Warhammer 40,000/3rd Edition Tactics/Witch Hunters: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(I'm retarded and don't know what I'm talking about. Somebody who actually plays WH fix this.) |
||
Line 5: | Line 5: | ||
==Unit Analysis== | ==Unit Analysis== | ||
===HQ=== | ===HQ=== | ||
*'''Cannoness''' - | *'''Cannoness''' - A solid choice, but you need to gear her up pretty heavily to make her really shine. Don't even bother if you're not going to shell out on at least a book of saint lucius, cloak of saint aspira, and blessed weapon. Better yet give her a jump pack and an Eviscerator/Inferno Pistol and send her tank hunting, its not like anybody else in your army is getting that shit done. | ||
*'''Palatine''' - | *'''Palatine''' - Seriously, forget what I just said and field a stripped Cannoness before this. There is almost never a good reason to field her no matter how small the game is. | ||
*'''Inquisitor Lord''' - | *'''Inquisitor Lord''' - A versatile HQ choice that rarely stacks up to a good Cannoness. Best taken with a psychic hood against opponents fielding psykers, otherwise pass on him. Psychic powers are overpriced bullshit in an army that rarely lacks bullshit. | ||
The following are special characters: | The following are special characters: | ||
*'''Inquisitor Lord Karamazov''' - | *'''Inquisitor Lord Karamazov''' - The inquisition's fluffy old guy. You want an inquisitor retinue that counts as a single monstrous creature and goes around the battlefield spitting hatred and meltafire? this is your man. You want something more geared towards competitive play? I'm sure games workshop will be releasing another marine codex for you soon you fucking robot. | ||
*'''Saint Celestine''' - | *'''Saint Celestine''' - Basically a much more expensive jump pack Cannoness with some special rules. Dubiously worth the points and eats faith on death. If you really must put her with a seraphim squad and go push somebody's shit in. | ||
===Elite=== | ===Elite=== | ||
*'''Arco-Flagellants''' - | *'''Arco-Flagellants''' - Not horrible, but their inability to generate faith, need of a priest to deploy, and their worrying habit of OD'ing in combat makes them less than attractive. If you're going machanized you can safely ignore these guys. | ||
*'''Assassin''' - | *'''Assassin''' - Stupid bullshit units that require a stupid bullshit HQ choice (Inquisitor) to use. Pass. | ||
**'''Callidus''' - | **'''Callidus''' - The only assassin that will routinely justify its point cost. Can usually be counted on to cause enough combined dickery and pain to see use in take all comers army lists. Yes "A word in your ear" is as fun as it sounds. | ||
**'''Culexus''' - | **'''Culexus''' - Again, a possible feature of a cripplingly overspecialized pysker hunting army. If you're not fucking up somebody's weaboo elf shit its a definite pass. | ||
**'''Eversor''' - | **'''Eversor''' - Good for infiltrating and tying up units, but you'd still be better off with a callidus. At least their stupid bullshit is hilarious when it works. I hope you like dice. | ||
**'''Vindicare''' - | **'''Vindicare''' - Horrible. Will never see enough action to justify his points, and thats only if he doesn't die like a bitch. | ||
*'''Celestian Squad''' - | *'''Celestian Squad''' - A deceptively mediocre always faithful unit. To really make use of its close combat potential you need to shell out a lot of points, and by the time your sister superior has that eviscerator in hand its already not worth it. Stick to seraphim. | ||
*'''Death-Cult Assassins''' - | *'''Death-Cult Assassins''' - Decent Counter-assault units in groups, but still inferior. Take a faithful unit instead. | ||
*'''Inquisitor''' - | *'''Inquisitor''' - Much more cost effective than taking the inquisitor lord, but thats not saying a whole lot. Previous bitching still stands. | ||
*'''Sisters Repenta''' - | *'''Sisters Repenta''' - Sweet emperor why? Bad speed, bad initiative, uncontrollable, can't use transports, ''6-9 points each''? For masochists only, you'll be feeding the enemy victory points for breakfast, lunch, and dinner. | ||
===Troop=== | ===Troop=== | ||
*'''Battle Sisters Squad''' - | *'''Battle Sisters Squad''' - 11 points for power armor and bolters? Yes please. These will form the base of any competitive army. ALWAYS upgrade to venerable sister superiors. Without faith you're just a retarded space marine army knockoff. | ||
*'''Inquisitorial Storm Troopers''' - | *'''Inquisitorial Storm Troopers''' - Its 1 whole point to trade up from glory boys to bolter bitches, what the hell is wrong with you? If you feel the overpowering need to field these with chimeras you should go back to playing guard. | ||
===Fast Attack=== | ===Fast Attack=== | ||
*'''Dominion Squad''' - | *'''Dominion Squad''' - Basically a sisters squad with some overpriced shiny bits. Don't be tempted by massed flamers/meltas. Not worth the points, moving on. | ||
*'''Seraphim Squad''' - | *'''Seraphim Squad''' - Fuck yes. This is your army's surgical strike ability. Don't be afraid to splurge on these squads with specialized gear and sister superiors, its absolutely worth it. | ||
===Heavy Support=== | ===Heavy Support=== | ||
*'''Exorcist''' - | *'''Exorcist''' - Its your only anti-tank ability beyond 12", so thank god its pure cheese. Its random damage is the only thing that keeps it from veering off into sheer game breaking awesomeness. Take three, target enemy armor, and harvest their tears. | ||
*'''Immolator''' - | *'''Immolator''' - Your sisters need to get within 12", and emperor knows they're not getting there on foot. Still, as a transport its basically an expensive Rhino that will draw more antitank fire. Slap on vehicle armor and smoke launchers and ''maybe'' you'll get there in one piece. | ||
*'''Orbital Strike''' - | *'''Orbital Strike''' - Congratulations, you just lost a heavy support choice. | ||
*'''Penitent Engine''' - | *'''Penitent Engine''' - The sisters repentia of the heavy support class. Sure it looks devastating in close combat, but with AV10, open top, and holy rage do you actually think its going to get there? | ||
*'''Retributor Squad''' - | *'''Retributor Squad''' - Pretty decent when outfitted with 4 bolters. Unfortunately it suffers from the crippling disadvantage of not being an excorcist. Not my first choice but they certainly wouldn't go amiss in the right situation. | ||
==Building your Army== | ==Building your Army== | ||
==Tactics== | ==Tactics== | ||
[[Category: Warhammer Tactics]] | [[Category: Warhammer Tactics]] |
Revision as of 16:47, 15 June 2010
Why Play Witch Hunters
They are nuns with guns. Bolter Bitches. Do you like AP 1 flamers? If Yes then this is the army for you. The models are pretty nice, and all pewter (if you prefer pewter models) Most importantly, you get to use "Acts of Faith" which are a lot like cheating. "oh, this turn, my bitches get to make their 3+ save invulnerable".
