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View Full Version : 2500 Witch Hunter-Guard Air Assault Army



Flammenwerfer13
10-19-2010, 12:20 AM
PTS: 2498

HQ:

Company Command Squad 255
Colonel Straken
Astropath
Squad Equipment
- Carapace Armour
- Regimental Standard w/ Laspistol
- Medi-pack w/ Laspistol
- Meltagun
- Flamer


Witchhunter Inquisitor Lord 221
Inquisitor Lord
- Master-Crafted Power Weapon
- Inferno Pistol
- Rosarius
- Psychic Hood
- Frag Grenades
Familiar
2x Chirurgeon
3x Crusaders


Ministorum Priest 45
Ministorum Priest 45
Ministorum Priest 45 w/ Shotgun
Ministorum Priest 60 w/ Eviscerator

Elites:

Callidus Assassin 120

Storm Troopers 115
Storm Trooper Sergent w/ Hot-shot Laspistol & Power Weapon
2x Storm Troopers w/ Meltaguns
2x Storm Troopers w/ Hot-shot Lasguns


Troops:

Veteran Squad 220
Sergeant Bastonne
Squad equipment
- Carapace Armour
- 10x Melta bombs
- Demo charge
- 3x Meltaguns
- 6x Shotguns


Veteran Squad 170
Veteran Sergent w/ Power Fist & Shotgun
Squad equipment
- Carapace Armour
- 10x Melta bombs
- Demo charge
- 2x Meltaguns
- Flamer
- 6x Shotguns


Battle Sisters Squad 211
Veteran Sister Superior
- Bolt Pistol & Master Crafted Power Weapon
- Book of St. Lucius
- Rosarius
Squad equipment
- Meltagun
- Heavy Flamer
- 10x Frag Grenades


Battle Sisters Squad 211
Veteran Sister Superior
- Bolt Pistol & Master Crafted Power Weapon
- Book of St. Lucius
- Rosarius
Squad equipment
- Meltagun
- Heavy Flamer
- 10x Frag Grenades


Fast Attack:

Valkyrie Assault Carrier Squadron 260

- 2x Valkyries w/ 2x Multiple Rocket Pods & Mutlilaser


Vendetta Gunship Squadron 260

- 2x Vendettas w/ 3x Twin-linked Lascannons


Vendetta Gunship Squadron 260

- 2x Vendettas w/ 3x Twin-linked Lascannons




Now lets talk about each unit:

HQ:

The command squad is as fine tuned for this army build as its going to get. Lets take a look shall we:
Colonel Straken, as well know is a beast in close combat, but in this case he is best held back as a second wave assaulter or counter assaulter. He's the lynch pen to the army so throwing him out there at the first target of opportunity will only hurt you. Now with Straken giving 12 inches of Counter-Attack and Furious Charge its all about positioning him for the other units, whether on foot or in what ever carrier you put him in. Last is his ability to give orders will give you the flexibility to react to the changing battlefield conditions. Now for the command squad, while until now I've never been a fan of the Regimental Standard before this build as it proved to be less then useful in the mech-guard list I ran, in this list it will allow you to hang around longer on the battlefield longer for other units since the Command Squad is Fearless as long as Straken is alive. Couple this with the +1 to combat resolution and all friendly units with in 12 inches re-roll failed leadership and moral checks the Stubborn Sister units aren't going anywhere. Now the squad comes with Carapace Armour and a Medi-pack for people decided they'll blow their shooting round on the Command squad. Meltagun for armour popping and unsaveable wounds, flamer for placing more hits. Now your wondering why no heavy flamer? For 20 points this is just to expensive when a regular flamer is 5 points. The last guy is the Astropath and we all know what he does and for this army build its a requirement, period, to bring him. Attach a regular priest to unit so when you need to counter-assault Straken will be able to re-roll to hit on the charge, another invulnerable save or you can drop the priest off to support a sister charge when its not worth burning the one of two faith points you have.

Now the Lord Inquisitor and retinue is your invulnerable save and power weapon unit. The Inquisitor is WS5 and Initiative 5 (6 on the charge) with 3+/4+ master crafted power weapon and Ironwill. Yes strength 3 will hurt but with 5 power weapons attacks on the charge and re-rolling to hit from the IG Priest any unit you hit will feel the pain. With two Chirurgeons your bleeding off invulnerable saves onto the Lord. Three Crusaders and the familiar are the normal build for Witchhunter retinue. Now its a must to attach a IG priest, either a normal one or one with a Eviscerator depending on the game.

Four IG Priest for Righteous Fury and invulnerable saves. One with a Eviscerator gives you the ability tackle heavy mech army builds and that backside clean up when power weapons aren't enough. You can also plug and play with them moving them around the battlefield and between games for best return for your points.

Elites:

Callidus Assassin, enough said. Though 'A word in your ear' will let you mess with your opponent deployment and again if done right throw him off from where you'll actually be showing up. Pop her up near Straken and well its just rude. Her best use is pop up against that Terminator unit you just soften up from shooting.

