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Made in us
Regular Dakkanaut





I am looking at doing my first game later this week, and i want to field an Agents army.

Right now i am looking fielding -

Heroes
Rogue Trader - Warlord - 105 points (leading Breachers)
Inquisitor - 55 Points (leading Henchmen)
Inquisitor - 55 Points (leading Arbites)
Inquisitor - 55 Points (leading Voidmen)

Battleline
10 Voidmen-At-Arms - 80 points
10 Voidmen-At-Arms - 80 points
Arbites Vigilant Squad - 105 points

Other Units
Navy Breachers - 105 points
Navy Breachers - 105 points
Inquisitorial Henchmen (10 Henchmen, 2 Mystics, 2 Servitors, Demonhost, Jokaero) - 160 points

Points - 905 points (95 points left over) I am still playing around with the points, it seems that every time i try to fill out the army i am over by 5 or 10 points. I am thinking about adding a assassin to fill the points.

what are your thoughts?
   
Made in gb
Battleship Captain




Things I'd note:


1) the generic inquisitor doesn't actually add much. Recovering command points reliably is great for an Assigned Agent in an army with powerful unique stratagems but pure agents armies don't have that. The named inquisitors are way more useful as they actually improve your units meaningfully.

2) the rogue trader with breachers is a good choice. Lacking transports, rogue trader retinues granting squads infiltrate is the best way to get squads up the field, and breachers are your best offensive unit, with demo charges, grenade belts, meltaguns and Breaching Team for rerolls to wound.

3) Henchmen are nice, especially with an inquisitor leading them. But if counts as is an option, Inquisitor Eisenhorn is much better as he makes the daemonhost MUCH scarier.

4) any assassin is a good choice but the Eversor is probably the best for you. As it stands you have very little that can stop a nasty melee unit that gets in your lines. An Eversor is a threat that most infantry units have to be wary of

5) the voidsmen-at-arms are arguably your most flexible unit. Because they have lethal hits when shooting at the closest target, they arguably do okay at antitank work (against stuff without a 2+ save anyway). They're prime targets for the rogue trader's reposition moves. If you want to take Kyria Draxis I'd put her here, as Psychic Veil stops her unit being targeted from >18", letting the squad fire rotor cannons with impunity.

6) the vigilant squad is a good general purpose unit with 18" shotguns that make them sort of knock-off dire avengers. If you have a choice, heavy stubber and grenade launchers are the way to go. If you want to sub out an inquisitor for Katarinya Greyfax this is a good place to put her - in which case swap one weapon for a webber in case you get to use her psyocculum rule; Antipsyker 4+ plus Devastating Wounds is nasty.

Termagants expended for the Hive Mind: ~2835
 
   
 
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