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Pooling your Knowledge of DH part3


Gibious

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A new week and a new unit off the Codex to discuss. This time the Elite Inquisitor.

 

Confirmed last week he can take a transport like the usual Inq. Unfortunaly he has considerably lower stats and a LD of only 8. He lacks the Iron Will and can take only a maximum of 6 in his retuine. Yet hes a bargin at half price! So again, how do you take yours?

 

Please include the following information:

 

Layout Name: First come first served to name the layout officially.

Equipment and Additional Others: Retuine? Transport? How you equip it all?

Use in game: Description of how its intended to be used

Effectivity: Open to all who has used this layout or very similar. Did it work for you? Include a score out of 10 (will average it to top post)

Enjoyability: Once again open to all. Did it take the fun out the game for you and/or your opponent? Also please score out of 10

 

We already had one suggestion so I have put it up already

 

No fancy pants names for me

Elite Inquisitor, multi-melta servitor, two mystics, Rhino or Chimera

This is a cheap and effective dual-purpose unit: deep-strike defense and firebase/bunker. Keep near land raider crusaders to take maximum advantage of the mystics. Otherwise park in midfield and attack armour, MCs, and infantry.

 

Gunline Inquisitor.

Inquisitor w/ psycannon, auspex, retinue: 3 x HB warriors, 2 x mystics, 1 sage

Gunline, essentially identical in use as the HQ-slot version.

Likely only a 6 or 7, simply because it is so much more liable to flee if taking any serious firepower. Without the Iron Will rule, they become a bit of a liability.

Likely a 7. It creates a roaring effect but is paper-thin taking fire. If there are other priorities for the enemy player to shoot at they may get by in the game but otherwise I don't expect them to make it to the end.

 

Flaming Death

Inquisitor with Incinerator, 3 Flamer Vets, 3 extra bodies (Potentialy combi-flamer acolytes), Rhino

Anti-Horde duty, especially orks and nids

10 against hordes, Unbelievable roasting capacity; wiped out complete unit of 30 Shoota Boys in one round of shooting a couple weeks ago

5 against MEQ, simply not as good against 3+ armor

Huge liability in Kill Point missions as well, 3 kill points for the lot

Nothing beats dropping 4 templates on a huge infantry units and rolling 50 dice "to wound"

 

The Assassin's Master

Psycannon. Or an Incinerator. That's it.

Sit him back and shoot. Attach to IST for a few extra wounds and guns. Use as a distraction. Only there to unlock an assassin.

Hit and miss really. Incinerator one goes with melta IST, Psycannon all other times.

 

The Covenent

Psycannon. Power Armour if you have the points to spare.

Attach him to a GK mini-purg squad to add a third Psycannon while unlocking an Officio Assassin.

Pretty effective in that he'd just another heavy in an objective holding squad. I've found that the extra shots tend to be more useful than the Assassin this guy unlocks.

 

Due to this topic being rather repetitive/small I may start the next pool which is smaller in this same week.

 

Over to you.

 

-Gib-

Honestly that is the only real use for the Elite... Anti deep strike in a Rhino. Not idea to do the gunline with this guy as he has no ablative wounds before the unit loses effectiveness with only 6 in the retinue. Not good in CC either.

 

Variant on the above is you could put 2 sages in the retinue to allow a re-roll of the multi melta if you miss for +20 pts.

 

Here is one I'm tinkering with. Although it is not a "retinue" per se...

 

Elite Inquisitor

-Retinue of 2 mystics, 1 MM in Rhino.

 

Stationed next to:

 

Inducted IG platoon kitted out however you want and camped on the home objective. Plasma and missile launchers is a pretty good build.

 

 

Uses: Deep strike detection. Basically that is it. Again, not much else use for the Elite than this.

Honestly the only time I ever use the Elite-slot Inquisitor is when I am short on points and want to include Grey Knight dreadnaughts, forcing me to use a GK Hero for my primary HQ (1000 to 1500 point games). The only change to my gunline is to remove the psyhood (off of Ld 8, not much reason) and may opr may not include the LR dedicated transport.

