do want to run away.

 

I'd also find it useful to give the Battle Sisters krak grenades, otherwise they can't hurt tanks in assault at all.

 

Ugh, all the lists I saved from back then are full of Guard units because I didn't have enough Sisters models for a proper list. ><

Ah yes, the Book of St Lucius... good times :P 4th Ed was the era of charge hopping so keep that in mind, very much a different game. Vehicles were better too so mech up and bring your melta in good number.

Could you explain the term "charge hopping"?

 

Also I don't own any guard, just sisters, so they will have to do ^_^

Although I do have an inquisitorial retinue if you think that's a good choice

Ah yes, the Book of St Lucius... good times tongue.png 4th Ed was the era of charge hopping so keep that in mind, very much a different game. Vehicles were better too so mech up and bring your melta in good number.

Could you explain the term "charge hopping"?

Also I don't own any guard, just sisters, so they will have to do happy.png

Although I do have an inquisitorial retinue if you think that's a good choice

I believe he's referring to the old rule where if a unit wins an assault, it can consolidate straight into another nearby unit and assault them in the same phase. As far as I know it was possible to chain this over and over provided you could keep winning assaults and keep consolidating far enough. Obviously, it would cause gunlines to crumple quickly.

I am yes, it's a huge difference as it means assault units can power through a shooty army with no recourse (snap firing didn't exist). As you'd expect this meant assault was king and you'd get some nasty builds. On the flip side you can spend a lot of points on your Canoness and make her a wrecking ball which is fun, something I miss!

 

Inquisitor can be fun, but not essential. Probably best to stick to pure Sisters with something you're unfamiliar with :tu:

I asked what codex applied to the contents and they stated Witchhunters not the White dwarf codex. And a good comp build for 4th edition is all as I know these people will go super cheese, two kitted up cannonesses with jump packs in a unit each of 5 seraphim seems to be a good strategy from trawling the Internet, taking exorcists is still a go too, chunks of sisters (10) to use the big faith point options, and using rhinos or immolators for them. We're Repressors legal that far back?

 

God this really is a throw back, I'm seriously going to have to hit the old books when i get home from work to help you here.

 

Staying sisters heavy is the way to go but I do recall seraphim being allot more special back then as well.

It may help us here knowing what models you have and how many points we have to play with?

I can't quite remember either, seems a long time ago now :P 4th still had defensive weapons at S4 too, that is something that made vehicles better and the Immo had a faux Fast rule for its flamers. Acts were really good too, it's starting to come back to me slowly :lol:

Yep, any squad who could roll under its squad size on 2d6 could gain pseudo-rending, and any squad who coudl roll over its squad size on 2d6 could make its regular armour saves invulnerable...

 

on the other hand, we didn't have the universal 6++ - or rather, it only applied against psychic powers.

 

 

I asked what codex applied to the contents and they stated Witchhunters not the White dwarf codex. And a good comp build for 4th edition is all as I know these people will go super cheese, two kitted up cannonesses with jump packs in a unit each of 5 seraphim seems to be a good strategy from trawling the Internet, taking exorcists is still a go too, chunks of sisters (10) to use the big faith point options, and using rhinos or immolators for them. We're Repressors legal that far back?

 

God this really is a throw back, I'm seriously going to have to hit the old books when i get home from work to help you here.

 

Staying sisters heavy is the way to go but I do recall seraphim being allot more special back then as well.

It may help us here knowing what models you have and how many points we have to play with?

My model count:

 

10 seraphim

1 Celestine

25 Battle sisters (this includes my heavy weapons and things to create Celestians and the like)

10 repentia with mistress

3 exorcists

3 rhinos

3 penitent engines

10 priests

1 inquisitor with full retinue options

2 cannoness

 

I need to make 1 1500 pt list and 1 2000pt list out of this.

2 Exos will be almost mandatory, maybe even go the full 3? PEs are probably going to go down like paper anyway. A full Sera squad would be good for mobility plus as you're low on standard Sisters help you use up points especially at 2000pts. A jump Canoness of doom would also like to run with them (as well as be a good points burner, especially for the "doom" part!), or you could go with Celestine.

 

How do you like your line squads? With Exos helping to cover the higher strength maybe flamer load outs so they can blast enemy infantry for you? There's also the mentioned pseudo-rending AoF which is potent should you need to strong arm something like MCs. Mechanisation would be essential for your lower Sister count.

I can get a few more sisters before the tournament but they won't be painted, I guess it depends how many more I needed.

 

As for the seraphims could I split them into groups of 5 with superior and join a cannoness each to them?

Also I'm presuming inquisitors weren't a good option as no one has hinted it.

Inquisitors weren't bad, you can do some cool things with them and their team but they don't add anything particularly special if you weren't looking for it.

Inquisitors with Forceweapons that did remove from play or something, it negated the Nids psuedo eternal warrior thing.

If you are going to be using C:WH then I would recommend taking a Psychos list.

 

It is a heck of a lot of fun, and can be very effective as it is so anti-meta for 4th that most armies have a real problem dealing with it.

 

Most armies back then could really only deal with one or two kites, where as this army is built using almost all kites. That means that most everything your opponent does just pulls your army in closer.

 

Inq with 3 HB sevitors.

2 units of PE (unit size will depend upon your collection)

Orbital strike - lance

2-3 units of Arco Flagellants

Priests - one for as many troop units as possible

Storm troopers - shotguns, as many squads as you can fit priest.

 

The last choice you get to make is deployment.

The army is fast, remember your units get to run, no other codex got that in 4th.

You also get to assault after you run.

 

Key the orbital strike at the enemy base, where they will set up the most of there units.

Bring it in as soon as possible.

That forces them to ether stay put and get hit with S10 AP1 or run out and face you.

Your units are going to them no matter what.

Before I reply with suggestions for army lists...  are your Acts of Faith going to be the 4th edition Witchhunter rules?

 

http://www.gotnurbs.com/ironheaded/OrderBanner.png

 

 

 

My model count:

10 seraphim
1 Celestine
25 Battle sisters (this includes my heavy weapons and things to create Celestians and the like)
10 repentia with mistress
3 exorcists
3 rhinos
3 penitent engines
10 priests
1 inquisitor with full retinue options
2 cannoness

I need to make 1 1500 pt list and 1 2000pt list out of this.

 

Well you are definately talking ALL your sister troop and fast models, even for 1500.    Cannoness for 1500, Celestine added for 2000.    Yeah, all three Exorcists since you dont have Retributors?  Prolly leave PeniEngines at home.    Can you get a Culexus assassin model, unlocking that option using Inquisitor?

 

Okay...  2 Troop...  10 each Sisters in rhinos.   Get HvyFlamers for them.  Then a meltagun.   Put sticks on two Sisters for "Imagifers".   You'll want those for your Acts of Faith.    Any left over sisters can be Celestians for Cannoness.  Priests?  they were different in 4th Witchhunters:   0-5 Elite choice as individual models to attach to squads.   Prolly dont need them at all.

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