2500 Witch Hunters Roster

I originally built this list for the first round of the 2009 Ard Boyz, but decided against it when I heard there were steep penalties for not finishing games (this army has lots of models to set-up and tear down). Enjoy!
HQ
WH Inquisitor Lord (Psychic Hood)
— Retinue: Acolyte, 1 Chirurgeon, 3 Heavy Bolter Gun Servitors
DH Inquisitor Lord (Psycannon)
— Retinue: Sage, 2 Mystics, 3 Heavy Bolter Gun Servitors
ELITE
WH Inquisitor
— Retinue: Acolyte, Chirurgeon, 3 Heavy Bolter Gun Servitors
DH Inquisitor
— Retinue: Sage, 2 Mystics, 3 Heavy Bolter Gun Servitors
TROOPS
10 Sisters of Battle (2 Meltaguns, VSS w/Book of St Lucius)
10 Sisters of Battle (2 Meltaguns, VSS w/Book of St Lucius)
Imperial Guard Infantry Platoon
— Platoon Command (Medi-pack, 3 Plasma Guns), Chimera
— Infantry Squad (Meltagun), Chimera
— Infantry Squad (Meltagun), Chimera
— Special Weapons Squad (3 Meltaguns)
— Special Weapons Squad (3 Meltaguns)
Imperial Guard Infantry Platoon
— Platoon Command (Medi-pack, 3 Plasma Guns), Chimera
— Infantry Squad (Meltagun, Lascannon)
— Infantry Squad (Meltagun, Lascannon)
— Heavy Weapons Squad (3 Lascannon)
— Heavy Weapons Squad (3 Lascannon)
— Heavy Weapons Squad (3 Autocannon)
— Heavy Weapons Squad (3 Autocannon)
HEAVY SUPPORT
Exorcist
Exorcist
Exorcist
This army packs a long-range punch. It’s got a decent amount of long-range S7+ shots (8 Lascannon, 6 Autocannon, 3 Exorcist Missile Launchers), some up close S7+ shooting (8 Meltaguns and 6 Plasma Guns) and a ton of long-range anti-personnel fire (2 Psycannon, 12 BS4 Heavy Bolters and 4 Chimeras).
TACTICS: This army is pretty easy to use. Find the nearest threat and destroy it, then move on to the next. It can deal pretty well with heavy armor (just load up the four Chimeras with Meltaguns). There’s enough plamsa and Exorcist missiles to deal with Terminators and Obliterators. It also handles Leadership issues pretty well, thanks to the aura of LD9 Books of St Lucius.
The mystics help keep the Deep Striking units from getting too close. The two Psycannons are enough to deal with Fateweaver, so daemons won’t be much of a problem. The Exorcists will make quick work of Terminators and Nob Bikers (and the mobile Plasma Guns will deal what is left when the dust settles).
TRICKS: There really aren’t any tricks in this army, but this army has tons of options. In a big game, options always outweigh tricks.
I’m a little unhappy with the huge Kill Point numbers, but this is an army designed to annihilate your opponent. And grabbing objectives isn’t going to be a problem either.
I wish the Ard Boyz rules hadn’t eliminated upgrade Imperial Guard characters because this army would really benefit from Al’rahem.
As always, comments are welcome (here or in the BOLS Lounge thread).