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Inquisition army build up!


KaldCB

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(edit)

(I have change my plans for this army check the later pages)

 

Hi.

I have not posted in the Inquisition section before. but now that I'm one of you, that will change. :rolleyes:

 

So, who am I? I'm Kenneth and i am a 23 your old guy, that have played warhammer for around 13 years. I have two children and live in Norway. Now, with that out of the way, lets get to warhammer :)

After playing Deathwing as my regular army the last years, I'm going to change to Grey knights and other inquisitor units.

 

After waiting a few weeks i have just received my order of Grey knights, and i now have,

 

Stern.

Brother captain.

5 regular terminators.

(2 loose psycannon arms.)

 

4 justicars

4 incinerators

21 grey knights

 

+

Borrowing 3 unpainted land raiders from my marines.

(they will get their own raiders once i have painted the knights)

 

+

Various inquisitor stuff.

 

At the same time, i got my shipment of resin bases too. (wow "back 2 basic" is really fast)

 

I have cleaned and have started on the bases. will get some pictures up once i have time.

My plan is to paint them first, then glue the models on. and paint them.

 

Anyway, my plan with this Thread was that it would be a place to discuss: tactics, army list. battle reports and painting. as the army start to come together.

 

As i have read most off the threads here, and other forums, i think i have a army list that i want to use. and would like some advice.

 

1500, (we almost always play 1500)

 

Brother captain, psychic hood, psycannon.

4 retinue, psycannon, one TH/SS

 

7 Grey knights, 2 incinerators, frag

 

7 Grey knights, 2 incinerators, frag

 

8 grey knights, frag targeter.

 

Land raider, extra Armour.

 

Land raider, Extra Armour.

 

1499 points.

 

My first plan was to run a 3 land raider army, but after looking at it, I feel the last raider is not that useful.

 

So to get his going. i would really like some suggestions on the list, or tactics for it.

 

One other thing I would like some advice on. should i give stern the psycannon? The model looks really good and i want to use him, but his rules suck and would probably never use him as "Stern" unless he gets new rules. or i use a brother captain without a psycannon.

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Hi.

I have not posted in the inqusition section before. but now that im one of you, that will change. :)

Welcome! <_<

Brother captain, psychic hood, psycannon.

4 retiniue, psycannon, one TH/SS

 

7 Grey knights, 2 incinerators, frag

 

7 Grey knights, 2 incinerators, frag

 

8 grey knights, frag targeter.

 

Land raider, ekstra armour.

 

Land raider, Ekstra armour.

 

1499 points.

This is very nearly the spitting image of the army I took to a tournament at the beginning February. It performed beyond all expectations. I think this list should serve you well.

One other thing I would like some advice on. should i give stern the psycannon? The model looks really good and i want to use him, but his rules suck and would probably never use him as "Stern" unless he gets new rules. or i use a brother captain without a psycannon.

A large proportion of us GK players, myself included, use the Stern model as our normal GK Hero (either BC or GM, depending on circumstances). I myself am not a fan of Stern himself, but his model is awesome and stands out wonderfully; it's everything one could want from their army commander model.

I have not posted in the inqusition section before. but now that im one of you, that will change. happy.gif

I sense that someone has caught the Daemon hunters bug

Brother captain, psychic hood, psycannon.

4 retiniue, psycannon, one TH/SS

 

7 Grey knights, 2 incinerators, frag

 

7 Grey knights, 2 incinerators, frag

 

8 grey knights, frag targeter.

 

Land raider, ekstra armour.

 

Land raider, Ekstra armour.

 

1499 points.

This can be a very effective army as Number 6 has found out. However I don't really like playing with lists like that due to the consistency of players at my local club are mainly swarm armies. As an all around list this one is nicely solid.

Thanks for replies. :)

 

[This is very nearly the spitting image of the army I took to a tournament at the beginning February. It performed beyond all expectations. I think this list should serve you well.

