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Title: Guard or hunters?


Derek101 - November 28, 2005 02:28 PM (GMT)
Right, some of you may have followed my inquisition related threads in the past month or so, others may not. Basically, I have decided to get a witch hunters related force, whether that is guard or actual witch hunters, I do not know, so I have devised these two lists, here they be:

GUARD 1K

Command squad- 85
senior officer with power weapon and laspistol, 1 meltagun, 1 plasmagun and 1 vox caster

3 sanctioned psykers- 36
(the only reason I have these is for fluff, IE the witch hunter does not like the amount of pskers and so has gone to investigate)

Infantry platoon 1- 228
command squad- junior officer with power weapon and las pistol and 1 vox caster

infantry squad 1- vet sarge, autocannon and grenade launcher

infantry squad 2- vet sarge, autocannon and grenade launcher

Infantry platoon 2- 229
same as Infantry squad 1 but the junior officer now has a bolt pistol (I planned for getting both these commanders in the one blister rather than having any power weapon officers)

Ordo Hereticus Inquisitor lord and retinue- 124
power weapon and bolt pistol, scourging psychic ability, familiar, 2 chirugeons, heavy bolter warrior, acolyte

Heavy weapons platoon- 340
Command squad- junior officer with power weapon and las pistol, 1 Vox caster and 1 meltagun

Support squad 1- fire support squad- 2 hvy bolter squads, 1 autocannon

support squad 2- fire support squad- 2 hvy bolters, 1 autocannon

Support squad 3- anti tank- 3 lascannons

OK, that's probably over 1K because the guard system is quite frankly, confusing. I'll post the simpler witch hunters force in a different post for less confusion.

Derek101 - November 28, 2005 02:44 PM (GMT)
OK, the witch hunter force, I warn you now, it's not very siter of battle-y, but I like it. :D

Inquisitor lord and retinue- 229
rosarius, bolt pistol, master crafted power weapon, hammer hand psychic ability, acolyte with mancather, familar, 2 chirugeons, crusader, rhino.

( A tough nut to crack! :D I aplolgise if you don't have a clue what any of those things do, I can't remember either)

Eversor temple assissin- 95

10 storm troopers- 170
2 melta guns, rhino

10 storm troopers- 170
2 melta guns, rhino

6 retributors- 166
4 multi meltas, rhino

(you might think why on earth I put a hvy support unit in a rhino, my idea is rush them down the other side, pop them out, then open fire at any tanks, using the rhino and fate points as protection, ingenius :P)

7 retributors- 137
4 hvy bolters
(let's call them 'crowd control' :lol: )

Psk out warhead- 30
(for the hell of it ^_^ )

Well, I like this list mainly beacuse only one unit is not in a tank and on the board at the beginning. Th egreat thing is, all of my units can do fine without rhinos so I won't really mind if they loose their rhino. It will be a pain for the pocket though, but it'll be cheaper than buying guard. ;)

aceofspades - November 28, 2005 03:17 PM (GMT)
personaly i would go with guard

onto the list

in the infantry squads i would suggest that inless you plan on playing against alot of marines drop the autocannons for heavy bolters.

i would get the commander a bolt pistol

i like the set up of the heavy weapons platoon

other than that i like the list just one question ware are the tanks

i do not know anything about witch hunters

hope this helped

farsight - November 28, 2005 08:58 PM (GMT)
i agree with the above poster (saves me repeating) but don't neccercarily take tanks for the sake of it, nice list so far, i think you go the autocannons for tanks omid? otherwise bolters are the way man.

in case i havent said go for the guard as in the other force they're is no sisters? plus it is far to beardy, two heavy weapon squads ^_^ .

out of curiosity the eversor is the one which is comabt based with a skull head? if so i would recomend the calidus to you instead but it's up to you. also if you take the other list then i would say they're is no point taking a rosarious, it's good but generally you will put wounds on your retinue, and secondly if the inquisitor lord gets hit then it's likely to be double his toughness which means instant kill, just go for another crusader and let their invulrenable do the rest, still up to you.

it may just be me but have you ever thought about taking a power stake instead of master crafted power weapon? only of course if you fight tyranids for example which have psychers, still it's very effective if you get in combat with a psycher, or failing that the bolter stake crosbow instead of the hammer hand, again if you fight psychers. you probally already know but dont worry about WYSIWYG on these models as it says their retinue will be likely to carry what they need.

hope i helped, Dan

btw i may of already told you but i am also collecting a similar force to yours (witch hunters and guard) but i have got catachans, just so you know :P .

