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Pure Inq. army


Spacefrisian

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I have been tempted to make a pure Inq army but i was wondering who has done that.

 

I want something along the lines of:

 

INQ: Force weapon (yes its expansive but it uses the old rules eg: lose all wounds after test.) Retinue to boost statts.

 

3x8 Stormtroopers

 

2 Landraiders (have fun dealing with 2 of them in 1000 points)

 

roughly 1000

 

 

It might be cheese but hey it can taste good.

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INQ: Force weapon (yes its expansive but it uses the old rules eg: lose all wounds after test.) Retinue to boost statts.

 

He has S3, so it's not a great weapon.

Also, Malleus Inquisitors+retinues are terrible in close-combat, they only really work against Guardsman or Tau. You are better off building the standard fire support Lord;

 

Malleus Lord, psycannon

2 x heavy bolter servitors, plasma cannon servitor

2 x Sages, 2 x Mystics

(202 points)

 

Relatively inexpensive, 'Iron Will' keeps them holding their ground, and they offer excellent anti-DS and anti-infantry firepower.

3x8 Stormtroopers

 

They'll need Rhinos (with extra armour and smokes) to be really effective. Plasma or melta for their special weapons. I would recommend getting another squad, they tend to die pretty quickly.

 

2 Landraiders (have fun dealing with 2 of them in 1000 points)

 

You can't take Heavy Support Landraiders, because they are Grey Knight vehicles. You need to take a Grey Knight Hero (at this point level a Brother-Captain is perfect, maybe give him a psycannon as well) to unlock them.

 

Also, due to our own codex rules, you can transport any of the IST's inside the Landraiders. Stupid, but there you go.

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Unless he uses Witch Hunter Inquisitors with retinue, which do not suck in close combat, with Witch Hunter Transport choice Land Raiders, which aren't completely dedicated. Using the rules from IA2 for Land Raiders and Repressor transports opens up a lot of interesting possibilities as well if they're allowed (more Land Raider capacity and Repressors rock).

 

So, his idea isn't completely far fetched. The caveat is you need an Elites Inquisitor with Retinue to unlock a second Land Raider as a transport besides your HQ transport.

 

Edit: On a related point, I notice everyone always forgets that Witch Hunters have Inquisitors too, and Stormtroopers, and can take Land Raiders as an Inquisitor transport, and our Land Raiders AREN'T completely dedicated like the Daemon Hunters Land Raiders. I'm still trying to figure out why this is :lol:

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Unless he uses Witch Hunter Inquisitors with retinue, which do not suck in close combat, with Witch Hunter Transport choice Land Raiders, which aren't completely dedicated. Using the rules from IA2 for Land Raiders and Repressor transports opens up a lot of interesting possibilities as well if they're allowed (more Land Raider capacity and Repressors rock).

 

So, his idea isn't completely far fetched. The caveat is you need an Elites Inquisitor with Retinue to unlock a second Land Raider as a transport besides your HQ transport.

 

Edit: On a related point, I notice everyone always forgets that Witch Hunters have Inquisitors too, and Stormtroopers, and can take Land Raiders as an Inquisitor transport, and our Land Raiders AREN'T completely dedicated like the Daemon Hunters Land Raiders. I'm still trying to figure out why this is :P

 

I agree that WH is the better way to go in this case. What you could do instead of taking two LRGHs is to take one LRGH and two Chimeras. This will give you a few more points for more IST or one of those lovely WH freak show units.

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I have been tempted to make a pure Inq army but i was wondering who has done that.

 

I want something along the lines of:

 

INQ: Force weapon (yes its expansive but it uses the old rules eg: lose all wounds after test.) Retinue to boost statts.

If you are really interested in an assault orriented IQ lord, I'd go with something similar to:

IQ Lord: Bolt Pistol, Thunderhammer, and Holocaust

Acolyte x 2: CCW, Stormshield, and Carapace Armour

Combat Servitor x 2

Riding in one of your Land Raiders

 

3x8 Stormtroopers
You can afford to give all of these groups meltaguns and mount them in Chimeras by dropping your illegal Land Raider
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I use the WH codex so no thunderhammer. Maybe i should have mentioned that i only have the WH codex.

 

Ah ok, I thought you were talking about DH's :HQ:

 

If you're taking a Hereticus Lord, look no further than the Tarpit of Doom;

 

Hereticus Lord, eviscerator, 'His Will Be Done'

3 x Crusaders, 3 x Acolytes with man-catchers+power armour, 2 x Chiurgeons, Familiar

(244 points)

 

Eats MC's and lone characters pretty well. Assaulting out of a Raider they can ninja Carnifex and Daemon Princes pretty well.

 

Edit: On a related point, I notice everyone always forgets that Witch Hunters have Inquisitors too, and Stormtroopers, and can take Land Raiders as an Inquisitor transport, and our Land Raiders AREN'T completely dedicated like the Daemon Hunters Land Raiders. I'm still trying to figure out why this is smile.gif

 

The Sisters of Battle :) plus, Grey Knights get the awesome Crusader variant, which Inquisitors strangely can't buy.