HI, i must confess that my list have been a little inspired from your list when i read it a while ago, but now that i look at it, it looks almost identical. sorry about that, you should get some credit for the list :tu:

 

 

A large proportion of us GK players, myself included, use the Stern model as our normal GK Hero (either BC or GM, depending on circumstances). I myself am not a fan of Stern himself, but his model is awesome and stands out wonderfully; it's everything one could want from their army commander model.

that is what i was thinking the model looks cool, so will use him. but i think i always want a psycannon for him so will give him that.

 

 

I sense that someone has caught the Daemon hunters bug

 

I have liked them a long time, and have tried not to get too into them as Deathwing plays very alike. but what the heck, they are cool. and im tired of painting bone.

 

This can be a very effective army as Number 6 has found out. However I don't really like playing with lists like that due to the consistency of players at my local club are mainly swarm armies. As an all around list this one is nicely solid.

 

Well swarms are non existent in our gaming club. even orks and tyranids use lots of expensive toys.

 

I will get some pictures up of my models soon, i have painted a test model (could not help myself) and will try to finish the bases fast.

I'm pretty sure i will get a game tomorrow, so looking forward to that, will try to write up a short battle report.

Got my game today.

1500 points against a regular gaming buddy.

my list as above.

 

he used black templar. with a list something like this.

 

commander in terminator Armour, with lightning claws.

emperors champion.

10 CC marines with melta and power fist.

10 marines with plasma in rhino.

6 marines with lascannon.

dread with multi melta, in pod.

tri lascannon predator.

tri lascannon predator.

Crusader.

 

So not as good tourney list as i hoped to face, but still it was good.

 

we rolled up kill point mission with pitched battle deployment.

 

there were two large hill on each side, with some ruins scattered around.

he gets first turn and he deployed his army very close in the center.

I chose to put everything in reserve as he have to many lascannons for my liking, and the terminators in deep strike.

 

First turn, he moves a little forward, I do nothing.

 

Second turn, his dread comes down in my right deployment zone, while the rest of his army is pointing against my left side, waiting for me to come out from the left.

 

My turn, i get a land raider and a squad, and the walking squad in, move as close as i can in the right corner, and shakes his dread, the rest of his army don't have LOS to me as the pod is in the way.

 

Turn three.

he tries to hide his dread around a ruin where he landed. his tanks moves against my right zone, still holding their formation.

 

My turn, the rest of my army arrives, a land raider moves in next to the one already there. and the terminators deep strike close to his lascannon squad, shaking one predator from a side shot. one land raider blows up the pod, enabling LOS to my units.

 

Turn four.

his dread advance against my land raider, taking off a las cannon with the multi melta. he moves his predators to face my right side,

and his crusader turns around and cruises against my terminators, but his troops stay in as he realizes he is around 1" away from a charge.

 

My turn, walking squad moves against the dread, preparing to hold it up for the rest off the game. that multi melta is to dangerous.

Both land raiders move 12" against his lines, one lascannon takes off a pread turret, on raider end up in a crater, but makes the dangerous test.

my terminators charge the marines with lascannon, killing them without a casualty.

walking squad charge dread, loosing one guy and immobilizing the dread.

 

Turn five.

his predators moves back 6" to avoid being assaulted, but still manages to kill the fully functional land raider.

his crusader drives up to my terminator, and his squad that charges out, he kills my terminators at the loss off 4 marines.

 

My turn, damn went from 2-0 kill point to 2-3 in one round.

My living land raider immobilizes itself in the crater, (arg!)

both land raider squads moves and run against his lines.

his dread looses his arm at the cost off one grey knight.

 

We roll, and get another turn. his unit from the crusader jump back, and the crusader advance 12" against me.

his predators and his rhino back away. stopping me from charging.

his shooting does nothing.

 

My turn. I realize that my knights will never reach him. and turn back to avoid being killed. my immobilized land rider with one lascannon scores a penetrating hit against his predator, but fails to kill it.

My grey knights get another two immobilized results against the dread, and it dies. woho!

 

we roll and the game ends.

 

3-3 Draw.

Here is a picture from when the game have ended.

http://i67.photobucket.com/albums/h283/KaldCB/Grey%20knights/IMG_2025.jpg

 

 

After match.

given the mission i should have won. but i did have some bad luck with my raiders.

my big mistake was to deep strike my terminators, the idea was to distract him, something they did, but as they are two kill points i should never have done that, i think its what really cost my the game. if his crusader had advanced against my lines i think i should have been able to handle it with my entire army together.