Storm Troopers, now as a guards player 16 points PER model is over price at first glance when then have just human stats. But after playing Storm Troopers the 16 points seems about about right. Everyone focuses on the shiny ap3 Hot-Shot Lasgun/Laspistol. This isn't they're strength in-game. They're strength is their ability to reinforce battlefield targets and destruction of target units. Packing a Hot-shot Lasgun, CCW AND a Hot-shot Laspistol (2 attacks, 3 on the charge) these guns popping up outflanking will put that pressure on units in the back corners or let you contest a target late term. They're ability to re-roll deep strike, and with the astropath, outflank you'll get them on target. You can also use them to shape the battlefield by placing them as a bait unit using infiltrate so you can decide where the battle will take place. Couple this when you throw them in a Carrier and drop them off via deepstrike, which you can re-roll, will give you even more flexibility. Storm Troopers are a advance play unit in my opinion, they're roll is not in killing but in contesting objectives, pressuring the enemy, target heavy support elimination and battlefield flexibility.

Troops:

Veteran Squads in opinion are th best troop choices in the game. You can make them all shooty or all assault and everything thing in between. In this build its all about the counter-assault and objective clearing. Lets look at the two Veteran squads. Carapace armour, demo charges, melta-bombs, and shotguns.

Now with Bastonne Squad you have leadership 10 and three Meltaguns. This gives the ability to turn this unit into a tank busters. The ability to issue orders, at leadership 10 and this makes 'Bring it down' is your friend. If that fails then melta bombs to finish the target off. Digging out dig in units with a demo charge and 3x Meltaguns and Hot-shot Laspistol with 'Fire on my target' before you assault. This unit is able to operate on its own and good for baiting the opponent or search and destroy target vehicles as well as a good mobile battlefield reserve in a pinch

The other squad is my anti-medium infantry squad and tactical reserve squad. Double meltagun and flame will let you build up the reliable wound count while still giving you the ability to pop a vehicle. Add in the IG Priest with a shotgun and you have a total of eight shotguns, two meltaguns and flamer which are all assault weapons. You have a powerfist on the backside cleaning up any mess the guardmen failed to shot dead and then kill in assault and make sure you get the needed kills to hang around after the assault is over.

The Battle Sister Squads are a new addition replacing my anti-light infantry veteran squad and Harken Veteran Squad. They bring something to the army I've been lacking for to long, the stubborn rule. The Book of St. Lucius and the ability to re-roll failed morale checks from the Regimental Standard the leadership eight guard unit will be hanging around. The Veteran Sister Supremes are small charaters themselves able to do the damage no matter the target and timing the faith point use (you'll have two) and good positioning you can turn the power weapon into a powerfist (with 4 attacks on the charge, eat that Marine Sergeants) with 'Hand of the Emperor' and Furious Charge or a Initiative 6 power weapon with 'The Passion' and Furious Charge. With 3+ armour this unit acts as a meat shield to other units if need be or be the mud unit I need to tie up targets or hold an objective. They fill the counter weight to my heavily equip guard squads and act as the base of fire to a properly timed Guardsmen assault. The only draw back is making sure you haven't attached a IG priest when you need to pop a faith point.

Fast Attack:
Scout, Outflank, Deepstrike, Extra Armour, Searchlights, 12 model capacity and not a dedicated transport depending upon opponent, mission and who goes first you have many ways of arriving on the battlefield with these aircraft all at your opponents annoyance. With the Valkyrie Assault Carrier coming with two multiple rocket pods and multilaser will give you the ability to deal with hordes of light infantry while still able to move 12 inches. Two squadrons of Vendettas with six twin-linked lascannons will take care of everything from heavy/elite infantry to reliable popping Land Raiders and tanks at range. Nothing worst for a Marine player then seeing your uber deathstar unit having to footslog across the battlefield while taking 12 twin-linked lascannons a turn to your terminators.









This army is achieves several personal goals. First to build a personal house Militant for the Inquisitor Lord showing up and killing the heretical Leader of some secessionist movement or a rogue pysker. It feels what Inquisition raid would feel like. The second goal is build a assault heavy guard army that can take on almost any other army, in a assault, and hold its own. The last goal is to build an advance playstyle army list. This list is not a power list, there are no 'deathstar' units. Each squad has to work together with the other ones to win. This is truly a combine arms list. Its all about having a working knowledge of opponents armies, knowing your Codex inside and out, knowing the rule book backwards and forwards and if need be balanced on top of your opponents head. The biggest thing is timing, positioning of units, target priority and mission goals. One wrong move or ill timed assault and its game over. There is next to merge for error with this list. But in the right hands of a solid general it will play fluffy with epic moments of heroism and take on any army out there.

You remove several handicaps inherent to game play. Going first you have scout move, if you choice to deploy on the table. This makes a mockery of deployment zones and can either allow you throw your opponent off balance by placing your units out of their reach or putting you on a first turn assault against those foot sluggers. Outflanking the whole army and going second kills two turns of your opponents shooting and puts you right on top of him at the last second. This also throws off drop-pod assaults as they're force to just place their units out there and hope to guess right where your army is coming in.

Remember to always measure effects from the Valkyrie/Vendetta hull, furious charge, regimental standard, or Book of St, Lucius effectively expanding their areas of effect. This goes back to positioning and target priority. Do you download Straken's squad for orders and shooting or do you keep him inside a vehicle and move it? Maybe you need to have him one spot with the vehicles in another. This goes back to the original point. Straken in the lynch pin to the army and as long as you use him effectively and keep him alive you'll be able survive.

This army is all about extreme mobility and hit & run tactics of always being on that knifes edge of balancing the need to shot and assault a target or leave it allow for another unit to deal with. Losing the initiative for timing assaults and having your carriers shot out from under you can quickly leave you back pedaling and being wiped. While this isn't a 'Power List' it is a cut above anything currently kicking around in the community in the right hands of a good General.