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Discussion Starter · #1 ·
ok so thanks to a friend getting out of the game I got a WH army. let me know what you think of the list

Inquisitor lord 190
rosarius, psychic hood,,hexagrammic wards, storm bolter
2 chirurgeons
acolyte
Rhino with smoke launchers

Priest 40

Vindicare assasin 110

10 sisters 224
1 melta guns,1 heavy flamer
Veteran sister with power weapon
Rhino with Extra armor and smoke launchers

10 sisters 224
1 melta guns,1 heavy flamer
Veteran sister with power weapon
Rhino with Extra armor and smoke launchers

10 sisters 224
1 melta guns,1 heavy flamer
Veteran sister with power weapon
Rhino with Extra armor and smoke launchers

10 sisters 224
1 melta guns,1 heavy flamer
Veteran sister with power weapon
Rhino with Extra armor and smoke launchers

5 dominion squad 168
4 melta guns
Rhino with smoke launchers

6 seraphim 181
melta bombs, 2 twin linked hand flamers
veteran sister

2 penitent engines 160

exorcist 143
smoke launchers,extra armor

exorcist 143
smoke launchers,extra armor

1850
 

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Drop the Inq for a Cannoness seriously a kitted out Cannoness is awesome the guys I play against have named her the "jumpy b tch" because she's so hard to kill and with a blessed weapon hits very very hard and she's worth 4 faith points, 2 to start and 2 more if you "kenny" her.

I'd also go with another exorcist over the PE squad I tell everyone starting WH that they should buy a PE paint it up real nice, and then set it on the shelf. Its armor is weak AND its open topped, you can get wrecked by bolters and have no control over where it runs..not a good combination.
 

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Discussion Starter · #3 ·
thanks. The cannoness sounded nice but the armies around here are usually have some nasty psychic powers. so I need something to stop all of them.

I don't have another exorcist so I'm stuck with the 2 penitent engines. they seem like something fun to play but won't take them to a serious game
 

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WH are immune to psychic powers on either a 4+ or 5+ dont have codex handy right now to check.

Drop the extras on the inq lord, and bury him alone in some terrain somewhere with a hood, nothing says you have to kit him out, that will give you points for the jumpy woman!
 

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Yep, the Inquisitor is mostly good for the hood and enabling assassin use. He's still useful kitted out though, unlike the Priest who is only there to enable use of Penitent Engines and make an annoyance of himself to his owner.

Anyway, you still have an HQ slot left over for a Canoness, the only problem is finding the points for one.... if you're actually playing at 1850. At 2000 you've got room, at 1500 you can change things around occasionally :)
 

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I'm not crazy about power weapons on veteran sisters. Hit on 4+ wound on 5+ makes them nearly useless. I usually do book of st. lucius + combi-flamer/melta on all my vets. Stubborn is HUGE. 3+ invuln save and stubborn makes for some very hard to get rid of sisters.

And I agree with the above posters. A cannoness is a must. I run St. Celestine in larger point games, but a JP Cannoness with a blessed weapon is the other HQ choice I regularly use. Just remember, if you put a cannoness with your seraphim, they lose hit and run. But if you join St. Celestine to them they don't.
 
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