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well i got myself a real problem i orderd some stuff off ebay and got stormtroopers and immolater.
well i figured my army.....so far
hq will be the throne.
elite : Inquisitor with psy hood, 3 worriors and 3 acolytes 3 granade launchers, 3 storm bolters......lol mobile death
elite 2-3 deathcults or an assassin
elite arco flagellents
troops 8 stormtroopers 2 granade launchers (support fire)
troop 8 stormtroopers 2 flamers and preist with stuff
immolater and meltas in the fast sqaud thingy
but any ideas
Seems it'll be very conventional military based instead of using pure sisters.
Personally I value my storm troopers, although their medium armour only offers scant protection. I advise you to boost the squad size to 10 and upgrade them to have two plasmaguns per squad and a plasmapistol weilding sergeant. This offer more insense killing power than what hellguns alone offer, also you've got a decent chance against vehicles.
Witch Hunters arn't too keen on long ranged weapons but the Chimeras can change that, because you've got two squads of storm troopers and an Inquisitor (lord only) you can have up to 3 chimeras, which give offer you decent transport speed should you need it but adds quite an intense amount of supporting heavy weapons fire. The front armour of 12 isn't somethtaught off either, though I'm also an Eldar player so it's quite heavy in my books. Any conisder these transports to offer additional firepower as well as a means of getting those plasmaguns into rapid fire range.
Exorcists are excellant anti-tank and anti-heavy infantry, one of our only dedicated long ranged tank busters. They're quite often deployed in pairs because it opens up more options for you to play with as well as adding anti-tank fire power. It's up to you though, one is good but two is typically what it used.
Seraphim are good at countering fast moving units. They're good in two roles, anti-tank or anti-infantry...though I advise you not to do both. Use inferno pistols and an Evicerator in a small squad for tank busting, otherwise a large squad with flame pistols and a brazier of holy fire and power weapon as anti-infantry. Because your army is currently lacking in anti-tank I adise you go for the small squad. Perhaps adding another squad doing the other role will be good too.
Everything else is as is, not much you can do to change them, but this is what I recommend you do to the army.
Doesn't this belong in the army list section?
Actually elite inquisitors can have transports too.
In most cases a shooty DH inquisitor is the most effective kind.
Otherwise give the acolytes carapace and give the inquisitor a bolter or if you have the points a storm bolter.
I would put shotguns on the priest's squad so you can still shoot before charging. I also like giving the priest an eviscerator.
ISTs with plasma guns are usually better than grenade launchers. IMO, plasma pistols aren't worth it because it's going to run you 35 points for a pistol wielder that can kill himself.
The immolator should have extra armor and smoke.
Proofread next time. It makes it better to read ;Y
Also be more specific.
-How many arcos?
-fast squad thingy - dominions; and how many meltas? I'm assuming that the immolator has the flamers.
There is no such thing as a plea for innocence in my court. A plea for innocence is guilty of wasting my time. Guilty.
- Inquisitor Lord Fyodor Karamazov
Can elite inquisitors have transports? As far as I remember they can't actually buy a dedicated transport....although they may ride the immolator.
IST's are best off in a rhino, and IMO in smaller squads, otherwise take sisters. With a rhino that means you're threatening 24"...really important in our medium-ranged witch hunters, imo.
I think you need more armor on the table to take pressure off of the Immolator and Exorcist, which having rhinos would help to alleviate.
I'd also probably discourage you from using an assassin...and probably from using the deathcult's either...I've been using a vindicare, but he's getting the axe. just too many points wrapped up in one model. Soooo, maybe the others are better, but I think another troops squad of some kind is far preferable. I guess I'm spoiled, and won't hardly look at a model with a 5+ save, but for primarily that reason, I don't think the DCA's are worth it.
Just as a thought responding to Heiromyo... do you get a good response from your chimeras? I proxied them for a couple weeks, but man, BS3 I thought really neutered their effectiveness! Only one hit per gun on average, and then, of course, you still have to wound, and usually they get their save! What do you think, Heiromyo?
