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here is my witch hunters army after many alterations:-
HQ Canonness - litanies of faith, power weapon, bolt pistol - generally to pack a punch with the priest and the celestians
Priest - eviscerator - mainly so i can have cool ecclesiarchal units
Elites Inquisitor with power weapon, stake bow, rosarius, gun serv w. plasma cannon, vet. guardsman w. plasma gun, acolyte w. plasma pistol, 2 sages, penitent - lots of plasma!
Celestians - flamer, heavy flamer, leader w. brazier of fire, rhino w. SL, EA and laud hailers - so the rhino can actually do something once its got the celestians there!
4 arco flagellants - if they dont kill people at least they'll draw enemy fire!
Troops 2 squads of battle sisters - 2 stormbolters + leadter w. stormbolter
Fast attack 5 dominions w. 3 meltaguns in immolator with multimelta - nasty flamey death for tanks :shifty:
Heavy support - 3 Penitent engines - same purpose as arcos
Excorcist - anti tank and anti HQ
Well, post your reviews because i'm curious to know what people think.
Extra armour is always useful on the vehicles.
And over there we have the labyrinth guards.
One always lies, one always tells the truth, and one stabs people who ask tricky questions.
Yeah, please could you clear me up on the extra armour - does it ignore 'crew shaken' results altogether or does it just downgrade 'stunned' to 'shaken'? Because if it does then it would be amazingly useful for my excorcist. :rofl:Originally posted by CBrate@Mar 11 2005, 07:19
Extra armour is always useful on the vehicles.[snapback]349759[/snapback]
It just means that you can move. You still count as being shaken so you cant shoot in the same turn. This allows you to move back into cover, or break line of sight. Then move 6" the next turn to rain hell on them for another turn.
Dude, put this in the army list section. Other wise its gets annyoing having to sperate army lists from the other topics.