Sonikgav
04-06-2011, 10:27 PM
So after feedback from multiple sources, some tweaks and other things heres the list im ordering and building.
Crowe - 150
Xenos Inquisitor - Psychotroke Grenades, Rad grenades - 55
Purifier x10 - 5 Halberds, 1 Hammer, 4 Incinerators - 255
Purifier x10 - 5 Halberds, 1 Hammer, 4 Psycannons - 295
Purifier x5 - 3 Halberds, 2 Psycannons - 146
Terminators x5 - Psycannon, 4 Swords/Halberds, 1 Hammer - 225
Vindicare - 145
Inquistor Henchmen - 5 Death Cult Assasins, 2 Crusaders 105
Dreadknight - Incinerator, Psycannon - 200
Dreadnaught - Twin Autocannons, Psybolt Ammo - 135
Dreadnaught - Twin Autocannons, Psybolt Ammo - 135
3 Razorbacks - Psybolts, Searchlights - 153
1999
The two 10 man squads break down into identical Combat Squads. One half takes a Hammer and the 4 Special Weapons in a Razorback, the other half takes 5 Halberds on foot in a second wave charge along with the other 5 man unit, the Dreadknight and the Termies, spreading mid-range firepower as effectively as they can. Any heavy shooting/Armour will be Sniped by the Vindicare/Psyflemen, and depending on mission Crowe will be in the 3rd Razorback moving into an attacking position of his own.
The Seacrhlights are there to help the Vindicare and Dreads take out enemy firepower without getting shot back at during the inevitable Dawn of War Night fight and the Death Cult Assasins will be sat on a home objective daring something to charge them or off looking for something to chop up. Inquisitor will probably be with them since hes not kitted out to withstand the sort of firepower a unit like the Termies will attract.
1 point spare but not sure where it could go lol. The only choice left to make is wether the Termies need Halberds or would be ok with the Swords for the extra save.
If i could say theres one thing bugging me though is that, with so many special ranged weapons my Combat ability seems.....limited, even with Purifiers.
Crowe - 150
Xenos Inquisitor - Psychotroke Grenades, Rad grenades - 55
Purifier x10 - 5 Halberds, 1 Hammer, 4 Incinerators - 255
Purifier x10 - 5 Halberds, 1 Hammer, 4 Psycannons - 295
Purifier x5 - 3 Halberds, 2 Psycannons - 146
Terminators x5 - Psycannon, 4 Swords/Halberds, 1 Hammer - 225
Vindicare - 145
Inquistor Henchmen - 5 Death Cult Assasins, 2 Crusaders 105
Dreadknight - Incinerator, Psycannon - 200
Dreadnaught - Twin Autocannons, Psybolt Ammo - 135
Dreadnaught - Twin Autocannons, Psybolt Ammo - 135
3 Razorbacks - Psybolts, Searchlights - 153
1999
The two 10 man squads break down into identical Combat Squads. One half takes a Hammer and the 4 Special Weapons in a Razorback, the other half takes 5 Halberds on foot in a second wave charge along with the other 5 man unit, the Dreadknight and the Termies, spreading mid-range firepower as effectively as they can. Any heavy shooting/Armour will be Sniped by the Vindicare/Psyflemen, and depending on mission Crowe will be in the 3rd Razorback moving into an attacking position of his own.
The Seacrhlights are there to help the Vindicare and Dreads take out enemy firepower without getting shot back at during the inevitable Dawn of War Night fight and the Death Cult Assasins will be sat on a home objective daring something to charge them or off looking for something to chop up. Inquisitor will probably be with them since hes not kitted out to withstand the sort of firepower a unit like the Termies will attract.
1 point spare but not sure where it could go lol. The only choice left to make is wether the Termies need Halberds or would be ok with the Swords for the extra save.
If i could say theres one thing bugging me though is that, with so many special ranged weapons my Combat ability seems.....limited, even with Purifiers.