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Inquisitor (20) with:
Equipment:
Psycannon (30), close combat weapon (1)
Psychic Powers:
None
Henchmen:
2 Sages (20), 1 Mystic (6), 3 Warriors (30): 1 Gun-Servitor
with Plasma Cannon (35), 2 Imperial Guard Veterans with
plasma guns (20)
Cost: 147 points
Abilities:
Lots and lots of AP2 death, and as many as six plasma
shots at short range plus the plasma cannon's blast
marker. All hit on 3+ or better (the Inquisitor has
a BS of 5 because of the Sages) and when the inevitable
1 shows up, the Sages allow a re-roll to lessen misfire
chances and garner more hits. If daemons or Deep Striking
units enter play within 4D6 inches the unit gets to
fire a free round of shots at them. Problem solved!
Tactics:
Keep relatively near the back of the Daemonhunters
force. If Grey Knights are present and they wipe out
a Daemon pack, your opponent will attempt to assault
this nice juicy unit by entering play at the back of
your lines, at which point the Mystic allows it to turn
round and give it a massive volley of plasma which you
can then repeat in your own Shooting phase. if there
are any daemons left.
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