 

Well at least it was not a loss. and that is something :devil:

I'm not a fan of special weapons on PAGK's. I feel it a waste of true grit and strength 6 ccw. Use the points from there to give your justicars melta bombs. I'm also not so sure about using a TH/SS in a squad that looks like it is going to be providing covering fire. Just my 2 cents.
I'm not a fan of special weapons on PAGK's. I feel it a waste of true grit and strength 6 ccw. Use the points from there to give your justicars melta bombs. I'm also not so sure about using a TH/SS in a squad that looks like it is going to be providing covering fire. Just my 2 cents.

 

I agree special weapons cost too much, and i don't like psycannon, but feel that the incinerators can be very good in a squad mounted in a land raider, with two off them you can wipe out a ork unit alone. and they are good against MEQ too.

 

The melta bomb is a joke, it's use would be against walkers as you don't hit them in rear Armour, until you realize you only hit walkers on a 6 in cc with a grenade with one attack.

 

The TH/SS is so the unit can attack walkers and monstrous creatures better, and the loss off 2 bolter shots is not that hard.

I guess it's not that useful, but at least it crates some variation in the squad :tu:

 

 

Back to the project.

 

I have finished the bases, I'm only missing the black edge.

http://i67.photobucket.com/albums/h283/KaldCB/Grey%20knights/IMG_2026.jpg

 

And my test model for my Knights.

http://i67.photobucket.com/albums/h283/KaldCB/Grey%20knights/IMG_2029.jpg

 

http://i67.photobucket.com/albums/h283/KaldCB/Grey%20knights/IMG_2032.jpg

Looks nice. On the idea of no special weapons, however. I don't play GK, I'l admit that. But not giving your squads versatility cos you don't want to lose a couple of str 6 attacks for a better weapon. The best input I'll give is do the mathammer. What causes more wounds; and incinerator followed by 2 str 4 attacks (if they are charging) or 3 str 6 attacks.
Looks nice. On the idea of no special weapons, however. I don't play GK, I'l admit that. But not giving your squads versatility cos you don't want to lose a couple of str 6 attacks for a better weapon. The best input I'll give is do the mathammer. What causes more wounds; and incinerator followed by 2 str 4 attacks (if they are charging) or 3 str 6 attacks.

 

 

Thanks!

 

I do believe the incinerator wins hands down, as long as you get to fire it.

Against a meq, let's say you get 8 hits with the flamer, that is not so rare, you can even tank shock the unit to get them more clustered.

that is 16 hits with two flamers, which gives around 10-11 wounds, around 3-4 dead marines. followed by 4 strength 4 attacks 3,3 hits 1.65 wounds. 0.5 dead marine.

 

with regular guys, 4 storm bolter shots, 3,3 hits, 1,65 wounds, 0.5 dead marines. followed by 4 strength 6 attacks, 3.3 hits, 3 wounds, one dead marine.

 

Against orks or other horde units, the incinerator stands even more out.

 

Not only do the incinerators do more damage, but you reduce the incoming attacks against your unit in assault, as they die in the shooting phase. But if you get counter assaulted the nfw would be better, or if the combat last over several turns.

 

Off course the storm bolter is better at range, which is why i only use incinerators in land raider squads.

 

I try to get more models done, but i have allot of school work now, so its going slow, at least i have base coated the Armour on 5 more guys, so that is half the work done ^_^

I like having a flamer-guy in my PAGK. He adds some quality on the cost of some quantity. Sure you lose some stormbolter fire an cc abbility, but there is plenty of that in an 7-8 man squad. The flamer adds some nice, new options. Dealing with horde, getting more hitting power in the attack and creating another wound-group. Like KaldCB said, the incinerator wearing model is not that tough in hth. So he can soak some pw attacks.

Good to see I'm not the only one liking incinerators, and besides you get a model in each box :jaw:

 

I getting another game tomorrow, there is a good chance this game ends up being a multi player game, so i will see if it's worth putting it up as a battle report. they do usually end up being very messy.