I do quite well with Chimeras actually. Often only feilding one, but on occasion I do use 2, possibly going for 3 in my next army set-up. The front armour of 12 helps ward all small arms fire, but once i did get lucky and it withstood 5 turns of being shot by a lascannon. The bonus of this is that it makes for a more effective sheild for your troops with less risk to the vehicle. Remember that because there are heavy weapons on the vehicle it doesn't mean that you have to use them, sometimes it may be better just to run the chimera forwards. Then you ask yourself, why didn't I just use a Rhino, well rhinos can't offer as much support fire, and while you don;t always have to use the heavy bolter and multilaser the option is there when you do need it, opening up more possible strategies for you to play with. Also don't forget the vehicle upgrades, the extra armour, smoke launchers and storm bolter options will increase its efficency in resilience and range firepower (7 shots a turn...almost like a medium tank than a light transport). Lastly the heavy weapons will reem lighter vehicles and light infantry but because of it's high strength it becomes easier to wound heavy infantry and large creatures. These arn't certain kills you're correct on that but it's all about the potential, the vehicle only comes at about 80-100pts which is quite good IMO for it's potential.
In regards to storm trooper size, I personally go for a small squad of 5 in a rhino if they're armed with meltaguns, sometimes I do use 10 in a rhino but only in larger points matches. I use the Chimera for squads of 10 armed with plasmaguns, maximising the potential for anti-infantry kills, but the plasmaguns also open up more potential for anti-armour in conjuntion with the high strength weapons of the chimera. Plasmgun weilding storm troopers are sometimes put in a rhino but that really only if I want to spend points elsewhere.
I do like deathcult assasins, they're quite good for what they are, maybe not for their killing potential but for other more subtle techniques. Here's a small exerpt from my witch hunter tactica (a bit outdated now but still serves it's purpose I guess), I once used them like this in a tornament and they performed quite well, I sometimes use a callidus as well because her ability to appear anywhere opens up more possible options to play with:
Cheapest assassin available and good for their cost. You can buy three for a single elite’s choice (but may be deployed separately) and each armed with a power weapon, fearless and able to infiltrate. Unfortunately they aren’t as tough as other assassins but you can expect them to hold off a squad for a turn or two and maybe even take one down, but don’t expect it to happen though unless all three are attacking the same squad. Probably more useful when aiding another squad in combat than going off by themselves to do their own thing as they may backfire and act as a leap frog for enemy units (moving them closer to you).
There are still less direct uses for them though. The idea is that a single Death cult would not stand up to a large squad of basic infantry even if she charged, so it's an idea to avoid doing so. Aim for smaller units, battle suits and heavy weapon squads for example. She may have trouble catching the faster units but if she does she can potentially thwart shooting for a turn, even kill the squad if she's lucky.
Disrupting opposing infiltration is another use you can employ on these girls. Being cheap their deaths wouldn't be a huge lose to the overall army. The way this works is basically deploying them using infiltration rules where you don't want your opposition to deploy. For example, you have a rather frail tank deployed behind some woods but your opponent has some Tau Stealth Suits armed with fusion blasters (meltaguns) that can infiltrate. If you're lucky enough to deploy your infiltrators first you could deploy your death cult assassins in the woods, nullifying an 18" radius (presuming she has line of sight) where no opposing infiltrators can deploy. Against armies that do nothing but infiltrate (Chaos Marines Alpha Legion or Imperial guard doctrines) you can potentially box their entire army into a small area.
You can also use them as support, sisters aren’t great in combat so a death cult or two charging into combat with sisters can turn the tide. Because there would be more than one unit in combat there's less chance of you falling back and getting cut down as all units would need to fail their leadership tests if they lost combat.
Lastly, you can use them also as a wall in a sense. The rules state that they are independent, not independent characters, so in a way they count as a unit not dissimilar from regular squads of infantry. Saying such you can advance you army with a death cult assassin in front of them forcing your opponent to take leadership tests in order to shoot the units behind, not much but can be of great use.
Initially, I'd say no, because there is no transport option under the Elites =][= armylist entry.
However, on a further perusing, the case of the retinues for BOTH the =][= and =][= Lord are dealt with in the Lord's entry, as is the transport. It would seem that the little box at the bottom deals with both =][= levels.
So, I'd say yes, Elite =][= can take transports, you just have to refer to the =][= Lord entry for prices and whatnot.
Seems you're correct there, not that I'm complaining...been playing all this time with no transport because I didn;t think they could have one...doh >_<
Thanks for responding to my question heiromyo, I forgot about the AV 12...that's a big difference in my book. Personally I think I'd still take the rhino, as I hate only moving 6" with a transport, and would rather save the points, but your rebuttal is certainly well received.