Tawnis Posted yesterday at 06:51 PM Share Posted yesterday at 06:51 PM (edited) Hey everyone, I was running this army a little while ago, but with some recent additions and a certain large points cut, I've been able to re-tool it more than a little bit. I haven't had a chance to test it out yet, but I think it's actually going to be pretty decent. Imperialis Fleet 2000 Points (L)Inquisitor Karamazov: 140pts He's basically a mini dreadnaught, and also gives 3 of your infantry Scout 6" Vindicare Assassin: 110pts Callidus Assassin: 100pts Eversor Assassin: 110pts Inquisitor with Digital Weapons: 65pts (Could be Eisenhorn if I can ever find that model as well) Inquisitorial Agents x12: 100pts (L)Deamonhosts x2: 80pts Ministorum Priest: 40pts (L)Jokero Weaponsmith: 30pts So, these are all one big giant blob. With all the overlapping buffs the whole unit has -1 to be wounded, Sustained 1 in melee, Lethal Hits at range, 5+ Invul, 3+ chace to refund CP, and the ability to remove Battle-Shock twice. All this backing up a very reasonable number of attacks at both range and melee. Rouge Trader Entourage with Fleet Master x4: 95pts Navy Breachers x10 with Meltagun: 90pts Being able to use Violent Acquisition for free every turn, especially if you combine it with Close-Quarters Barrage outputs a lot of damage. Giving this unit infiltrate is also a big help as we'll get to soon. Navigator with Clandestined Operations: 75pts Navy Breachers x10 with Meltagun: 90pts Giving 3 units Infiltrate along with Karamazov giving 3 units Scout 6", really allows you to control the flow of the early game. You can place units like the Inquisitor, and Rouge Trader blobs aggressively and move them back to safety if you don't get first turn, but can push aggressively into stuff if you do go first. Also, he's got a reasonable chance to output mortals at range with his ability which is nice. He's no Plasmancer, but he's still pretty good. Navy Breachers with Meltagun: 90pts Grey Knight Terminators x5: 190pts (These can either be put into Deepstrike, or can be given a 6" scout move to shove them up the board faster). Battle Sisters with Meltaguns x10: 100pts Immolator with Multi-Meltas: 100pts Using the Immolator splits up the Sister Squad and allows you more flexibility with Sticky objectives while also adding some more anti-armour punch. Freeblade Knight Castellan: 395pts After the big points cut, this can slot in nicely to provide some much needed anti-armor and anti-elite firepower, that is well protected with how aggressive you're able to place your infiltrate/scout units. So, what do you all think, anything you'd change for the list? Edited yesterday at 06:51 PM by Tawnis Link to comment https://bolterandchainsword.com/topic/386274-new-agents-2k-list-with-legends/ Share on other sites More sharing options...
Ulfast Posted 15 hours ago Share Posted 15 hours ago I think it looks allright. Give a true and see what happends :) Link to comment https://bolterandchainsword.com/topic/386274-new-agents-2k-list-with-legends/#findComment-6121801 Share on other sites More sharing options...
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