 

I will bring back the results anyway :lol:

I agree that 2 flamers in an 6-8 man squad is just right. The reason is that, as an elite army, grey knights get bogged down pretty easy. However, with 2 great template attacks, you can really thin a horde or cluster of marines. It would be different if you could get a bonus charge attack with nemesis weapons, or even if the squad had grenades so they dont strike last in cover; but since they dont, you really need something to thin a horde or otherwise entrenched marine unit in cover, and dual heavy flamers do exactly that.

 

Plus, as noted, the range of the flamer is a non-issue because you are in a land raider.

As far as Stern goes, I'd give him a Psycannon but keep his old arm, as if they ever bring out a new GK codex he is likely to be alot better.

 

That is what i was thinking, so i saved his arm, and tried to use little glue on him so i could easily change his arm, if needed.

 

I have a question about painting. should i paint the stormbolters red? i have seen other do this and it looks good. and i plan on painting my land raiders with red sponsons like the top picture in the daemon hunter book on page 43. The black does not look that good, (mine anyway) but im not sure as they are supposed too be black.

 

Any advice?

As far as Stern goes, I'd give him a Psycannon but keep his old arm, as if they ever bring out a new GK codex he is likely to be alot better.

 

I used that arm as the basis for my TH/SS GKT conversion. IMHO, the pose on it is perfect for that purpose.

Using Sterns arm could have worked, but i have already made my TH/SS conversion, using a regular arm, a damn pain in the ass to remove the storm bolter by the way.

 

But i got too play a game today. a 3 player game, 1v1v1 so not optimal for this kind off list.

well, my opponents was blood angels and a world ether chaos.

they are both army's that kick in assault, so i tried to use the principles from the water warrior, and stop the enemy from achieving their goal.

and keep them out off assault.

Long story short, it did not work out as i hoped. one berserker squad with Khârn made a 6" assault through difficult terrain, and killed off my terminators.

i shoot and assault with a squad out off a land raider, there were only one berserker and a wounder Khârn left after shooting, karn kills his own berserker and then finish off my squad alone during two cc phases. (wow, Khârn is bad ass)

then Khârn assault one land raider and immobilizes it, before he dies.

my walking squad, that where standing in between my land raiders is assaulted by blood angels cc terminators from a land raider (they were just in range) and kills them off, at the loss off 3 terminators at least :)

by this point i have one raider parked at a objective with a squad left, and shoots for 3 turn with my raiders at his raider that is contesting for 3 turns, taking off both las cannons and immobilizing it, without killing it!!

as the berserker player and the blood angel player slug it out, the berserker's are wiped out. but his predators and rhinos are contesting the blood angels objectives,

The game ends in a draw.

 

After match.

What a meat grinder, almost everyone was wiped out. with the blood angel player having 2 combat squads left, and some really damaged vehicles. The berserker player only had 3 immobilized rhinos and some damaged predators left. and me with a grey knight squad, a raider, and an immobilized raider.

If i just would have been a couple off inches away i think this game would have been very different as i was totally in control, before the assaults. Both players actually said that they was thinking i would win. as they could not touch my stuff with shooting and my raiders and stormbolters killed everything that got close, i need to keep focused and Judge distance more accurate next time.

 

Anyway it was a fun battle :)

My painting lamp bulb went out, so i don't have much for an update on the models. i need to get moving if I'm going to get this painted to a tournament in about 2 months.

 

But I'm having a game again later today. (I need all the practice i can get)

I think it will be against my fellow using black templars again, except he will bring out a much nastier list.

So i was thinking off upping my list as well, so was thinking off this list for tournament play, (will not make many friends with it)

 

Brother captain, psychic hood, incinerator, hammerhand.

 

7 grey knights, 2 incinerators, frags.

 

7 grey knights, 2 incinerators, frags.

 

6 grey knights, 1 incinerator, frags.

 

Land raider, extra Armour.

 

Land raider, extra Armour.

 

Land raider, extra Armour.

 

1499.

