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Thread: empire witch hunter

  1. #101
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    Re: empire witch hunter

    That great coat is certainly a very useful body, but if one goes for adding a cloak then the other bodies might be rather handy too. Or if one wants plenty of bodies with different types of coats, then how about getting hold of the Empire archer boxed set and using several of those bodies?

    And if one is making several witch hunters, then head variants might be good - perhaps something from the Middenheim or flagellant sprues for a witch hunter with a fire-and-brimstone look for their beard and hair?

    Speaking of flagellant box, that also comes with torches, as well as bits to build a captured heretic/witch. This could provide inspiration for some unit fillers, say one witch-hunter henchman building a bonfire out of logs, heretic in chains standing close by, with a second henchman keeping an eye on their captive and holding the torch.

    If the Mordheim accessory sprue is still available, that might have some useful bits too, like a holstered pistol, crossbow pistol (treat as usual pistol), and a book (which should of course be titled "Malleus Maleficarum" if you can paint that fine letters on the cover).
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  2. #102

    Re: empire witch hunter

    Quote Originally Posted by decker_cky View Post
    People keep mentioning using VHS or one of those swords, not a combination. All you need with VHS is a brace of pistols.
    But this kind of gets circular in the end though. I don't know why your opponent would ever accept a challenge from the Witch Hunter when he could just decline and then kill the Witch Hunter with the models in base contact. It doesn't matter if you have VHS or one of those swords.

  3. #103
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    Re: empire witch hunter

    Quote Originally Posted by Griefbringer View Post
    That great coat is certainly a very useful body, but if one goes for adding a cloak then the other bodies might be rather handy too. Or if one wants plenty of bodies with different types of coats, then how about getting hold of the Empire archer boxed set and using several of those bodies?

    And if one is making several witch hunters, then head variants might be good - perhaps something from the Middenheim or flagellant sprues for a witch hunter with a fire-and-brimstone look for their beard and hair?

    Speaking of flagellant box, that also comes with torches, as well as bits to build a captured heretic/witch. This could provide inspiration for some unit fillers, say one witch-hunter henchman building a bonfire out of logs, heretic in chains standing close by, with a second henchman keeping an eye on their captive and holding the torch.

    If the Mordheim accessory sprue is still available, that might have some useful bits too, like a holstered pistol, crossbow pistol (treat as usual pistol), and a book (which should of course be titled "Malleus Maleficarum" if you can paint that fine letters on the cover).
    Plenty of good idea there. I'd also go with a regular torso with some Pistoliers/Outrider cloak. The unit filler idea is nice too

    Quote Originally Posted by PurpleSun View Post
    But this kind of gets circular in the end though. I don't know why your opponent would ever accept a challenge from the Witch Hunter when he could just decline and then kill the Witch Hunter with the models in base contact. It doesn't matter if you have VHS or one of those swords.
    Some character, like Chaos Warriors or some Vampire have to challenge/accept challenge, there's no escape for them :P
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  4. #104
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    Re: empire witch hunter

    Well, found my set-up finally for the Witch Hunter; just a Brace of Pistols and a Potion of Speed. He can try snipe but if he needs to get in close or take out a particularly tough quarry he can charge in with 3A re-rolling to hit, KB, and in some cases re-rolling to wound. The potion makes sure he gets a chance to strike against some of the faster things like Elves and Vampires.

  5. #105
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    Re: empire witch hunter

    I was also thinking of the potion, very cheap, and the potential to be effective without it compromising the rest of the list if you are running short on points.

  6. #106
    Chapter Master Minsc's Avatar
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    Re: empire witch hunter

    Brace of Pistols and Other Tricksters Shard would be my preference. I can see Potion of Speed beeing a viable option as well.

  7. #107

    Re: empire witch hunter

    Good call on the potion of speed. Remember that you have to use it at the start of the turn.

    I love how with the common magic items,there's different items that end up being useful to different armies.


    edit: Other tricksters shard is another nice option, and combines with one of the magic swords pretty well.

