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Author Topic: 1000 points Witch Hunters  (Read 631 times)

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Offline 18fan

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1000 points Witch Hunters
« on: August 9, 2005, 11:41:19 AM »
Canoness
Bolt Pistol, Blessed Wpn, Book

She’s cheap and will support a foot squad. Maybe the Cloak on the 1500pt mix.

14 Sisters
Storm Bolter x2, Vet w/Storm Bolter

These are great IMO. Mini Mobile Retributors. Canoness goes here.

10 Seraphim
Hand Flamers x2, Vet w/Pwr Wpn, Book

Standard mobile anti infantry kit I suppose.

Inducted Guard
Comm JrOfficer, Medic, Plasma Gun x3
Squad Lascannon, GrenLauncher
Squad Lascannon, GrenLauncher

Bodies, anti tank and low AP guns.

15 Sisters
Hvy Flamer, Flamer, Vet w/Book

OR

10 Sisters
Hvy Flamer, Flamer, Vet w/Book
Rhino APC w/Smoke, ExArmour

Toss up here. One Rhino seems out of place, but leaves the Seraphim unsupported.

All thoughts Welcomed, once the 1000pt force is set I’ll go to 1500pts.

Offline Farseer Ulthrion

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Re: 1000 points Witch Hunters
« Reply #1 on: August 9, 2005, 02:00:46 PM »
The army list is resonably solid overall, but there are a few things I'd like to point out.

Canoness
Bolt Pistol, Blessed Wpn, Book

She’s cheap and will support a foot squad. Maybe the Cloak on the 1500pt mix.

14 Sisters
Storm Bolter x2, Vet w/Storm Bolter

These are great IMO. Mini Mobile Retributors. Canoness goes here.

They are indeed a good squad, and have a decent number of shots. However, the bigger numbers are there mainly to make sure that you survive longer and have more models left for divine guidance. Storm bolters aren't the most suitable weapons for that, as they add little to the squad's effectiveness once they get into this stadia of the attack. On the other hand, it does make them a bit more versatile.

As for the canoness, there are some distinct problems with putting her in this squad with this equipment. Remember that she dies very easily in close combat, especially against armies that are more specialised. In addition, any veteran sergeant with a power first will take her out of action in no time, with very little you can do to respond (you can hope you kill off the entire unit, but that's not going to happen anytime fast). This is mainly because she won't be able to use Spirit of the Martyr to save her from this. The Blessed weapon is a great combat tool, but depending on your opponent, you might be better off taking something cheaper or move her out of the squad so that she can benefit from Spririt of the Martyr to add to her survivability.

10 Seraphim
Hand Flamers x2, Vet w/Pwr Wpn, Book

Standard mobile anti infantry kit I suppose.

This could be seen as standard, and it is quite a good squad. The only problem I see with this squad is that it is 25% of your army in points, so if the enemy can take out this part of the army, it's going to be a big blow to you. You could easily drop a seraphim or 2 to free up some points should you need them elsewhere.

Inducted Guard
Comm JrOfficer, Medic, Plasma Gun x3
Squad Lascannon, GrenLauncher
Squad Lascannon, GrenLauncher

Bodies, anti tank and low AP guns.

I don't really see the advantage of taking a grenade launcher with the lascannon in the squads. The two have fairly different targets, and with the army set up as it is, you're going to need those lascannons firing at heavy armour targets almost continually thoughout the battle, in which case the grenadelauncher adds little to nothing. Consider a plasmagun, as it can at least glance predators and has the same range when stationary. The command section looks quite nice, but watch out for enemy firepower, as these are not exactly difficult to kill, and they don't have the numbers to sustain enemy fire for long.

Personally, I wouldn't go for inducted imperial guard, because it takes points away from the faith-producing models, and lowers the number of power armour saves on the table (and the last thing I want to do is give my opponent's heavy bolter devestator something worthwhile to fire at... but that's just me and my crazy Sisters addiction). The platoon does fullfill a distinct role in this army, so I believe it is a solid choice in the end, just not my favourite choice :).