Derek101 - December 1, 2005 08:24 PM (GMT)
thanks for the comments.

@ aceofspades: unfortunately, I would face quite a few space marines, and I figured since it's multi shot, it can still affect other armies without me having to re-adjust the model at all.

QUOTE
other than that i like the list just one question ware are the tanks


well, ermm, I find it very diificult to fit in sufficient numbers a witch hunter and the tanks. Because to me, it's either loads of tanks, or no tanks, I find the middle ground to risky andas I wanted a large force, I couldn't fit in enough tanks for it to be worthwhile. -_-

@ Farsight: well, I did warn you there wouldn't be any sisters, I just don't like them that much, when I make a list for them, it's all about the faith points, and I become so wrapped up in faith points I really forget about the list as a hole, and the end result is, I don't like it.

I think the eversor assassin is the combat drug guy, I just like him, he charges in and gets a possible 7 attacks, unlikely but the model looks cool IMO.

About the power stake, I'm afraid it's a no because if I remember correctly, it only works on psykers, and excluding my Tzeentch army, I have never actually seen an army at my club with a psyker.

farsight - December 2, 2005 08:39 PM (GMT)
QUOTE (omid @ Dec 1 2005, 08:24 PM)
thanks for the comments.

@ aceofspades: unfortunately, I would face quite a few space marines, and I figured since it's multi shot, it can still affect other armies without me having to re-adjust the model at all.

QUOTE
other than that i like the list just one question ware are the tanks


well, ermm, I find it very diificult to fit in sufficient numbers a witch hunter and the tanks. Because to me, it's either loads of tanks, or no tanks, I find the middle ground to risky andas I wanted a large force, I couldn't fit in enough tanks for it to be worthwhile. -_-

@ Farsight: well, I did warn you there wouldn't be any sisters, I just don't like them that much, when I make a list for them, it's all about the faith points, and I become so wrapped up in faith points I really forget about the list as a hole, and the end result is, I don't like it.

I think the eversor assassin is the combat drug guy, I just like him, he charges in and gets a possible 7 attacks, unlikely but the model looks cool IMO.

About the power stake, I'm afraid it's a no because if I remember correctly, it only works on psykers, and excluding my Tzeentch army, I have never actually seen an army at my club with a psyker.

well okay im not trying to persuade you on the sisters just giving some advise, either way i hope i dont face you ^_^ , only kidding.

still the eversor is a nice assasin to use, dead hard, just a question, does he have a power weapon, if not dont take him, if so do.

you probally know already but psykers include those with psychic powers e.g. Hive Tyrants and warriors, eldar farseers, chaos sorcerers, and many others. maybe it's just me as im lucky enough to face many at my local store.

did you think about the Inquisitor and his rosarius? it seems a bit costly for what it does but hey your choice in the end.

good luck, Dan

Derek101 - December 3, 2005 01:22 PM (GMT)
the rosarius, I would like to keep it to be honest, I just hate the idea of facing a combat without a back up save, because I can't see the retinue lasting after more than one turn of decent firepower. Maybe it's me being paranoid, I don't, I haven't played 40K in a while.

Derek101 - December 27, 2005 10:48 PM (GMT)
sorry for the double post, but I figured no-one would look if it were an edit. Besides, it has been quite a long while since anything has been said, so on I go....