  8. #108

    Re: empire witch hunter

    I realy realy like the Witch Hunter, very fluffy, personaly love the model and the rules seem good. But, while i love this guy I have this feeling that he's going to end up following the same path as the DE assassin. Meaning that while people will fear him I don't think he has the defense to live very long. True you could spend points hiving him armour or a ward save and now that he's fresh and new he's going to give people hell. But after a while he'll become one of those charcters no one worries about because in the end he's easy to avoid or dosen't have the strength to deal with a dedicated fighter comming after him. That said I'm still probably going to pick up at least one or two to lead my mordhime witch hunters.

  9. #109

    Re: empire witch hunter

    To me it seems simple. Give the Witch Hunter a brace of pistols and the Other Trickster's Shard and go after a level 4 as your quarry. Possibly give him the one use 4+ ward charm thing, which costs about 1/4 his points for 1/2 more wound basically. Making a level 4 reroll their 4+ ward when you get that killing blow is too good to pass up

  10. #110
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    Re: empire witch hunter

    Quote Originally Posted by decker_cky View Post
    Good call on the potion of speed. Remember that you have to use it at the start of the turn.

    I love how with the common magic items,there's different items that end up being useful to different armies.


    edit: Other tricksters shard is another nice option, and combines with one of the magic swords pretty well.
    Hmmm, how about combining the shard with the Gold Sigil Sword? Get the I bonus as well as the shard.
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  11. #111

    Re: empire witch hunter

    I don't get the combo brace of pistols + other trickster's shard. The shard only works in base contact.

  12. #112

    Re: empire witch hunter

    Quote Originally Posted by oldWitheredCorpse View Post
    I don't get the combo brace of pistols + other trickster's shard. The shard only works in base contact.
    You can use the pistols in combat. Hope that answers the question mate.

    Few too many one shot weapon approaches here. The WH is only T4 and W2. One round of shooting from a greater range than those pistols and the little monkey is dead. WHs are a great spanner to throw into the works, but can be so much better if not just thrown away.
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  13. #113

    Re: empire witch hunter

    Most Vamp lords Ive come accross take quickblood so Init boosting would at most block the reroll. Against elves/ASF people sw of swift slaying would at least ensure you get to land you blows

  14. #114
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    Re: empire witch hunter

    I believe brace of pistols and shooting away at short range, while staying in a unit is the best bet. VS master necromancers for example WH are certainly worth it IMO. Not sure about non-undead, deamons.
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  15. #115
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    Re: empire witch hunter

    Quote Originally Posted by Horace35 View Post
    Most Vamp lords Ive come accross take quickblood so Init boosting would at most block the reroll. Against elves/ASF people sw of swift slaying would at least ensure you get to land you blows
    No it wouldn't as you would attack at initiative and theirs' would be higher and easily kill the Witch Hunter first. Fact is, they just aren't cut out for Vampires and Elves. Everything else is fair game of course.

  16. #116

    Re: empire witch hunter

    Don't spend points on magic items. It's better to just deploy another witch hunter. Or 3 with brace of pistols.
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  17. #117
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    Re: empire witch hunter

    Quote Originally Posted by GodlessM View Post
    No it wouldn't as you would attack at initiative and theirs' would be higher and easily kill the Witch Hunter first. Fact is, they just aren't cut out for Vampires and Elves. Everything else is fair game of course.
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  18. #118
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    Re: empire witch hunter

    Quote Originally Posted by ihavetoomuchminis View Post
    Don't spend points on magic items. It's better to just deploy another witch hunter. Or 3 with brace of pistols.
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  19. #119
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    Re: empire witch hunter

    Hehe a "witch hunter warband" unit would be hilarious. Run up and evaporate one enemy character. Proceed to twiddle thumbs until you get charged.

    That actually reminds me, quick to fire with sniper KB pistols is one way to get another chance at killing a character.

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