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in the near future i plan on expanding my witch hunter force
the question becomes to i go with 2 more foot sloging sister squads, retributers, domionios or would you play an infatry platoon w/ command squad w/ gren launcher & missile launcher and two squads each with gren launcher & missile launcher , afs w/ las cannon plasma gun chimers multi laser hb ea sl and russ w/ trip heavy bolters extra armour
this adds to my list of
cc inq lord with retinue of 2 crusaders, familiar 2 chirguens
15 zealots 3 fan. w/ evc and led by a priest w/ evc
2 sisters squads mounted in rhinos g kit
cannones with retinue in immlotaor
8 seraphim 2 flame psitols.
i see the advantages of both but can't decide
They will serve the Emperor whether they want to or not!
"The sword that takes life gives life."
I've been thinking of using 2 Armored Fists with AutoCannons (I think of it as a weapon that SHOULD hit each turn, rather than a stronger weapon that MIGHT hit) and Plasma. Then the standard Chimera with Multi-las and Hull mounted Heavy Bolter.
Then putting the Lehman Russ on the board with Hull mounted Las cannon.
I don't go with Las Cannon in my Fists because I want to stop transports and medium tanks with the Armored Fists. Being able to count on a shot hitting is worth the drop in Power to me. Plus, the AutoCannon can function as anti-MEQ. Las doesn't shoot anough to help a lot there.
Anti-tank gets covered by the SoB portion of the army. Seraphim with Inferno Pistols and Eviscerator, Dominion Squads with Meltas, Exorcists, and even Multi-Melta Immolators do nicely at popping tanks. If you really need it, the Las cannon on the Lehman will help.
Anti-infantry gets covered nicely by the Sisters squads, and the Lehman's Battle Cannon. Make sure you have Hull-Down on your Lehman. it's gonna be the big target.
I like having people shoot at the Lehman and the Chimeras much better than having them shoot at my transports and light tanks.
The induction option can shift your enemies anti-tank focus to let your transports do their job, and then let your mounted sisters shine at theirs!
Exactly my plan - except that I put Autocannon on one Chimera for now... Second one will get Multilaser for no, but in the future... Lots of autocanon love
Be advised that the AutoCannon on a Chimera could be ruled illegal.
I think that one or two ARmored Fists provides some very useful options for a WH army.
Sisters Repentia: Wow what beautiful models! Wow what terrible rules! -stjohn70
Well, it is an IA option so I guess liek any other IA item it is not "legal" for any GW events and such... SHould be OK for in-store games though with the permission of the other player...
I like the AC turret option, but we usually don't allow IA options at our shop.
The other thing to remember is that by codex, we are only able to induct the BASIC version of the troops in the original codex.
so no Cadian pattern walkers, no special Lehman Russes...
Most people seem surprised to see Sisters of Battle armies with a LR on the table anyhow.
in my experience i have never been a fan of the auto cannon. it cost 15 points which is the same as a missle launcher which is better at killing tanks and meq and has the anti horde option. in addtion i like at least one las cannon when deploying to netrulize transports and mess with my oppents plans. It seems the auto cannon could work as a transport buster and it does have 2 shots but it just seems to be a jack of all trades master of none and it seesm you induct to off set weakness so itseems that inducted guard should fill a specific support role . am i missing something ?
the more i think about it i am leading towards the guard option
Yes - I can agree that the Autocannon has too few shots to act as an infantry killer, and is too weak to act as a tank killer either... It jusy seems that the Heavy 1 Lasscannon misses every time that you need them to hit...
Last edited by SmokWawelski; December 5th, 2006 at 22:58.
I like that the Inducted Guard make up for the long range threat the sisters lack.
The AutoCannon is a multi-role weapon. It can be a threat up to armor 13. it shoots twice, which I think is important when you have BS3. With the 1-shot weapons you will miss 50% of the time. With the 2-shot AutoCannon, that improves to 25% of the time your weapon was ineffective. For me, it becomes a question of points vs. reliability. How often can I rely on the weapon to hit it's target? I know Lascannon has better Str and AP, but it's more points, and only 50% reliability. I know the Missile Launcher has better Str and AP, but it again only hits 50%. I don't have my codex in front of me, but I think it's about the same even with the blast template (meaning it's a to-hit roll for the target, then lay down the template... or is it a scatter die? I don't use the missile launcher much)
Now of course different commanders will make different choices on how they outfit their armies. For me, the reliability of the AutoCannon actually hitting something is worth it's place in my army. I know others who choose mortars and grenade launchers. Others stand by their Lascannons to hit hard when they hit.
I tend not to worry a lot about horde armies because they have to deal with the Heavy Flamers from my SoB squads, as well as the Heavy Bolter and Multi-Las shots from the Chimera. If you've inducted a Lehman Russ, it can throw a lot of anti-infantry firepower out as well. Also, don't underestimate the good 'ol lasgun. they're not spectacular, but they are shots going towards the hordes.