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In point of fact, the GK Crusader is the best version available, as it can move up to 6" and fire all weapons, or move up to 12" and fire all but one weapon. This comes at a cost: only Grey Knights may be transported in GK Land Raiders/Crusaders. Which kills the "15 Sisters poring out of a GK Crusader" dream I had.

 

SJ

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I use the WH codex so no thunderhammer. Maybe i should have mentioned that i only have the WH codex.

Ah. In that case, I'd use a similar build to that described to the Reclusiarch Darius for the CC IQ lord (though I would have given him a Rosarius) but I'd dump the idea of a Land Raider at the points level you are talking about and mount every unit in a Chimera with EA and smoke launchers.

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@ DinoDoc: I find the rosarius simply too expensive. You already have a 'whatever' save from the Chiurgeons on the 1st unsaved wound inflicted, the Familiar can be sacrificed on the next unsaved wound, and the Crusaders already have 4+ invuls for even more 'soaking' of power weapon wounds/low AP weapons. If you find it's worth taking, do it.

 

In my experience, by the time the Lord is taking power weapon wounds, you've lost most of the retinue anyway (and thus he's going to die regardless). Save some points (for spending your Canoness/Grandmaster).

 

In point of fact, the GK Crusader is the best version available, as it can move up to 6" and fire all weapons, or move up to 12" and fire all but one weapon. This comes at a cost: only Grey Knights may be transported in GK Land Raiders/Crusaders. Which kills the "15 Sisters poring out of a GK Crusader" dream I had.

 

SJ

 

True, but you can get equally nasty builds using the SM codex as a 'base' for the army. Imagine Canoness with Celestian retinue and attached Priest piling out of a Crusader or Redeemer with the Chronus upgrade.

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This comes at a cost: only Grey Knights may be transported in GK Land Raiders/Crusaders. Which kills the "15 Sisters poring out of a GK Crusader" dream I had.

 

How? :) Grey Knight Land Raiders aren't Dedicated Transports, they're Heavy Support. If you take Allied Sisters, they can ride in the Land Raiders.

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@ DinoDoc: I find the rosarius simply too expensive. You already have a 'whatever' save from the Chiurgeons on the 1st unsaved wound inflicted, the Familiar can be sacrificed on the next unsaved wound, and the Crusaders already have 4+ invuls for even more 'soaking' of power weapon wounds/low AP weapons. If you find it's worth taking, do it.
This is just theoryhammer for me atm. I'm just suggesting ways I'd improve the list Spacefrisian presented us. However unless there's been a FAQ I missed the 4(i) save from the Crusaders is useless outside of CC, so no soaking up low AP weaponry for them. However I do take your point under advisement and would probably suggest using the savings from the removal of the rosarius and stripping of the EA/SL upgrades I suggested from a few of the Chimeras and using the savings to invest in an Eversor Assassin. He'd be especially useful in forcing the opponent to focus on his deployment zone which would be useful in lessening the potential of the opposing force poping the mobile fire power the chimeras provide. He also provides the potential of taking out any enemy IC or MCs defore they get close enough to the rest of the force to provide a problem.
Save some points (for spending your Canoness/Grandmaster).
Normally I would have suggested an elite IQ tooled out as a firebase but he seems to want to avoid calling on the services of the chamber militant of the Ordo Hereticus.
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I have also thought to make a anti Psyker list. It drops the landraider in favor of dropping psykers Ld and than removing them. (the tourneys i vist seems to get more and more of these psykers than they used to)

 

Its stil a WIP:

 

HQ:

Inq. lord

(Sage, acolyte, Familiar, 2x Penitant, chirurg, 3x warrior (one is a Crusader)

-Force weapon, Boltepistol, Psychic hood, hexagramic wards

-Purgates, Hammer iof the witches

Chimera:

-Multilaser, Smokes, Heavybolter

 

Elite:

Inq.

-Boltpistol, ccw, hexagramic wards, meltabombs

 

Inq.

-Boltpistol, ccw, hexagramic wards, meltabombs

(these 2 will be joining the Stormtroopers in the Chimera's)

 

Calidus assassin

 

Troops

Stormtroopers: x8 (including sergeant)

-Plasmagun, grenade launcher

 

Stormtroopers: x8 (including sergeant)

-Meltagun, Flamer

Chimera

-Smokelaunchers, Multilaser, Heavyflamer

 

Stormtroopers: x8 (including sergeant)

-Meltagun, Flamer

Chimera

-Smokelaunchers, Multilaser, Heavyflamer

 

Roughly 1000 points. It could be making a real mess of all those enemy Psykers. (i've not added the orbital strike thing cause most of them use innate abbilities eg: eldar shadowseer)

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This comes at a cost: only Grey Knights may be transported in GK Land Raiders/Crusaders. Which kills the "15 Sisters poring out of a GK Crusader" dream I had.