 

Layout Name: Gunline Inquisitor.

Equipment and Additional Others: Inquisitor w/ psycannon, auspex, retinue: 3 x HB warriors, 2 x mystics, 1 sage

Use in game: Gunline, essentially identical in use as the HQ-slot version.

Efficacy: Likely only a 6 or 7, simply because it is so much more liable to flee if taking any serious firepower. Without the Iron Will rule, they become a bit of a liability.

Enjoyability: Likely a 7. It creates a roaring effect but is paper-thin taking fire. If there are other priorities for the enemy player to shoot at they may get by in the game but otherwise I don't expect them to make it to the end.

 

;francois

IMHO, there is one and exactly one use to Inquisitors of either variety in DH armies. So I'm just going to quote myself from the 1st topic of this sort.

Elite Inquisitor, multi-melta servitor, two mystics, Rhino or Chimera

 

This is a cheap and effective dual-purpose unit: deep-strike defense and firebase/bunker. Keep near land raider crusaders to take maximum advantage of the mystics. Otherwise park in midfield and attack armour, MCs, and infantry.

 

Points can be poured into this build (e.g., add a psycannon to the Inquisitor, maybe add more gun servitors or vet guardsmen), but mostly there's no need to. Those points should probably be splashed around the rest of your army instead.

NAME: FLAMING DEATH

 

EQUIPMENT: Inquisitor with Incinerator, 3 Flamer Vets, 3 extra bodies, Rhino

 

USE IN GAME: Anti-Horde duty, especially orks and nids

 

EFFECTIVENESS: 10 against hordes, Unbelievable roasting capacity; wiped out complete unit of 30 Shoota Boys in one round of shooting a couple weeks ago

5 against MEQ, simply not as good against 3+ armor

Huge liability in Kill Point missions as well, 3 kill points for the lot

 

ENJOYABILITY: 10 - Nothing beats dropping 4 templates on a huge infantry units and rolling 50 dice "to wound"

NAME: FLAMING DEATH

 

EQUIPMENT: Inquisitor with Incinerator, 3 Flamer Vets, 3 extra bodies, Rhino

 

USE IN GAME: Anti-Horde duty, especially orks and nids

 

EFFECTIVENESS: 10 against hordes, Unbelievable roasting capacity; wiped out complete unit of 30 Shoota Boys in one round of shooting a couple weeks ago

5 against MEQ, simply not as good against 3+ armor

Huge liability in Kill Point missions as well, 3 kill points for the lot

 

ENJOYABILITY: 10 - Nothing beats dropping 4 templates on a huge infantry units and rolling 50 dice "to wound"

Have your three extra bodies be acolytes with combi-flamers to make this unit even more insane.

Name: Balanced

 

Equipment: Inquisitor w/ Needle/Plasma pistol and Scourging, 2 melta vets, one plasma vet, 2 sages

 

Use in game: The idea is to have a balanced unit that can do a little damage to anything in support of frontline units. Transport optional, depending on the rest of the force.

 

Effectiveness: Reasonably balanced. The sages help with potential plasma overload. The unit can do reasonable damage to most units, barring large mobs. 7/10 for me.

 

Enjoyability: The unit is not overpowered or game breaking, which is good. I think it fits with the fluff nicely while still being of use. 7/10 again.

Keeping it cheap and simple. Though I think I'm stuck in 4th Ed.

 

Layout Name: The Assassin's Master

Equipment and Additional Others: Psycannon. Or an Incinerator. That's it.

Use in game: Sit him back and shoot. Attach to IST for a few extra wounds and guns. Use as a distraction. Only there to unlock an assassin.

Effectivity: Hit and miss really. Incinerator one goes with melta IST, Psycannon all other times.

This one actually comes from the Inqisitor game, which I've used quite a bit with my pure GK army.