I don't like being a person who goes against any advice after asking for it, but I am leaning towards a pure ordo hereticus force, but without a large number of sisters, which sort of destroys the purpose of my original post (a guard list). I just love the feel of witch hunters, they're gritty, slightly crazy and can pull out all the stops for whatever they want.

This is why I want storm troopers as my main backbone of infantry, it shows desperation from a witch hunter, the fact that he has to call upon the local force for his army rather than always having one with him. And I'm also toying with converting them from the main Tau warriors (easier on the pocket), but I may just get the kasrikan guys instead.

I can't be bothered to find the list and type it out now, so I'll give you the units, You don't have to fully analyze them, I'm just showing the main ingrediants. So here we are for 1k:

Inq. lord and retinue in rhino

10 storm troopers, 2 meltas in rhino

10 storm troopers, 2 meltas in rhino

5 arco flagellants

Priest

7 retributors, 4 multi-meltas in rhino

it deals with all phases, rhinos for movement; retributors and storm troopers for shooting and inq. and arco flagellants for combat. I have enough melta type weapons for tanks as well, so I should be fine. :D

two questions though,

1. when a priest joins a unit it says the unit always counts as moving so a heavy weapon can't be fired; what does this mean for rapid fire weapons? Does it mean you can't fire the full 24" with a priest in that unit?

2. Have I missed the usefullness of gun servitors? Are they just strange followers who have heavy weapons and follow the same rules for heavy weapons as the normal guy, if so, I see no point in them, you want your character to move places!

that is all, I hope someone notices I have posted this :unsure: .

gandalf - January 3, 2006 12:51 PM (GMT)
1 yup you can't fire 24" inches always count as moving means just that

2 They give your main hero a extra point to his WS but to be honest yes aside from that the =][= simply becomes a protector of a mini (and reasonably cheap) devestator squad (if you take one you might as well take more because youd waste most of the other choices as theyre close combat based, and any other weapons would normally be out of range)

hope this helps

Dark Lord Joe - January 4, 2006 08:07 PM (GMT)
QUOTE
I don't like being a person who goes against any advice after asking for it


Sure.

Yh this list is pretty good but i dosent have much long range firepower. Also i dont really see the point in the rhino for the retributors because it will be at leest 2 turns before the actually get to shoot by which time the enemy will be upon u nd there will b nothin u can do abt it.

Not being a witch hunters expert i dont know the answer to any of ur questions tho. That also gives u an excuse to ignore my advice :P .

Derek101 - January 4, 2006 09:00 PM (GMT)

QUOTE
QUOTE
I don't like being a person who goes against any advice after asking for it




Sure.


:huh:

QUOTE
Yh this list is pretty good but i dosent have much long range firepower. Also i dont really see the point in the rhino for the retributors because it will be at leest 2 turns before the actually get to shoot by which time the enemy will be upon u nd there will b nothin u can do abt it.


I'm not too sure what you're talking about with the retributors, but I am past the 'rhino phase' now; most of my army lists are assassin orientated, in fact, I'll post an army list now, and as for the questions, Gandalf pretty much handled it.

So here is my 1K list:

Witch hunter and ret- 211
WH- power weapon, inferno pistol, scourging psker ability, rosarius
ret- 2 acolytes, 2 sages, 2 crusaders, familiar, pentinent, chirurgeon

Eversor assassin- 95
I see this guy annoying the enemy from teurn one, all you do is infiltrate 12" away, but out of sight, move him first turn, then use his 12" charge range for a minimum of 4 power weapon attacks :D

2 death cult asssassins- 80

2 death cult asssassins- 80

9 storm troopers- 110
2 plasma guns

9 storm troopers- 110
2 plasma guns

Retributor squad- 111
3 heavy bolters, 2 regular sisters, sister superior

Armoured fist squad- 194
lascannon, grenade launcher, vet sarge with plasma pistol; Chimera has heavy bolter turret and hull

The Armoured fist squad can be exchanged for a priest and some arco flagellants, if need be, but I'm happy with it.

P.S. Yay! people noticed I updated it




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