 

How? :D Grey Knight Land Raiders aren't Dedicated Transports, they're Heavy Support. If you take Allied Sisters, they can ride in the Land Raiders.

 

While on page 30 of the C:DH it states that Land Raiders may carry up to 10 models, the entries in Heavy selections section for the GK Land Raider and GK Land Raider Crusader both state that they may transport Grey Knight's in power armour or Grey Knight Terminators; there is no mention of generic models. The difference is that the Heavy selections require a Grey Knight Hero as HQ, while the transport Land Raider is the entry for an Inquisitorial Retinue's dedicated transport.

 

SJ

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This is just theoryhammer for me atm. I'm just suggesting ways I'd improve the list Spacefrisian presented us. However unless there's been a FAQ I missed the 4(i) save from the Crusaders is useless outside of CC, so no soaking up low AP weaponry for them.

 

In the rules for Crusaders (the retinue option), it states that their supression shield grants a 4+ invul. No mention of 'only in combat', it's like the new SS for Ultramarines, a flat invul save.

 

HQ:

Inq. lord

(Sage, acolyte, Familiar, 2x Penitant, chirurg, 3x warrior (one is a Crusader)

-Force weapon, Boltepistol, Psychic hood, hexagramic wards

-Purgates, Hammer iof the witches

Chimera:

-Multilaser, Smokes, Heavybolter

 

On the Lord, drop the force weapon and bolt pistol (trust me on this, S3 is not worth it) and give him an eviscerator. Keep the hood if you feel like it, but you can drop the psychic powers and the hexagrammic wards, as they're only useful against psykers (the hood is enough points for 'all comers'). Instead, give him the 'His Will Be Done' psychic power, which means his eviscerator wounds can win combats, not just draw them.

Drop the Sage and the Pentients, they're not needed.

You'll need to take another two Acolytes and give them man-catchers+power armour. No character or MC is happy with losing 3A's at once.

Add another Chiurgeon (so you can totally ignore the 1st wound inflicted) and take 3 x Crusaders as your Warrior allotment.

Finally, either splurge on a Landraider, or go with the bare-bones Rhino (58pt standard issue with extra armour+smokes).

 

Elite:

Inq.

-Boltpistol, ccw, hexagramic wards, meltabombs

 

Inq.

-Boltpistol, ccw, hexagramic wards, meltabombs

(these 2 will be joining the Stormtroopers in the Chimera's)

 

They're useless. Drop them.

 

Troops

Stormtroopers: x8 (including sergeant)

-Plasmagun, grenade launcher

 

Stormtroopers: x8 (including sergeant)

-Meltagun, Flamer

Chimera

-Smokelaunchers, Multilaser, Heavyflamer

 

Stormtroopers: x8 (including sergeant)

-Meltagun, Flamer

Chimera

-Smokelaunchers, Multilaser, Heavyflamer

 

I'd just take them in Rhinos, but thats me. Drop the grenade launcher for another plasma gun, otherwise this is fine.

 

Roughly 1000 points. It could be making a real mess of all those enemy Psykers. (i've not added the orbital strike thing cause most of them use innate abbilities eg: eldar shadowseer)

 

Plus the psk-out warhead isn't good anyway, so don't bother.

 

While on page 30 of the C:DH it states that Land Raiders may carry up to 10 models, the entries in Heavy selections section for the GK Land Raider and GK Land Raider Crusader both state that they may transport Grey Knight's in power armour or Grey Knight Terminators; there is no mention of generic models. The difference is that the Heavy selections require a Grey Knight Hero as HQ, while the transport Land Raider is the entry for an Inquisitorial Retinue's dedicated transport.

 

Yeah, annoying but true. If your opponent doesn't mind, then by all means stick whatever you want in the GK Raiders/Crusaders. However, if challenged you'll have to play them as 'Grey Knights only' tanks.

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While on page 30 of the C:DH it states that Land Raiders may carry up to 10 models, the entries in Heavy selections section for the GK Land Raider and GK Land Raider Crusader both state that they may transport Grey Knight's in power armour or Grey Knight Terminators; there is no mention of generic models. The difference is that the Heavy selections require a Grey Knight Hero as HQ, while the transport Land Raider is the entry for an Inquisitorial Retinue's dedicated transport.

 

This was FAQ'ed, indeed it popped up as soon as the codex was released. Heavy Support Land Raiders can carry GKs, ISTs, even allied Guard.

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This was FAQ'ed, indeed it popped up as soon as the codex was released. Heavy Support Land Raiders can carry GKs, ISTs, even allied Guard.

 

In general, the latest FAQ surpasses older versions. As they didn't say 'in later printings we fixed it' or 'ignore the stuff about only GK's, it's for anyone'.

So playing opponents advocate, they could insist on RAW (just as you do for force weapons, smokes etc) and thus force the 'only Grey Knights rule'.

However, in most games I've had opponents never question me sticking Inquisitors, IST's etc inside Heavy Support Raiders/Crusaders, so I agree that it's stupid and RAI is pretty clear.

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