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Old December 15th, 2005, 21:19   #1 (permalink)
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Default Witch Hunter Army w/ Daemon Hunter Allies 2000pts

Witch Hunter Army w/ Daemon Hunter Allies 1991pts

this list is supposed to represent two radical inquisitors that have bound a number of daemons to their combined will, along with their personal guard. i do plan on making and playing this list so i want it to be competitive, though my main concern is fluff.

HQ 419pts
DH inquisitor lord
word of emperor psyker power
psycanon
auspex
Retinue
3 gun servitors all w/ heavy bolters
1 mystic
1 sage

WH inquisitor lord
scourging psyker power
eviscerator
Retinue
3 acolytes
3 crusaders
1 chirurgeon

priest
plasma gun
carapace armour

Elites 470pts
3 daemon hosts
3 death cult assassins
1 eversor assassin

Troop 454pts
5 storm troopers
2 melta guns
rhino w/ smoke launchers, extra armour

5 storm troopers
2 melta guns
rhino w/ smoke launchers, extra armour

8 storm troopers
2 plasma gun

8 storm troopers
2 plasma gun

Fast attack 338pts
6 seraphim
1 twin flamer
1 twin inferno pistol
veteran superior
purity seals

6 seraphim
1 twin flamer
1 twin inferno pistol
veteran superior
purity seals

Heavy Support
1 lance strike

3 penitent engines

the point of the list is that on the first turn the lance strike is placed in the opponents deployment zone, forcing them to waste a turn redeploying to avoid taking extra damage. i then hit hard with all my Elites sense they all infiltrate or deep strike, thus giving me time to rush the rest of my forces into either firing or assault position. thus i keep them off guard and give them lots of opportunity to screw up.

module notes:
DH inquisitor = “vanhellsing� WH module with gray knight terminator psycanon, holding chains in other hand
WH inquisitor = DH helmeted module with evicrator, chains wrapped around torso like belt
priest = captain of guard type
death cult assassins = deamonets with chain and purity seals
eversor = kornite blood letter daemon with long spikes or quills also in chains
storm troopers = 2 box’s of cadiens
seraphim = wood elf dryads w/ purity seals and chains, painted to look like fire given form.
penitent engines = fire base made with steal wool and tin foil, w/ primed black cadien on floral wire “floating in smoke and fire� draped with chains that twist around the figure
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Old December 15th, 2005, 22:31   #2 (permalink)
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Interesting idea, I like it

A few ideas for competitiveness:

Doubt you'll need Purity Seals on the seraphim. In 4th edition, they no longer work with Hit and Run, so probably not much need for them.

Find a way somewhere, maybe drop a PE if you have to, but get the WH Inquisitor Lord into a transport. You don't want that guy foot-slogging it when he's trying to reach CC. And try to at the very least get Carapace Armor for the Acolytes. Otherwise the unit's majority armor save is a 6+. Not good. A Man-catcher or two could be handy if you want the unit to fight leader-types. Might be worth taking a second Chirurgeon if you get the points. They still get the base henchmen weapons, and you won't need to worry about instant death from a strength 6+ wound as often.

Give one of your Inquisitors a Psychic Hood. Should fit in well for fluff, and be handy since as a Witch Hunter base list your adversaries get the option of a free psychic power that could have some nasty potential, and you have nothing on hand to stop it. Maybe the DH one since he's hanging back playing Mr. Fire-base, and has the hat already anyway for modelling.
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Old December 16th, 2005, 17:01   #3 (permalink)
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I am really dubious, your army is 2000 points, I think you simply lack the numbers, every army you face will effectively be a hoard, only most will be damn good hoards, and this:
Quote:
penitent engines = fire base made with steal wool and tin foil,
just creases me
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Old December 16th, 2005, 18:58   #4 (permalink)
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xardian-- ok if i drop the Purity Seals and add two carapace armor that makes an 8 man squad 5 w/ 4+ save, and as for the transport i could drop one of the 8 man storm trooper squads, with that i could pick up a chimera with multi laser, heavy flamer, pintle mounted storm bolter, smoke launchers, extra armor for 103 pts. is that worth giving all the extra models on the table? that makes that unit very expensive, if i take one good hit im sorta screwed.

cheredanine-- i know that the list is quite light w/ 48 man sized models 3 large bases and 2 tanks, or 40 man sized models and 3 tanks with the proposed changes, but their is not much i can do about that and still keep the fluff. if you can think of a way please post it.
as to the module question, the following link is ware i got the idea.

http://us.games-workshop.com/games/w...fire/smoke.htm

and personally i think i could do a better job.
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Old December 19th, 2005, 02:25   #5 (permalink)
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Actually, rather then dropping one of the trooper squads entirely, just drop one from each of the 8-man units and drop a single Penitent Engine. May not even need to drop both troopers. Go cheap on the chimera, no need for the pintle bolter for instance.

That, I think, would be very much worth the cost. Think about it, the Inquisitor unit's only options for reaching CC are a transport and footslogging it. And even with the bump up to 4+ saves from the previous 6+, it'd still get maulled from shooting long before it reached assault if it foot-slogged the entire way. Yeah, a Battle Cannon with a lucky hit could really ruin your day in the transport. But even with 4+ saves said battle cannon would most assuredly ruin your day without the transport, and wouldn't even need to be that lucky to do it.
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