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{DH} Inquisitor leading some wolves ? ? ?


12TONAPE

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Basically, I have 2 questions for my inquisitorial brethren 1.)what should I take with my inquisitor lord?presently I have a psychic hood, a psycannon, emperor's tarot, word of the emperor, and a bolt pistol and close combat weapon, his retinue is 2 mystics, 2 sages, and 3 gun servitors 1 with plasma cannon and 2 with heavy bolters, in a chimera with hull mounted hvy. bolter. 2.) Should I take a callidus assassin ? whisper is awesome, but is the assassin hardcore enough to hold her own and make it worth my points?

 

The idea is to use emperor's tarot to get me the 1st turn, and whisper to make it so my t wolves can potentially assault 1st turn. The inquisitor and his retinue are an extra fire support unit and the assassin on paper seems mean in cc. As far as fluff goes I'm playing a company of wolves lost in the warp who have some how allied themselves with a radical inquisitor on the periphery of the warp.

 

Thoughts, criticisms and opinions are encouraged and welcome please help me out guys I have 1.5k tournament in July and I'd like to base my force around inquisitorial forces 2 units of greyhunters in razerbacks and a thunder wolf lord with what ever else I can fit in.

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Well... the first thing is your Inquisitor can only have 2 weapons.. sooo.. if you want the psycannon, you have to give up either the bolt pistol OR the close combat weapon. Personally... with a shooting emphasis retinue you probably aren't missing too much by only having the psycannon.

Callidus assassins are weird. They have huge point variance on if they make back their points or not.

 

One game, with the concept of a kill zone abandoned, she will be swamped under after killing a model or two, or maybe get shot up before she does any real damage, despite her super-infiltrate.

 

Another game, she literally locked a squad of three zoanthropes in melee with her for the entire game (4 more turns)

 

In another, she moved a land raider containing assault terminators into dangerous terrain, immoblized it, then killed two squads of terminators. By herself.

 

On paper, she's nuts, but she doesn't roll enough dice to really make up for the random variance. Some games, you will not roll well. Some games, you will. Sometimes, your opponent does not deploy in a way that takes Whisper into account, and you wreck him. Sometimes, whisper does relatively little, like a deny a line of sight on a predator that will just get it back next turn, with no penalty to its shooting.

 

In the context of your army, if it allows you to get the thunderwolves into melee on turn one, she probably was worth her point. Just be sure to pit her against units she can handle. Preferably, assault with another unit - she doesn't have the number of attacks necessary to kill crowds.

Until today, one of the strongest 40k builds anywhere was DH base with a heavy reliance on inducted IG. No joke. It (was) a real beast.

 

Now that you can't induct IG, DH are no better than the 2nd worst codex around. They're competing with Necrons for weakest 40k army. (If you play pure GK, then you definitively play the worst 40K army. Ironically, the one army you can still beat easily would be Necrons! :D But Necrons would still be tougher to beat for every other army than pure GK.)

 

The best DH army builds -- which is what I would be using -- are only good enough for friendly play. They are not competitive armies capable of winning tournaments.

 

At the time I designed those army lists, 5th edition was new and no new codex redesigns had come about. Now that close to half of the armies have been redesigned -- and are quite common and popular -- even the "best" DH build is a weak red-headed stepchild by comparison. I consider those army lists good enough for friendly play, but that's it. They won't seriously challenge decent players with quality lists from any of the redesigned codexes.

 

For what it's worth, I've played pure GK only three times since 5th edition. And though I won those games (and nearly won that tournament) the writing was clearly on the wall. That Con of the North RTT was the last run for my pure GKs.

 

And now that induction is no longer legal, I doubt I'll be playing my DH army at all until a new codex comes about.

Such a pity that GW has destroyed a very characterful army.

I don't see how Necrons are all that bad, low initiative SMs with psuedo-FNP, and even their swarm bases can be upgraded to glance Land Raiders.

Pure Grey Knights really is the worst army in 40k, so it makes it that much more rewarding when i wipe out the enemy with 2 Land Raiders and 7 TDA-armoured models left :)

Such an example is my last battle with them, against the new Blood Angels. Dante died by running into an allied razorback :cuss

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