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Hi all I'm brand new to 40K as you may have been able to guess! Decided to start last night. I've Decided that the Witch Hunters army is the army for me. I am inexperienced obviously and need some advice on creating armies. For instance are tanks a must have or do armies that are all on foot have their place? Please describe what the abbreviations mean as well I might not understand you otherwise
WitchHunters (WH) are a tricky army to start with. be prepared to get beaten for a little while, the learning curve is steep for WH. (perhaps the Dark Eldar have a steeper learning curve, as do the Demon Hunters (DH) )
for reference, as well as getting started, I recommend 2 tacticas:
Heiromyo's tactica is good:
and St. John's tactica is good:
both of these tacticas were written under 4th ed rules, and might be slightly off from the current ruleset, but their advice is sound.
both of those tacticas highly recommend mechanised SoB (Sister of Battle) armies. Footslogging armies are do-able, but very difficult to pull off with limited long range firepower, like the WH have. the advent of 5th Ed might have made footslogging more viable.
also, non-faith armies are do-able as well, but again, more difficult to execute. an all-penitential army (penitent engines, arco-flagellents, repentia, zealots) could be fun to play now with the advent of 5th ed.
for ease of starting, I'd go with a mechanised SoB force, like Heiro and St. John recommend. Later on, you can get into the malleability of using DH allies and Inducted Imperial guard (IG)
From what I've heard the Daemon Hunters are tough as nails! I'd imagine the combined forces of the two would be awesome. They don't allow Sisters of Battle though, do they? From what I understand marines limit you to only taking inquisitors and the sort. What would you say is a mainstay unit for all WH armies? From what I've read going for Cannoness over an Inquisitor Lord is more viable and that Seraphim are the preferred Fast Attack units. Which are the better troop choices? I'd imagine the Sisters as they also add Faith points. I've only played Vampire Counts in fantasy so my understanding of any shooting isn't quite up to par would anyone mind describing the pro's and con's of the ranged weapons offered for the WH?
Grey Knights do not count as space marines, as they come from a different book, so a force that combines both GKs and SoBs is possible (and quite powerful). Rhino sisters and GKs form a good backbone of a combined force. Inquisition armies rely heavily on shooting, so it might take some time before you get it down to a science if you are switching from a fantasy army. Both inquisition armies are rather unique for 40k, they are rather reactive (though you certainly should pressure your opponent) and most of you killing will be from turn 3 onward. You force your opponents to make mistakes and then you jump on them. They are not a great army for all people as they take a certain kind of knack; sisters for example are best when attacking between 6-10 inches (in range to be assaulted by your enemy next turn), but are terrible in assault (so you need to completely wipe out the nearby squads to prevent yourself from being assaulted after you strike). Grey Knights, on the other hand are super generalists; they are good in both the shooting and assault phases, but lack the numbers to be great in either. GKs are much better shooters then your opponents assault troops and much better assaulters than you enemy's shooting troops, but not better in the assault than their assault troops nor better at shooting than their shooty troops (if that makes sense).
I hope that helps you get started, good luck.
Awesome sounds cool! I have put together a tank-hunter cannoness and an anti-psyker inquisitor lord that I think I'd like to include in my army. The cannoness will have bionics, cloak of st. aspira, jump pack, rosarius, eviserator and melta bombs. The inquisitor I plan to just sort of leave in full cover I will equip him with the psychic hood and give him the Hammer of the Witches psychic power. So his area of effect will be the entire board but he can still remain unseen. I think it's a total of 235 points on HQ is that a lot? I am also pretty sure I want seraphim and maybe a retributer squad in a land raider.
Lose the Bionics. A 1/6 chance of getting a 4th wound ain't good odds, despite being a waste of 10 points if it fails. I would personally suggest using the Mantle of Ophelia (ignores first instant death wound) if you have points spare. For only 5 points more it can save you from lossing her to a lucky plasma shot...
Also I personally would use the Retributers as a medium range support. Get them within 36 inches of the enemy and go for Divine Guidance. 12 heavy bolter shots a turn should get their points back quickly...
Don't worry about the anti-psyker bit too much. If the enemy is not psyker heavy you have just wasted those. It is rare to see a single psyker turn a match round (though I have watched a Great Unclean One sucked into a Vortex of Doom once. It was the look of horror on his face as he realised, he needed to roll a 1 to not lose him instantly!)
Last edited by Archine; September 18th, 2008 at 11:35.
Make sure you buy your SOBs quick - GW metals are rumored to go up quite a bit sometimes in October... Welcome to the witch hunt!
Forgot about that! DOH!
yeah gonna lose bionics and melta bombs so that the point value stays the same I do still want to try the inquisitor despite that it may be ineffective
Did you get the Inquisitor Lord and Henchmen? Man, I still think he looks cool in that hat!