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you witch hunters sure have it good with that tank. it can safely hide behind almost everything while happily destroying anything it feels like from across the entire gameboard. all for peanuts in terms of point cost.
we have an endless debate with this tank, its short and stubby with the giant on-top missile launcher, he says if troops are in front of it, its covered. i say not even close enough of the tank is covered for it to work.
this machine can essentially recieve cover and deny cover to others from anything. its overpowered and drives me nuts. i have to plan my army around killing it before it kills me. and whats worse is hes planning on buying more of them.
you witch hunters sure are lucky. i would kill for something that effective.
It's also the only thing in the entire witch hunters codex that can kill a tank from more than 6" away, so uh, it's really only unbalanced if you look at it isolated from the army it supports.
No other army has a tank with a turret on top? Predators, Leman Russ, Hammerheads, etc etc all can be in cover while not giving cover to their target.
Mind you I completely agree it's one of the best tanks in the entire game for cheap. I'm just saying we need it because it's the only long ranged weapon in our entire Codex.
Its okay, we pay it back 20 points a rhino.
Try going more infantry based? Nothing like seeing the face of a Witch Hunter player when he has spent 400+ points on excorcists, and then realises you have no tanks/heavy infantry from him to shoot at.
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If you end up using troop-based list you will bound to have something anti-tank, and those things are usually not mobile (devastators, IG heavy weapon teams) so the exorcist will have plenty of bodies to shoot at.
After destroying anything that can hurt them (as per water warrior) you can mow down slow troops running at you with sisters slowing the advance once enemy reaches the exorcists;
Exorcist is truly an amazing tank, and it would be OP on its own, however if you consider it in the army, it is a good balancing factor;
Nice tank though, only thing i've seen to have sustained success against geared-up falcons/fire prism squadrons in apoc games.
Also going infantry-based doesn't work; the missiles are BS4, and providing you don't roll all 1's or 2's they'll mess up your infantry just as well as they'll ruin your tank's day. Better, in fact, seeing as how the rockets are S8.
If you're a Chaos player try Dual-Lashing his Sisters out of the way, or DS some Terminators with Combi-Plasmas in to kill them and then wreck it in assault.
If you're a Smurf player, Drop Pod everything.
If you're an Eldar player drive your Jetbiking Seer Council with their Singing Spears at it.
If you're an Ork player send in the dual Nob Bikerz to.... you get the idea. Witch Hunters is one of the least cheese-ridden Codexes in the game, and building an all-Sisters list further reduces the cheese-ability; complaining about the sole reliable 48" weapon in their arsenal is a bit grim.
You won't think Exorcists are overpowered if you're running AV14 tanks. Heck, even 12 properly behind cover can be a problem.
the exorcist excells at light armor and Heavy infantry busting. against real tanks, it's not so good.
and, as others have stated, the rest of the force is lacking in Long range weapons. The only Long range multi-gun options are Retribution squads equipped with Hbolters, or an Inquisitor Shooty retinue. A Hbolter Immo can get cover ignoring shots from a twin-linked Hbolter, and a Celestian Squad can get a single Hbolter.
aside from that WH could try Multi-meltas. Which really aren't long range at all, esp. once you consider they must stand still to fire.
WH can be built to be game breaking to very few forces. primarily psyker heavy forces, and then the WH list has to be tweaked to specifically take out psykers.
If you hate Exorcists, you should try fighting Jump-Shoot-Jump tau in Line-of-Sight blocking terrain with an open field of fire in front of it.
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