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Well my original idea was an all infantry all henchman list, but it quickly became apparent to me that such a list would lack far too much in manouverability, effectively being an interesting but flawed IG gun-line with only 6 squads lol.
I therefore came up with this:
Interceptor Squad 160
Interceptor Squad 150
Henchman Squad (fire support with Coteaz) 131
2 Heavy Bolters
1 Plasma Cannon
7 Storm Bolter
Henchman Squad (Sniper) 130
Henchman Squad (Sniper) 130
Henchman Squad (Psykers) 99
Henchman Squad (Psykers) 99
2 s7 ap2 plates,
assorted other lol
Coteaz and his fire-support squad sit right in the middle and deter enemy deep strikers (the squad is built to deal with just about anything that could drop in, effectively denying the area that I want to enemy ds'ers).
The two psyker squads lay down blasts on targets as they see fit, (Purely anti-infantry, I feel more than five is a bit daft really, and they won't start losing psykers fast anyway except to perils thanks to the extra bodies).
The Interceptors I'm thinking of starting in reserve and DS'ing in where I need them, with the added advantage of having the teleport move, so If I'm careful with deployment they should be less of a one trick pony than other DS'ers. The psycannon squad I figure can be back-up anti-tank should I need it (with s7 psycannon and s5 storm bolters on rear armour).
The only thing i'm not sure on is the joker squads.... They're there for the lascannons basically, with the crusaders making them a bit more survivable and less dependant on cover.
Again the only thing I think this would struggle with is mech perhaps. Combat armies Shouldn't be too much of a problem (a lot of anti-infantry firepower really, plus coteaz's sanctuary may help), but there isn't a great deal of anti-tank.
Any suggestions? The only thing that is set in stone is no vehicles. And I'd prefer no more grey knights really.....
Thanks in advance.
Last edited by Cripsin; May 21st, 2011 at 15:52.
I see no transports in this list. This is bad.
Even 'all infantry' lists have transports, you cannot expect to footslog through endless fire.
All this will grant your opponents is easy kill points. Main compliment to your list however would be the fact you're at least trying to give each squad one role. But you still need some early game protection - means to move across and into the board.
Chimeras have five fire points for heaven's sake.
I don't want to use transports, hence 'All Infantry'. Transports are not infantry.
I want to use no vehicles because 1: I don't overly like the models, 2: Virtually everyone runs mechanised. 3: Tactical reason of making all of the enemies AT pointless. 4: Challenge.
My question is not should I put transports in, because I'm not going to, it's can this list still win a game, and do you have any suggestions that could improve it's chances without the addition of vehicles.
It's good your sticking to your guns, but it won't be competitive. Warbands are mostly T3 with terrible saves. They'll be torn arpart piecemeal.
Not liking the look of transports is fair (though Chimeras are nice looking), though the idea of making enemy AT pointless is a poor reason. As a guard player, my AT usually explodes, so with a lack of vehicles I'd just turn it on infantry.
My manticore, for example, would be hitting your infantry every turn, probably denying cover saves, at S10, Ap4, and d3 Large Blasts, and they're ordinance to boot. So I'm not saying Footslogging can't work, just don't expect denying enemy AT to be a viable tactic to helping you win.
Edit, so I'm not a tool:
I'd drop the interceptor squads and take a pair of deadknights with Incinerators and jump packs. With a 2+/5++, they're surprisingly likely to survive a few rounds of fire, and are likely to draw the majority of fire away from the rest of your army.
Last edited by cKerensky; May 23rd, 2011 at 15:47. Reason: mistype!
If you keep the interceptors merge them into a 10 man squad then the psybolts efect more men then combat squad them if you wish.
Quorn! - Protein for the Protein God.
@ Mad Cat, the only reason I didn't do as you suggest is I would lose the second justicar, and both squads may be involved in combat, I see the merits of both ways, so I'm unsure which to do.
@ cKerensky, I quite like the Idea of the dreadknights actually, they'd be a sizeable fire-magnet and might keep my more fragile troops in the game a bit longer, I would say 1 of each (DK and Interceptors), but I like duplicity in a list (I usually take at least 2 of everything). Definately something I'll consider.
@ Everyone, Any Ideas for anti-tank, to be honest I don't like the jokers, they're expensive and lascannons aren't the best AT in the game anyway...
Also, I don't want to take the list to tournaments or anything, I'm not that competative, and so the lack of transports making the list more challenging to play isn't too much of a worry for me. I wanted to take an INQ list, and there will be so many GK mech lists on the boards soon (with psyrifle dreads and psybolt razors everywhere), that I just wanted to do something a bit different.
Thanks for the help peeps.
So I can't really find an effective anti-tank build for henchman without the addition of a transport, so I was thinking of swapping out the two joker squads for 2 Psyrifle dreads, (supported by the psycannon interceptors for popping rear armour and also maybe including a deamonhammer in each squad for last ditch attempts) do you think this would give me the AT that I need for 1k? They could both easily pop a transport a turn, and I don't tend to see much AV14 in 1k.