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Hello, I have been playing alot of proxy games of witch hunters and I've noticed I've been doing exceptionally well for a army that is said to be a challenge to play, I'm pretty sure my record so far is positive.
But I've noticed one thing not gelling in my army (its a mech'd army) is my two jump pack cannonesses. In 5th edition they just dont seem to work to well. I've tried to attach them to my Seraphin squads and de-attach them before the charge.... but it just does'nt work.
What should I do? when they're run solo they're just to easy to pick off (even a 2++ save will fail)
Im assumeing all you Battle Sisters squads are in rhinos if this is a mech army. What I tend to do is hide the cannoness behind a rhino as they both move upfield untill she is in range to assault, its worked pretty well for me so far.
Remember that Independant Characters are only counted as joining a unit at the end of the movement phase. So you can bounce your cannoness alongside your seraphim, and then detach them before the charge (and if you are really good... or lucky, you can charge them both into the same unit, but from a 2" distance apart, and they are not counted as the same unit.. hello hit and run!)
Hmm, thanks for the advice I've been kinda doing both of those but not exactly I'll try hiding here behind my rihno (I switched one of my Cannoness to a foot slogging on to ride in a rihno).
But I'm going to turn this into "Gauss_storms Witch Hunters help thread"
Should I swap out 4 flamer mech'd Dominions for 4 heavy bolter retributors? Cause What I noticed is Witch Hunters work alot better when some long range support softens up they're targets first or eliminates some targets first (exorcists tanks and heavy infantry) and heavy bolters are one of the best all round guns in the game.
Dominions would give me some punch in close range.... but I already have quite a bit of that in my list.
Also this is just another general question... since most people don't really see witch hunters around very often. I find this when explaining to my opponents on vassal how faith points work and when I actually use them they seem to get a bit enraged about how awesome these abilities are, does anyone else feel they often get cries of cheese or "lame"?
I don't believe this I find witch hunters are a tricky army and alot of fun to play, funny thing is I think I have been trained quite well to play this army from Necrons. I've become very good at avoiding close combat, counter asssaulting, unlocking units by counter assaulting, and hanging back my assault units to counter assault and in different ways Witch Hunters are almost as tough to kill at Necrons but against different attacks.
But overall I'm having alot of fun, alot more fun than the Deathguard army I was considering.
I generally take 8 rets with 4 HB, and I have just changed my list to include a sister superior and a book of st lucis, as with the new LOS rules I can't hide that well any more.
But based on your posts it doesn't look as if you need any real help, looks like you have WH all wrapped up. Good Luck!
the vet. sister in your seraphim squad counts as an imigifier, one of the reasons shes so awesome
I generally play with two Seraphim Squads, one ten-girl for anti infantry with two hand flamers and one five-girl for anti tank with two inferno pistols.
Remember a simulacrum imperialis can be used once per player turn as well, so there is no reason to not to try both Acts of Faith.
I recently mathhammered it with regards to three and two dice odds (only for Acts of Faith though), and for 3 Dice the chance of getting a 9 or over (is 50%), and 5 or under is 52%, and for two dice 58% for 7 or over, or 58% for seven or under.
So you can basically have your cake and eat it too. Re-read the Acts of Faith and you will see what I mean.