 

With everything mounted, and filled with incinerators, i should be able to control the flow of the battle.

the land raiders should be able to hold for them self, while dishing out 6 TL las cannons on the move.

I see a problem with an even smaller model count, but they will be protected by land raiders until i choose to commit them.

 

I would really like some C&C on the list!

A little update time.

I have finished painting my first 6 knights. (including the test model)

I went for the red storm bolters. and im happy how they turned out, I feel itlooks better then my black ones anyway.

-_-

 

Now, picture time.

 

http://i67.photobucket.com/albums/h283/KaldCB/Grey%20knights/106.jpg

http://i67.photobucket.com/albums/h283/KaldCB/Grey%20knights/109.jpg

http://i67.photobucket.com/albums/h283/KaldCB/Grey%20knights/111.jpg

 

As always, C&C are welcome :P

yeah, I'm using a darker red, and a darker gold, so they look darker and more dangerous.

It's the 40k universe after all :Troops:

 

The rest of my painting is going slow, i have prepped, and primed the terminators, and start painting base metallics on them. I really need to pick up some speed if this army is going to be painted by end of June.

 

I need more games with my army, luckily i believe i will get one tomorrow. :Elite:

As far as Stern goes, I'd give him a Psycannon but keep his old arm, as if they ever bring out a new GK codex he is likely to be alot better.

 

That is what i was thinking, so i saved his arm, and tried to use little glue on him so i could easly change his arm, if needed.

 

If it is not too late, then I would recommend using rare earth magnets on Stern's original arm and his new psycannon arm. Just paint them both and switch them out whenever you want. Very handy and easy at the same time.

 

Valerian

Looks good KaldCB. I'm eager to see your raiders! (Got bogged down with mine...)

 

Thanks, i want to start on the raiders, but i have not bought them yet. I just hope i don't get blown down by mine, as vehicles are so time consuming and hard to paint.

 

If it is not too late, then I would recommend using rare earth magnets on Stern's original arm and his new psycannon arm. Just paint them both and switch them out whenever you want. Very handy and easy at the same time.

 

Valerian

 

magnets are not a bad idea, i use it for most of my vehicles, but i have not used it on regular guys. he is already glued and primed, so don't want to do it now, maybe if he gets some rules that makes it useful :angry:

 

I have a little battle report from today. (sorry no pictures)

 

I played with this list:

Brother captain, psychic hood, psycannon.

4 retinue, psycannon, one TH/SS

 

7 Grey knights, 2 incinerators, frag

 

7 Grey knights, 2 incinerators, frag

 

8 grey knights, frag targeter.

 

Land raider, extra Armour.

 

Land raider, Extra Armour.

 

And i played against Death guard list. His army was good, but maybe not as good as it could have been, as it was very slow.

Was something like this:

Daemon Prince, wings, warp-time.

10 plague marines, champ, power fist, 2 flamers

7 plague marines, champ power fist 2 flamers.

7 plague marines, champ 2 plasma, rhino

6 plague marines, melta gun.

6 plague marines, 2 plasma guns. rhino.

Land raider.

 

We played on a heavy city board, with lots of terrain with spearhead deployment and 3 objectives.

one in each zone, and the last one in no mans land bottom right corner, close to the middle and the top right objective of the objectives.

 

He choses the top right corner, and deploys he entire army, Harbin cover, and almost in the corner, by fear from my assaults ;)

I get left corner, and deploy my units, close to the center with the walking squad on the objective, two land raider in front, with the terminators in the middle.

 

I don't size the initiative!

 

First turn. nurgle.

He moves a little forward, not much. his raider (with the 10 man squad) zips 12" along his short board edge, ending up partly behind a ruin.

 

first turn, Grey knights.

I move my terminators against the middle large ruin.

both land raiders moves against the middle at the sides of the ruin. my las cannons manages 2 penetrating hits on his land raider, and after one save i roll an explosion and it dies <_<

Psycannon fire at daemon prince at no effect.

walking squad moves in to the top left zone.

 

Nurgle second turn.

he moves a litter closer with his rhinos, around a ruin in his zone, (they are now around where they could have deployed) his daemon prince flies back wards, and land behind the rhinos.

his melta squad moves against the left zone.

