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CC Ordo Malleus Inquisitor in 6th


Stormshadow

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Has anyone considered running a cc Ordo Malleus Inquisitor in 6th?

 

I was thinking of using Daemonblade, Brain mine, Power armor and Force Weapon with pyromancy ore divination powers. That brings the character in at 88pts, which is ok I think. The character will be extremely random, but in an absolute worst case scenario it can alternate between 6+1 attacks that wounds daemons on a 2+ and 3+1 force weapon attacks, along with ether rerolling all failed to hit rolls or being able to flame the target before charging. I would say that the worst case scenario is still good enough, and the best case scenarios real gets me drooling :cuss . I was planning on running the inquisitor with a Techmarine and some assassins and crusaders in a Land Raider crusader. And basing the character on this model.

 

http://www.maelstromgames.co.uk/index.php?...otc_mtr_121_000

 

Now I know there are Inquisitor builds that may be better, but do you think this one would be good enough?

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Giving the techmarine some grenades is always a good thing :P. But the main reasons he is there is:

 

1, Hammer hand

2, S8

3, Repair the Land raider.

4, With a stave and one would, he will take the challenges issued by S6+ enemies in 2+ armor. (Exceptions will of course occur :P ).

 

The squad will probably manage to handle most things without the techmarine though. But it is always nice to have a teachmarin around when you start rolling out the Land Raiders :devil:.

Tech-Marines are actually superior for attaching to close-combat warbands. Inquisitors just never come close, a nemesis weapon with AP3 and 2++ in close-combat make him a challenge god (you die if you're not in TDA, you flail uselessly against him if you are), his servo-arms dismember even TDA models, and his grenades+'Hammerhand' make Death-Cult insanely potent.

 

You can build a close-combat Inquisitor if you want, but I'd go this instead;

 

Terminator Malleus Inquisitor w/force sword+nemesis hammer, Divination

(95 points)

 

That gives you the flexibility of choosing between an AP3 force sword at Initiative, or an AP2 hammer at I1. I usually pay the modest upgrade to drop the sword for a psycannon, but if you just want pure combat ability thats pretty hard to beat. No other Inquisitor gets a 2+ armour save, its only Malleus. 2+ armour is pretty durable in melee now, anything that would kill you usually goes I1 anyway, and you still get a 5++.

Hmm… Interesting thought.

 

Terminator armor and hammer or Daemonblade and the ability to make a swiping advance. The terminators 2+ is rely nice now in 6th and you always know where you stand with a good hammer, you can’t fit him in a rhino or make a sweeping advance thou. The Daemonblade is really random and 3+ with no Invul will mean that the inquisitor will probably dye quickly if he is forced to duel with certain enemies…

 

Right now I am leaning towards the Inquisitor with Daemonblade if I am running him with a Techmarine. And Terminator armor and hammer if I am not.

I have thought about that. But I am getting a Force Weapon for free, and using it gives me a guarantee that no matter how badly I roll for the Daemonblade ore psychic power, I will always be able to ignore 3+ armor and inflict instant death.

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