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Discussion Starter · #1 ·
Dear Inq players,

I have a 2000pts Guard vs. Guard game coming up soon, and fancied taking a few DH units for variety and fluff. I don't currently have access to GKs, although based on your feedback if you feel they're the best to use I'm prepared to head into town later and get some.


My current plan is to take an Inquisitor Lord plus henchmen as a light assault unit. They only need to be a comparatively light unit to win assaults against other Guard! The =]I[= Lord also unlocks the option of an Eversor assassin.

My dip currently looks like:

=]I[= Lord: Bolt Pistol, Power Weapon, Emperor's Tarot, Melta Bombs
-2 Mystics, 4 Warriors (1 HP/CCW, 3 Flamers)
Eversor Assassin

The plan is that, if I get the first turn, the =]I[= will fly off in my Valkyrie and go and meltabomb or flame the highest threat units on my opponent's back lines. 4 Warriors is enough to ensure that the majority of the unit has frag grenades for assaulting anything in cover. If I get the second turn, they'll be deployed in my half as a counter-assault, counter-deep-strike unit - although hopefully with the Emperor's Tarot I'll get to stick with Plan A.

Similarly, the assassin will be deployed to charge high-value non-tar-pit units such as Veterans, Command Squads, unescorted artillery, etc.


First of all, is this a remotely sane plan? I'm aware that it can easily be tweaked if needed, but is the fundamental idea worth it? Or would I better either with GKs, or just with a straight IG list?

And secondly, if I am going ahead, are there any refinements I should be looking into? A tweak to henchmen (more/less/different), a valuable but oft-overlooked piece of wargear, etc?
 

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Unless you take Inquisitor Lord Coteaz, you're limited to 3 of any one type of henchman, so you'll have to drop one of the warriors. I think it's also a very light assault unit - it doesn't have the numbers to win against a mob of guardsmen, which could potentially outclass both of your assault units with sheer numbers. Depends on your opponent's list, I suppose. For the points, you're much better off with the GK's, if you have spare chimeras or valks to put them in. Or kit your I-lord out as a shooty one with HB/PC servitors.
 

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Similarly, the assassin will be deployed to charge high-value non-tar-pit units such as Veterans, Command Squads, unescorted artillery, etc.
Beware of charging an Eversor into cover, he's got no frags and can be mobbed before he swings.
 

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Discussion Starter · #4 ·
Unless you take Inquisitor Lord Coteaz, you're limited to 3 of any one type of henchman, so you'll have to drop one of the warriors. I think it's also a very light assault unit - it doesn't have the numbers to win against a mob of guardsmen, which could potentially outclass both of your assault units with sheer numbers. Depends on your opponent's list, I suppose. For the points, you're much better off with the GK's, if you have spare chimeras or valks to put them in. Or kit your I-lord out as a shooty one with HB/PC servitors.
Thankyou - as a non-DH player, the limit of 3 per henchman type is the sort of thing I could have trivially overlooked. I agree it's a terribly lightweight unit, but it seemed like a decent-enough meltabombs and flamer delivery method without going for yet another Veterans squad with the Demolitions doctrine.

But if I were to drop both the Inquisitor and the assassin, I'd get back enough points for a solid 5-man squad of GKTs. If I can find the points elsewhere in my list (and I think I can) I'd also add an Incinerator to that.

Beware of charging an Eversor into cover, he's got no frags and can be mobbed before he swings.
Yikes! Thanks for the heads up.
 
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