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DE - Haemonculus+

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Post  AllmightyDM Wed Nov 30, 2011 12:49 pm

Probably my favorite unit of all time is the Haemonculus add him to just about anything and they get the bonuses for Feel No Pain, he can drop off his token and do his own thing, plus he's got all sorts of neat arcane wargear he can play with. I will say its almost essential to separate him from his starting group though due to his non-fleetness.

I had been debating of trying something like this:
Baron Sathonyx + 15 Hellions + Haemonculus. I'd think that would make a great unit given that you can keep them in cover and probably end up with a 3+ cover save that if you fail you get to reroll. They can move fast over terrain, take their test, reroll a fail, then roll their armor, then reroll for FnP, if I'm right about that. That's probably a pricey unit, but I bet its worth it.

My usual is 9 incubi with a klaivex with a Haemonculus (liquifier + casket) in a raider with a flickerfield.

Or 4 trueblasters and a similar haemy in a venom with cannons.

I may be rambling but venom cannon spam with trueblaster spam is awesome, not much for range, but throw in some venoms with haywyches and that's gravy.

I haven't fielded a foot slogging army in a while because all this mobility is AWESOME!

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Post  Man-of-War Wed Nov 30, 2011 7:48 pm

You'll have to un attach him from the hellions otherwise they aren't that fast and don't have fleet. The homonculi will either keep the pain token or give it to the hellions.
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Post  AllmightyDM Wed Jan 25, 2012 3:04 pm

I guess I still have stuff to learn.... apparently if you use the 1-3 Haemonculus as a single HQ you have to group them together.... can't believe I missed that.
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Post  Man-of-War Wed Jan 25, 2012 4:15 pm

What do you mean by you have to group them together... On the table you don't have to. They can all join different units handing out that feel no pain 1st pain token or adding to the homonculi units by giving them the 2nd for furious charge.
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Post  AllmightyDM Wed Jan 25, 2012 4:23 pm

Well they have to start together, you can't have 3 venoms with them already loaded up at the start of the game. As far as I can tell.

I had been starting the game with say: 3 venoms with 4 incubi and a hamy Apparently you can't do that.
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Post  Man-of-War Wed Jan 25, 2012 4:31 pm

The incubi can take the venom as dedicated transport and the Hormonculi can be with them cause in the main rulebook you can join units like that due to each hormonculi being Independant character. Where did you see that the hormonculi can't.... I see in our codex that the incubi can take a venom as dedicated transport and the hormonculi is a independant character so can join them. So at the start they can start loaded up in the venom.... Otherwise all other armies with hqs would be playing this game wrong.... no offense.
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Post  AllmightyDM Wed Jan 25, 2012 4:51 pm

For instance though, say you bought 3 haemys (as 1 Hq choice). You cannot start the game with them split into 3 different transports, as far as I understand.
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Post  Man-of-War Wed Jan 25, 2012 5:37 pm

The force oganization chart doesn't affect how they deploy or play on tabletop man. They are like 3 separate hqs, but take up only 1 hq slot.... kinda like space wolves can run 2 hqs for every 1 hq slot.... They can each be deployed in separate units in separate transports.
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Post  AllmightyDM Wed Jan 25, 2012 5:48 pm

If that's the case, even better!

I was using army builder and it was showing me as being over the limit, but hey if its legit it works for me.
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Post  Man-of-War Wed Jan 25, 2012 5:57 pm

I don't use army builder... I write mine out.
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Post  AllmightyDM Wed Jan 25, 2012 6:12 pm

I just started... useful, but buggy.
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