No shooting.

 

Grey knight second turn.

Most of my army stand still, moves the raiders a little to get some shots of.

his squad moving to the left is reduced by a couple of marines.

i kill the front rhino.

 

Nurgle third turn,

his second rhino becomes immobilized by the front rhino crater.

his squads and prince advance against the middle

no shooting.

 

Grey knight third turn.

with his mobility out of the way, this should be less difficult,

I dint move much, liking my position and open fire, one raider and the walking squad reduce the squad going to the left too two members, and have gone to ground.

the other raider take two wound from the prince.

the terminators kill a plague marine.

 

Nurgle fourth turn.

He have one squad at home, with his objective.

and now he moves his remaining three against the middle, one squad use run to be right in my face of the terminators. and now is in control of his objective and the one in the right bottom zone.

 

 

Grey knights fourth turn.

I need to make my push now, with only maybe two turns to kill his marines don't look that good.

Terminators moves against his squad in the center of the board.

One land raider tank shocks his bottom right squad, placing the land raider against him and tighten his squad, knights deploy making ready for the fire and assault.

the other raider moves around the center ruin, deploying and making ready for assault on the same squad as the terminators. placing the raider almost next to his two man melta squad.

the walking squad shoots taking down one of the melta squad.

the raider shots his las cannon on him, but he makes his save.

luckily the other raider can see him, and take him out.

The right bottom squad makes and 16 wounds on the plague marines by shooting, but only one dies, (arg)

they assault, killing two more, loosing two them self.

After shooting from the other land raider squad and terminators, his center squad is reduced too 4 models, which then the terminators kills before they can swing back. then the terminators and knight squad consolidates in too the ruin they stand in front.

 

Nurgle turn five.

he moves a plasma squad in against the middle rapid firing on my knights that had just assaulted his center unit, but they only kill one.

his daemon prince charge my right bottom land raider, but don't do any damage.

the squads in the bottom assault, i kill three, at the cost of one knights.

 

Grey knight turn five.

top grey knight squad remounts in the raider, which then parks on his objective.

terminators advance and assault his squad that moved to rapid fire last turn, and kills them before they can swing back.

the assault in the right bottom corner takes a model each.

my walking squad moves back to secure my home objective.

 

More turns.

 

Nurgle turn 6

His home squad moves a little closer to secure his objective.

His daemon prince charge my terminators, and he dies before he can swing, (i like the difficult test for daemons :ph34r: )

no news from the bottom assault.

 

Grey knights, turn 6.

land raiders kills his immobile rhino.

Terminators charge his home squad, killing it before they can swing back.

bottom assault, the justicars kills the remaining three plague marines himself securing the objective

Game ends, as he is wiped out! and I'm controlling all three objectives.

 

After match.

wow, a wipe out is that really possible with grey knights!

This was one of those game where everything just went as i would like them too. i was a little lucky by immobilizing his mobility very early.

But you can always have a little luck :lol:

Heroes of the match: Terminators, these bad boys killed three plague marine squads, and the daemon prince without loosing a wound.

the regular knights did almost nothing, I'm glad i used this list instead of the three raider one.

 

Thanks for reading.

Congrats on the victory - we do pretty good against chaos ^_^. Couple of items:

 

You were definitely right about his list - I was surpised he didn't put all of his guys in rhinos - that would have made it a lot more challenging. I always try and do an after action Q&A with my opponent if time permits - ask him what he thinks I could have done better and vice versa. That's a good time to bring up those points and I find it tends to take the edge off of a tabling and make him feel good about playing you again...

 

Also, I like to take Sacred Incense. With lower model counts on the GK side, there are many times where you will have to recieve a charge whether you want to or not. This helps a lot against chaos - I actually take it standard in my all comers list due to the fact that you stand a strong chance of coming up against chaos or daemons in a tourney or league setting.

 

Edit: He also looked light on tank killy weapons. Trade one squad for another Heavy Support (defiler, oblits, etc). He also could have just put more tank killy weapons in his squads and run it that way.

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