Lei of the Angelai Posted August 26, 2009 Share Posted August 26, 2009 My plan was to use the following as an elite choice: Inquisitor [standard Weapons] (word of the Emperor) Retinue: 3x'The warrior' (Veteran Guardsman) [Replacing all weapons with grenade launchers] 1x'The Sage' (Calculus Logi) [Allowing a re-roll to a failed to-hit roll for one of the launchers] {does having three of these allow three re-rolls?} 2x'The Acolyte (Interrigators) [re-allocate wounds to stop hits on inquisitor or the launchers] {where does it state the armory costs in the Codex? I can't see prices and the acolytes can have 15pts worth} This would be one of my heavy anti-tank units so just wanted to know if it was legal and viable? If so, would plasma guns be more viable than rocket launchers as they get the rapid fire special rule. Link to comment https://bolterandchainsword.com/topic/176907-inquisitor-and-his-henchmen-the-possiblities/ Share on other sites More sharing options...
maturin Posted August 26, 2009 Share Posted August 26, 2009 Errr, methinks you're a bit confused. Rocket launchers? What do you mean by those? And grenade launchers as heavy antiarmor? Not really. For best inquisitorial builds, head on over to the Inquisition forums and there's plenty of posts there about inquisitor builds, and lots of people willing to give advice. Link to comment https://bolterandchainsword.com/topic/176907-inquisitor-and-his-henchmen-the-possiblities/#findComment-2091436 Share on other sites More sharing options...
Lei of the Angelai Posted August 26, 2009 Author Share Posted August 26, 2009 Ah crap, I did actually mean to write grenade launchers. My mistake. Link to comment https://bolterandchainsword.com/topic/176907-inquisitor-and-his-henchmen-the-possiblities/#findComment-2091441 Share on other sites More sharing options...
jeffersonian000 Posted August 28, 2009 Share Posted August 28, 2009 S6 Grenade Launchers for "Heavy" anti-tank? Are you sure? SJ Link to comment https://bolterandchainsword.com/topic/176907-inquisitor-and-his-henchmen-the-possiblities/#findComment-2092809 Share on other sites More sharing options...
Chengar Qordath Posted August 28, 2009 Share Posted August 28, 2009 1x'The Sage' (Calculus Logi)[Allowing a re-roll to a failed to-hit roll for one of the launchers] {does having three of these allow three re-rolls?} You should read the entry for sages much more closely. One sage does not allow a re-roll, it increases the Inquisitor's BS by 1. Having more than one sage allows a single re-roll. 2x'The Acolyte (Interrigators)[re-allocate wounds to stop hits on inquisitor or the launchers] {where does it state the armory costs in the Codex? I can't see prices and the acolytes can have 15pts worth} It's on page 16, where it says "Daemonhunters Armory" in giant letters, followed by the table that takes up more than half of the page listing all of the wargear and prices. It's kind of hard to miss if you actually look for it. This would be one of my heavy anti-tank units so just wanted to know if it was legal and viable? It's legal, but it's really not viable. Strength 6 Krak Grenades can only penetrate up to AV 11, and heavy tanks have a lot more armor than that on the front and sides. Unless you get a lucky shot on the tank's rear armor grenade launchers won't do anything, and even then there's better weapons to use. If so, would plasma guns be more viable than rocket launchers as they get the rapid fire special rule. Plasma guns are only slightly stronger than Krak Grenades out of launcher, so they're also not a great choice for tank-busting. Out of the Warrior options Meltaguns are your best bet for killing a heavy tank, though you will almost certainly need a transport to get the unit close enough. Link to comment https://bolterandchainsword.com/topic/176907-inquisitor-and-his-henchmen-the-possiblities/#findComment-2093308 Share on other sites More sharing options...
jeffersonian000 Posted August 29, 2009 Share Posted August 29, 2009 The main reason many people ask for wargear costs in the DH codex is that they are using the PDF that is missing page 16 (the first page of the DH Armoury). I recommend either buying the Codex in question (the ethical option) or downloading the Army Builder demo (the free option); either way will provide the wargear costs you may be lacking due to reason best left unsaid. SJ Link to comment https://bolterandchainsword.com/topic/176907-inquisitor-and-his-henchmen-the-possiblities/#findComment-2093765 Share on other sites More sharing options...
Fetterkey Posted August 29, 2009 Share Posted August 29, 2009 An Inquisitor retinue is not going to be a good anti-tank unit. Link to comment https://bolterandchainsword.com/topic/176907-inquisitor-and-his-henchmen-the-possiblities/#findComment-2093817 Share on other sites More sharing options...
Chengar Qordath Posted August 29, 2009 Share Posted August 29, 2009 An Inquisitor retinue is not going to be a good anti-tank unit. You can stick up to three meltaguns or multi-meltas and four combi-meltas into the unit, so you could make a fairly decent tank-killer Inquisitor and Retinue. Link to comment https://bolterandchainsword.com/topic/176907-inquisitor-and-his-henchmen-the-possiblities/#findComment-2093823 Share on other sites More sharing options...
Loyalist Posted September 2, 2009 Share Posted September 2, 2009 I don't use Inquisitors/Inquisitor Lords and their retinues for tank hunting or close combat. Instead I give Inquisitors 3 servitors with heavy bolters, two chirurgeons (I use Witch Hunters) and an acolyte. The Lord's retinue is larger and has 3 acolytes, plus a sage or two to slightly improve shooting. They should be deployed in cover as anti-infantry units. Go to The Bell of Lost Souls and read the Tactica on wound allocation in Inquisitorial retinues. These units will stick around for a few turns. Link to comment https://bolterandchainsword.com/topic/176907-inquisitor-and-his-henchmen-the-possiblities/#findComment-2097576 Share on other sites More sharing options...
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