Unit Analysis
HQ
- Cannoness - A solid choice, but you need to gear her up pretty heavily to make her really shine. Don't even bother if you're not going to shell out on at least a book of saint lucius, cloak of saint aspira, and blessed weapon. Better yet give her a jump pack and an Eviscerator/Inferno Pistol and send her tank hunting, its not like anybody else in your army is getting that shit done.
- Palatine - Seriously, forget what I just said and field a stripped Cannoness before this. There is almost never a good reason to field her no matter how small the game is.
- Inquisitor Lord - A versatile HQ choice that rarely stacks up to a good Cannoness. Best taken with a psychic hood against opponents fielding psykers, otherwise pass on him. Psychic powers are overpriced bullshit in an army that rarely lacks bullshit.
The following are special characters:
- Inquisitor Lord Karamazov - The inquisition's fluffy old guy. You want an inquisitor retinue that counts as a single monstrous creature and goes around the battlefield spitting hatred and meltafire? this is your man. You want something more geared towards competitive play? I'm sure games workshop will be releasing another marine codex for you soon you fucking robot.
- Saint Celestine - Basically a much more expensive jump pack Cannoness with some special rules. Dubiously worth the points and eats faith on death. If you really must put her with a seraphim squad and go push somebody's shit in.
Elite
- Arco-Flagellants - Not horrible, but their inability to generate faith, need of a priest to deploy, and their worrying habit of OD'ing in combat makes them less than attractive. If you're going machanized you can safely ignore these guys.
- Assassin - Stupid bullshit units that require a stupid bullshit HQ choice (Inquisitor) to use. Pass.
- Callidus - The only assassin that will routinely justify its point cost. Can usually be counted on to cause enough combined dickery and pain to see use in take all comers army lists. Yes "A word in your ear" is as fun as it sounds.
- Culexus - Again, a possible feature of a cripplingly overspecialized pysker hunting army. If you're not fucking up somebody's weaboo elf shit its a definite pass.
- Eversor - Good for infiltrating and tying up units, but you'd still be better off with a callidus. At least their stupid bullshit is hilarious when it works. I hope you like dice.
- Vindicare - Horrible. Will never see enough action to justify his points, and thats only if he doesn't die like a bitch.
- Celestian Squad - A deceptively mediocre always faithful unit. To really make use of its close combat potential you need to shell out a lot of points, and by the time your sister superior has that eviscerator in hand its already not worth it. Stick to seraphim.
- Death-Cult Assassins - Decent Counter-assault units in groups, but still inferior. Take a faithful unit instead.
- Inquisitor - Much more cost effective than taking the inquisitor lord, but thats not saying a whole lot. Previous bitching still stands.
- Sisters Repenta - Sweet emperor why? Bad speed, bad initiative, uncontrollable, can't use transports, 6-9 points each? For masochists only, you'll be feeding the enemy victory points for breakfast, lunch, and dinner.
Troop
- Battle Sisters Squad - 11 points for power armor and bolters? Yes please. These will form the base of any competitive army. ALWAYS upgrade to venerable sister superiors. Without faith you're just a retarded space marine army knockoff.
- Inquisitorial Storm Troopers - Its 1 whole point to trade up from glory boys to bolter bitches, what the hell is wrong with you? If you feel the overpowering need to field these with chimeras you should go back to playing guard.
Fast Attack
- Dominion Squad - Basically a sisters squad with some overpriced shiny bits. Don't be tempted by massed flamers/meltas. Not worth the points, moving on.
- Seraphim Squad - Fuck yes. This is your army's surgical strike ability. Don't be afraid to splurge on these squads with specialized gear and sister superiors, its absolutely worth it.
Heavy Support
- Exorcist - Its your only anti-tank ability beyond 12", so thank god its pure cheese. Its random damage is the only thing that keeps it from veering off into sheer game breaking awesomeness. Take three, target enemy armor, and harvest their tears.
- Immolator - Your sisters need to get within 12", and emperor knows they're not getting there on foot. Still, as a transport its basically an expensive Rhino that will draw more antitank fire. Slap on vehicle armor and smoke launchers and maybe you'll get there in one piece.
- Orbital Strike - Congratulations, you just lost a heavy support choice.
- Penitent Engine - The sisters repentia of the heavy support class. Sure it looks devastating in close combat, but with AV10, open top, and holy rage do you actually think its going to get there?
- Retributor Squad - Pretty decent when outfitted with 4 bolters. Unfortunately it suffers from the crippling disadvantage of not being an excorcist. Not my first choice but they certainly wouldn't go amiss in the right situation.