Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I was fooling around one day and decided I wanted to draft a Witch Hunters army. This is a distant possibility for me, but I won't have the funds or time any time in the near future.
-Word of the Emperor
-Pintle Storm Bolter
-Bolt Pistol + CCW
Battle Sisters x 9
-Boltgun x 7
-Pintle Storm Bolter
Then there are 2 more squads of the same, except for storm bolters instead of the flamer
Adeptus Arbites x9
-Shotgun x 8
-Pintle Storm Bolter
Seraphim x 7
-Twin Bolt Pistols x 5
-Twin Hand Flamers x 1
-Twin Inferno Pistols x 1
-Melta Bombs (did they come with those? I don't remember)
Veteran Sister Superior
That's it; obviously designed as a mechanized force. Most of the stuff I threw in because it seemed cool (Power Stake, how could I pass that up?), but it seemed to me that it may actually be playable. That's why I brought it here.
My basic tactic would probably be something like an armor rush, with the Seraphim in the back so they can't be shot at. Exorcists on the sides or maybe on edges of second row (protecting Seraphim) break off to start shooting. Then once everything gets close, the tanks take their 6" move, deploy, and shoot, while the Seraphim jump over them and end up in the front where their short range stuff works well. From there the tanks can move around to the inside (shooting all the while), and try to block off the girls (and Arbites) from the rest of the army. Ideally, That cuts the army in half for a time, so I can take them out seperately. I'm a bit iffy on the tank rules too. I can move 6", deploy, and shoot with the tanks and infantry, right? Thanks for listening, assuming someone does.
Looks like a fun list. You won't be rocking any tournaments with it, but you're right, it's perfectly playable and full of cool stuff. Looking at your inquisitor's retinue, I would encourage you strongly to study up the mixed armor rule and either get another warrior and put the acolyte in carapace or get two more acolytes all with power armor.
As far as vehicle rules, you can in fact move 12", deploy, and still shoot. If you want to fire the Chimera's guns of the immot's multimelta you would be limited to a 6" move. Chimeras make a much better medium tank than they do transport. The single rear access point makes them near worthless for moving troops unless you find yourself playing something like an alpha recon or dawn raid. Put a heavy bolter on there and use it as a tank. If you want to disembark the boys where they can shoot something same turn, you have to turn it around and show off your armor 10 tushie, plus your hull weapon now has no targets. Remember if you take the immolator with heavy flamer, it can move 12 and still immolate.
Storm bolters add absolutely nothing to a mechanized squad. The point of mechanizing is is to disembark in rapid fire range where everybody has two shots anyway! Get some Melta Guns. High strength weapons are hard to scare up for inquisitorial armies.
The only problem I see with your tactic is it looks like you haven't used Rhinos much in the past. They get 1/2 to 3/4 across the board and then they die. It's what they do. Die, by turn 3, always. Rhinos that live past the initial rush off the line should be considered bonus gifts to harass the enemy with. If you have a whole-game plan set that involves having them around, you'd better be good at improvising! Also, advancing the exorcists just gets them smoked in the side armor. Park them in cover and rain down the emperor's swift and mighty justice.
Last edited by InquisitorAffe; September 5th, 2007 at 09:31.
Okay, thanks, I'll do that, and come back when I've got it changed. You're right, I've only ever used a single rhino, and I always had more threatening or delectable targets, so it was mostly ignored. Thanks for the help!
Okay, so I changed around quite a few things, but it's basically the same army.
Here are the changes in brief:
Took out Adeptus Arbites, Celestians, and Assassin (I got over him)
Changed the two storm bolters in the Battle Sisters squads to meltaguns
One more Seraphim, switched hand flamers to inferno pistols, gave Sister Superior an Eviscerator.
Took off the Inquisitor's Word of the Emperor, added an Acolyte, took out Combat Servitor, stuck them in a stock Land Raider.
Added a squad of Battle Sisters identical to the group with the flamer.
Added 6 Dominions with 3 meltaguns and a flamer, Sister Superior has Bolt Pistol + CCW, Gave them a stock Immolator with Extra Armor and Smoke Launchers.
Oh, and one of the Acolytes had to loose a CCW - I was a single point over. Oh well, like he'll need it.
Like I said, mostly same as before. I figured the Arbites weren't doing anything special, and the Battle Sisters actually cost less. Now the Seraphim have a defined role as tank-killers, which the Dominions can help with. About the Land Raider, I figure it can soak up shots that would otherwise destroy the Rhinos. As a plus, it has the Lascannons.