Monday, November 16, 2009

Mojo List #1: Witch Hunters

I lied! today is only Monday, but I finished the first list (while studying for my Calc exam that's in about an hour and a half, naturally). Well, the first Army List for my Mojo series is here! I was utterly surprised, and somewhat excited, to see that Witch Hunters took the top spot. This is an army I know very little about (since I face them the least) and it was incredibly fun reading through their codex and creating a, what I consider, good list using my general "Army Mojo" principles. I decided to set a point limit at 1500 for all lists, as it really forces you to think about every choice and isn't entirely conducive to downright unit spam. So here is the list, and after I will describe why I picked the units the way I did.


HQ
Canoness - 139
+ Bolt Pistol, Eviscerator, Frag/Krak Grenades, Rosarius, Jump pack

Elites
Repentias - 210

Troops
Battle Sisters Squad - 179
+ Flamer, Melta Gun
+ Rhino Transport (Smoke Launchers)

Battle Sisters Squad - 179
+ Flamer, Melta Gun
+ Rhino Transport (Smoke Launchers)

Battle Sisters Squad - 179
+ Flamer, Melta Gun
+ Rhino Transport (Smoke Launchers)

Fast Attack
Dominion Squad - 221
+ x2 Flamers, x2 Melta Guns, Frag Grenades
+ Rhino Transport (Smoke Launchers)

Seraphim Squad - 227
+ Hand Flamer, Inferno Pistol, Frag Grenades, Krak Grenades
+ Veteran Sister Superior with Bolt Pistol and Eviscerator

Heavy Support
Exorcist - 135

Total = 1499pts

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So the basic idea behind this list is to be able to get up close quickly. Every unit is capable of moving 12" in a given movement phase, only the Repentias are limited to 6" (and even then, if the roll a 1 or 2 they will move 6+D6"). It is a fast list. For obvious reasons, the jump-pack Canoness will be attached to the Seraphim squad allowing for a pretty potent close-combat squad as there are two Strength 6 Power Weapons in that squad, plus twin-linked flame pistols and twin-linked inferno pistols (Strength 8, AP 2). The Repentias are also very good in close-combat since each of them have Eviscerators and the Repentia Mistress as a Power Weapon that adds one to her initiative.

Now each Battle Sister squad has a flamer and melta gun. As I mentioned in my Space Marines, Jacked post, is something I am fond of. It allows tactical flexibility on a unit scale rather than on an army scale. Personally, I find it more fun and useful but that comes down to my style of play, though I highly recommend trying it out. Anyways, each Sister squad is capable of taking down hordes or tanks given the situation. Not only that, but using the Rhinos, you can effectively create walls that bottleneck enemy troops, allowing you to pick them off much easier.

The Dominion squad was chosen with the same idea behind the Battle Sister squads, but I get double the special weapons. They will be most useful in a situation where I need more anti-horde power or more anti-tank power so, effectively, they play a support role (in that they'd be supporting the Sister Squads in a situation).

The Seraphim and Repentia squads are there to keep the Sister squads alive as they whittle down the enemy with fire (quite literally) and to take down threatening long-range units or to tie up threatening close-combat units. Either way, I feel that they would do very well on the battle field.

The Exorcist has the simplest role, it is to provide long-range anti-tank (or anti-high toughness) support.

Now I have played against Witch Hunters a handful of times, and never a "pure" force (there were always Guardsmen, Grey Knights, etc. in their lists). I am interested to here your thoughts on this list, especially those who play against Witch Hunters more often or play with them occasionally! Is this a good/decent list? Is it total crap? Let me know why- the more knowledge we can pack into these lists the better!

COMMENTER NOTES- From Blaine: Exorcists aren't the best choice because one weapon destroyed result puts them out of the game, while Immolators still have what's inside. [About Repentia Squads] I 1? T 3? a 4+ save and 20 points per models does not make for something that will live very long at all. In CC everything will go before you, if you even make it there. Imagine what a AC/HB Predator would do to this squad, or a Devastator Squad full of Heavy Bolters...

6 comments:

BJ said...

The only thing I would do differently is take the heavy flamer with my sister units. It is still an assault weapon but it gives you Str 5 Ap 4 for only 6 more points, heck when I can afford it I take both flamers but that is just me.

I love all Sister lists I have some storm troopers in mine but that is only until I buy more sisters with bolters.

Robert Morris said...

4 tipos from a guy who has played sisters for four years.

You need a veteren sister superior with abook of St Lucious in all squads.

sister repentia are awfull

run squads of 5 celestians with 2 specials in Immolators with multi-melta's

you will need 2 exorcists @ 1500 and 3 @ 1850 to deal with the mech spam

Cannones needs a blessed weapon, a cloak of st aspira if you want to run her as a character hunter. A rosarius is a waste of points because Faith points can make her 2+ invunberable with a leadrship check and no independent character can afford to go last.

Lastly seraphim need an evisrator

good luck

Blaine said...
This comment has been removed by the author.
Blaine said...

Ehhh, I'm not too sold on this list Kevin... Repentia are Terrible, your Cannoness is I1, and you'd really waste an entire squads shots on a chance for one melta shot? I wouldn't.

Try this:

95- Cannoness
Blessed Weapon
Cloak

165- Celestine Squad
5 Celestines
Heavy Flamer
Book
Immolator
Extra Armor and Smoke


165- Celestine Squad
5 Celestines
Heavy Flamer
Book
Immolator
Extra Armor and Smoke


165- Celestine Squad
5 Celestines
Heavy Flamer
Book
Immolator
Extra Armor and Smoke

70- 5 Storm Troopers
2 Meltaguns


70- 5 Storm Troopers
2 Meltaguns

207- Dominion Squad
4 Meltaguns
Book
Immolator
Extra Armor and Smoke

207- Dominion Squad
4 Meltaguns
Book
Immolator
Extra Armor and Smoke

207- Dominion Squad
4 Meltaguns
Book
Immolator
Extra Armor and Smoke

73- Immolator
Extra Armor and Smoke

73- Immolator
Extra Armor and Smoke

8 Immolators and 16 B4 Meltaguns in 1500 is though to pass up. Tank Shock and Flame until nothings left basically.

Exorcists aren't the best choice because one weapon destroyed result puts them out of the game, while Immolators still have what's inside.

Kevin said...

Ok, so why are Repentia terrible? As I mentioned, I've only faced Sisters a handful of times, and on paper they look pretty brutal- where's their downside?

@Blaine- For the squad thing- it's a play preference. I do the same thing with my marines and play them very effectively that way and know the tactic transmutes very well to other armies.

Blaine said...

I 1? T 3? a 4+ save and 20 points per models does not make for something that will live very long at all. In CC everything will go before you, if you even make it there. Imagine what a AC/HB Predator would do to this squad, or a Devastator Squad full of Heavy Bolters...