 

Layout Name: The Covenent

Equipment and Additional Others: Psycannon. Power Armour if you have the points to spare.

Use in game: Attach him to a GK mini-purg squad to add a third Psycannon while unlocking an Officio Assassin.

Effectivity: Pretty effective in that he'd just another heavy in an objective holding squad. I've found that the extra shots tend to be more useful than the Assassin this guy unlocks.

 

SJ

Updated the first post with your ideas. Realy am intrigued with the last two ideas, sacrificing the mystics to stick the inquisitor with another unit.

 

With the The Assassin's Master, if the Inq leaves the melta squad on departure of the rhino, would he be able to flame the troops after the Melta pops a transport?

 

-Gib-

Answer to that is yes Gibious, as only a units shooting is simultaneous. You must disengage the Inquisitor in the movement phase, so it's a gamble. The other issue is the opponent can position his unit away fro m the Inquisitor, meaning you have to be really close. Haven't had the chance to do it much though, melta is usually hunting LR and the like, which have units inside that don't worry too much about a single HF. Did pop a wave serpent with the squad and the avengers inside after with the Inquisitor once though.

 

I find it more useful in that in compliments the weakness of the unit. The melta unit is usually running forward, and does not have the number of shots to deal with horde.

Heck, if you put an elite psycannon inquisitor with a mini purg squad and bought the jusitcar a cannon too you'd have a full blown, scoring purgation squad. Losing the power weapon on the justicar is blah though, probably a 3 cannon unit would work. That is actually pretty interesting. And you'd get to unlock an assasin too.

Justicars cannot take psycannons.

 

Back on topic the addition to a purgation squad seems one of the best things to do, he costs the same as any other GK with psycannon, is there a catch?

 

Also due to slowness of this topic I will be creating part 4.

 

-Gib-

Heck, if you put an elite psycannon inquisitor with a mini purg squad and bought the jusitcar a cannon too you'd have a full blown, scoring purgation squad.

 

Just a thought.... and I don't have the codex handy. If you attach the Inquisitor to a PAGK squad, does he benefit from the Shrouding special rule or does he therefore become a single model within the unit available for targetting, thereby providing the enemy a way to bypass Shrouding's special rule (you see one model, you see them all)?

 

;francois

He benefits from Shrouding, since Shrouding is a function of the unit which the Inquisitor is a member of.

 

The only catch is that he is S3 and T3 with a 4+ save. One thing I've found to kind of nice is that in an assault, since the Inquisitor is an IC, he is a separate unit and there for requires the opponent to choose between allocated attacks between the IC and the unit. This oddly enough increases the likelihood of both the squad and the Inquisitor surviving multiple rounds of combat.

 

All in all, it’s a win-win situation that also unlocks an Assassin.

 

SJ

Layout Name: Bye bye baby

Equipment and Additional Others: combi melta, melta bombs, 3 acolytes with combi melta, 3 warriors with meltagun or multi melta

Use in game: basic spam unit, put them in a rhino, unload near a valuable tank and its point and click, so much melta will kill any tank.

Effectivity: very high in it's own purpose, kill tanks or multi wound creatures, not even nobs like 7 melta shots in the face. I'd give it an 8

Enjoyability: not that much fun, it makes up for the general idea that DH have little anti tank but an alternate =][= layout can be more "fun" besides it costs quite alot for a fragile unit.

 

Mel

Justicars cannot take psycannons.

 

Back on topic the addition to a purgation squad seems one of the best things to do, he costs the same as any other GK with psycannon, is there a catch?

 

Also due to slowness of this topic I will be creating part 4.

 

-Gib-

 

Yes they can seeing as how Justicars get access to the armory.

 

No downside other than a 2 wound T3 model being singled out in combat. However this unit should not be seeing combat if you can help it.

Yes they can seeing as how Justicars get access to the armory.

No they cannot since the armory specifically states GK in power armour cannot buy weapons, you could buy him artificer or termie armour but that's one damn expensive psycannon/incinerator for your justicar.

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