15 Sisters
Hvy Flamer, Flamer, Vet w/Book

OR

10 Sisters
Hvy Flamer, Flamer, Vet w/Book
Rhino APC w/Smoke, ExArmour

Toss up here. One Rhino seems out of place, but leaves the Seraphim unsupported.

At first I was going to recommend the Rhino squad, but with no other vehicle in the list, that means that every anti-tank weapon in the opponent's army will be pointing to the rhino, destroying it in no time and leaving a smaller squad entangled. So in the end I would go for the first option.

The army as a whole lacks two things IMHO:
1) Serious long range anti-infantry firepower. You have the storm bolters, but that's it. Normally this doesn't have to be a problem, but with the lack of mobility in this list you have next to nothing to disrupt the enemy's plans with. Against armies like Tyranids, who can be fast with numbers, this can pose a serious problem, as your opponent will decide what goes into combat with what, and all you can do is try to use up faith as good as possible to correct the situation a bit. A sollution to this could be to get some more stormbolters. One option would be to take a dominion squad with 4 stormbolters (and maybe a veteran with a 5th one) and give them a rhino. Because these will be mounted in a transport, it would be better to take the second option as your last squad, so that you at least give your opponent two armoured targets to fire at. However, this is a costy (in points) sollution, and you'll need to free up quite some points for this. Another quick fix would be to exchange the flamer/heavy flamer in the in the first option of the last squad in stormbolters. Not exactly elegant, and you'll lose out on some great flamer goodness. In addition, you still don't quite dominate in this area, but at least you have some more to disrupt with. Probably the best sollution would be to try to get a small squad of retributers. Sure you'll need near 10 sisters for divine guidance, but taking a small squad can be just as effective. You won't be using divine guidance, but they're cheaper (although less durable as well), and they still dish out 12 shots at 36", something stormbolters can't compete with. Again, the downside is that this requires quite some points to be freed up. Finally there is the option to take stormtroopers with a chimera. They;re costy in points, and you'll need more vehicles to devert some anti-tank firepower from your enemy, but they can pack quite a lot of firepower on a moderately survivable vehicle (note that it's front armour is only 1 less than that of a predator tank. It's not weak by any means). Against extremely mobile opponents though (Eldar, dark eldar etc.) it could be a bit hard to protect the vehicle's weaker side armour, so it's less of a solid choice against those foes.

3) Anti-vehicle power. Two lascannons and three (possibly five) plasmaguns should do the trick for most 1000 points army, but the problem here lies in two factors. First of all, the anti-tank weapons are all on the softest targets in the army. Anything with standard anti-infantry firepower is going to want to shoot at them, because they have a good chance at negating their saves, while they will not so easily burst through the power armour of the sisters in the rest of your army. Of course, them being the big threat for his vehicles will make them climb up the targeting priority of your opponent as well. The second problem is that all the anti-tank equipment is on the same type of models. What I mean is, there are only guardsmen with anti-tank weapons. If you face an army that is adept at taking down massed infantry, this means that he's adept at taking out very anti-tank weapon you have in the army. To prevent this, you could place some meltabombs on various Veteran Sisters if you wish. The Inferno pistol is also a good choice if you can free the points (and of course, if you can get in range, as the inferno pistol is more suited for someone with a jump pack). The best sollutions would probably be to give an eviscerator to either you canoness (although see the vulnerability issues I stated earlier), or give one to your seraphim veteran. This last one is probably the best choice, although I think it's a bit less characterful. Finally, there is always the option of getting an exorcist, but that sollution also costs quite some points so would require more extensive rewriting.

All thoughts Welcomed, once the 1000pt force is set I’ll go to 1500pts.

For the 1500 points, I would suggest to take a look at the more expensive sollutions I posted in the above two points, as they usually deal with entirely new squads/vehicles. I hope that this helps a bit :D. I know it may sound like I'm totally breaking down your army list, but I'm not. It's a fairly solid list that should have a chance against most enemies. The comments are just some things to keep in consideration ;).

Farseer Ulthrion
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