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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!


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