The Daemonhunters codex made me feel all giddy inside after just one brief viewing. So many choices and wonderful ways to expand on my already established force! I own an army of fanatically dedicated Black Templars, outfitted to crush the enemy at close quarters in nasty new ways. I very much looked forward to complimenting my force of righteous Space Marines with one of the galaxy's most feared Imperial agents.

The current army focuses on mobility, survivability, and swift close combat death. No model in the army is left to slog it out on foot as each squad has a transport attached to it. With 3 Rhinos, 2 Land Raider Crusaders and a Predator on the scene, I can get where I need to be with out much difficulty and then stomp all over the enemy. The only real problem with the army is it's complete lack of long ranged firepower. There are but a handful of heavy weapons in the entire army, but that's how I like it!

Modifying my Black Templars army list was fun. I was aiming for a slight modification to the current list as I didn't really want to add a ton of new troops and stuff just yet. Maybe a few months down the line I'll get into some Grey Knights. So I focused all my mental energies on a new Inquisitor Lord named Chellino.

I could do several things with this guy. I could load him up with guns and surround him with a bunch of Hellgun wielding henchman and gun servitors to form a nice firebase, or go the close combat route. If chose the shooty path I could bring a bit of balance to my heavily close combat themed army. But where's the fun in that? I decided instead to go whole hog and set Chellino and his retinue up for close combat!

The ability to select an entourage of henchman is really cool. These guys can form a truly terrifying squad, ready for whatever dangers the enemy can hurl at them. An inquisitor Lord can have up to 12 henchmen. I looked at the list and immediately decided to get a pair of Warrior Henchmen, as well as 2 combat servitors. These formed a good base of models to accompany Chellino into battle. An Acolyte soon followed, along with a Mystic, Sage and Familiar. All in all a nice smattering of models with cool abilities.

Now came the time to work on Chellino himself. I gave him a Psycannon because they are just too cool. Not very close combat oriented, but good for blasting things to pieces on the way in! A Holy Relic not only gets his retinue amped for carnage, but also surrounding squads. I'll be sure to have plenty of Templars around when Chellino reveals this wonderful hunk of wargear. An Icon of the Just would keep him alive longer, some sacred incense would help even the odds against Chaos, and the psychic power Banishment will scare off any Daemons present on the battlefield.

Yup, it can be really easy to get out of hand when creating your Inquisitor! Totaling up the points I found that the Lord and his retinue came out to be 270 points. How was I gonna fit this into my 2000 point army?

First things first, I had to drop an HQ choice in order to even add Chellino to the army. So I ended up losing one of my Chaplains and his accompanying squad of Initiates. I still needed to shuffle about 60 points, so their Rhino with Extra armour and Smoke Launchers was next to go. Checking the math once again, I discovered that I had eliminated exactly 270 points. How very convenient!

The problem I now faced was that my poor Inquisitor was left without a transport. I wouldn't stand for this at all. So, one final force organization shuffle remained. I decided that my support squad of boltgun wielding Templars didn't really need a transport that badly. Instead, Chellino and his retinue would get this luxury. With the army list modification all set, I'm now ready to tackle some Chaos scum!

Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters