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Since
I began playing Warhammer 40K about ten years ago, Ultramarines
have steadily been my army of choice. Be it Epic Space
Marine, Space Hulk, or Battlefleet Gothic, the progeny
of Roboute Guilliman have always been at my command.
Ultramarines are sometimes referred to
as boring, dull, or vanilla, but the chapter provides
a player with the most well rounded troops in the game.
And in my opinion the most versatile of all the Space
Marine armies out there. That's right, I think they're
even better than the ever popular Space Wolves!

When building an army list for games or
tournaments I have always tried to build balanced, well
rounded armies so I can be prepared for any opponent
or mission. This is normally not that difficult a task,
seeing as I have so many options available to me. Now
that the super cool Codex: Daemonhunters is here, my
options have nearly quadrupled! Looking through the
pages of this hallowed tome set my mind aflutter with
army expansion ideas. First and foremost however, I'm
set on adding an extra punch to my army for all those
nasty Chaos worshippers out there. Not to mention the
welcome addition of some intriguing background ideas
for my army.

After checking out the Codex: Daemonhunters,
I was very excited to get some Grey Knights into my
army. Replacing the standard Terminators with the Grey
Knight Terminators would still allow me to control any
area of the table with just a small squad. Because,
let's face it, terminator armour gives you a veritable
walking tank!

Reducing
the number of standard Ultramarines in my current army
allowed me to instead get a squad of Grey Knights in
power armour. These blessed warriors give me the option
of Deep Striking them by moving the unit into a fast
attack slot. By teleporting directly into battle these
marines are an awesome way to eliminate pesky heavy
weapon teams, artillery, and of course Daemons.
With plenty of deadly Grey Knights roaming
about the table, I wanted an Inquisitor Lord to guide
them through battle after hard fought battle. It also
doesn't hurt that the Inquisitor models available to
Daemonhunter players are some of the coolest Warhammer
40.000 models to date! By harnessing all the different
options henchmen have to offer, an Inquisitor Lord is
dangerous on any battlefield in the galaxy. So I saw
it a my duty to add a whole slew of henchmen to my Inquisitor.
Once you get started, it's tough to stop!

Now that I've included Daemonhunters elements
into my army, I'm confident that I'll get the same balance
between firepower and close combat my original force
had. Perhaps it'll even improve a bit! There is also
enough mobility in the force to cover my flanks while
having the ability to control any hot spots on the gaming
table.
Keeping in mind that I am a loyal servant
of the Emperor, commanding the Ultramarines against
all manner of fell foe, I sometimes feel the need for
a slight change of pace. Perhaps it's all the rock 'n'
roll I ingest on a regular basis, but on occasion I
feel the need to field a bit of evil in my army. So,
I set up an army list that may be suspect in the eyes
of many Imperial agents.

Going back to my original army, I dropped
the Chaplain and the assault squad from the list. With
these freed up points, I managed to make enough room
for an Inquisitor Lord and his retinue of questionable
henchman. However, I had purposely left some points
available for some additional units...
Calling
upon ancient writings, archaic tomes, and soul wrenching
rituals, my Inquisitor Lord has managed to gather to
him three Daemon Hosts. With their random, yet devastating
psychic powers and the ability to be summoned into battle
at a moments need, they will bring a truly dark balance
to my army.
To finish the army off, I went back and
refined my Inquisitor by adding a bunch of useful henchmen.
The new models are great and I just have to paint some
of them. These new elements may be considered a little
radical or rogue in the eyes of the Emperor, but sometimes
you just gotta do whatever you can to stop the forces
of Chaos!


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