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Blood Angel Allies Detachments: A Compendium


Memento Of Prospero

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Blood Angel Allies : Inquisition

Preface

Codex Inquisition allows players an independent Inquisitorial detachment, in addition to allied detachments. The Inquisition brings a multitude of possibilities with it's flexible Inquisitorial Henchmen squads. Due to the Codex's size, I will be covering all of it's contents.
 


HQ Choices

An Inquisitor, either as a main detachment or Inquisitorial detachments, can always be your warlord. All 3 branches share the first 3 warlord traits, and the last 3 and unique to each. All branches on inquisition provide the following :

  • Access to Divination
  • A free force weapon upon upgrading to a Psyker
  • Servo Skulls
  • Combi-Weapons

 

Notable Inquisitor Wargear

Servo Skulls
Servo Skulls offer great scouting and infiltrating denial. They also enhance deep striking capabilities, for a mere 3 points each. No Inquisitor should ever leave his strike cruiser without a full complement.

Liber Hereticus
This piece of wargear can be very handy, as it can provide an early scout move and various other special rules during the game.

Null Rod
with the prominence of psykers this edition, this weapon is capable of shutting down spellslinger compositions by making your unit immune to all sources psychic powers friend or foe alike.

Psyocculum
the Psyocculum provide BS10 to an Inquisitor and his unit when shoot at a unit containing at least 1 psyker model of any kind. Makes Tyranids and Eldar weep heaps.

Ulumeathi Plasma Syphilon
a great trump card against plasma reliant builds. It foils pesky imperial vets or combi-plasma sternguard in a pod very nicely. Also useful against Tau.

 

Rad Grenades

Reduces the toughness of your opponent, affecting instant death threshold.

 

 

 

The Orders

 

Ordo Malleus
The Ordo Malleus Inquisitor specializes against Daemons. Thanks to his ties to the Grey Knights, has access to best wargear available to the heroes of the Imperium. A great way to compliment your force with an additional special weapon.

Advantages

  • Access to Artificer and Terminator Armour
  • Access to heavy special weapons
  • Access to Nemesis Daemonhammer and Daemon Weapon

Disadvantages

  • Can run very expensive
  • Not as devastating against his specialization

Ordo Hereticus

The Ordor Heretics deals with psykers and witches. Their specialization brings many tools against some of the most potent forces currently available to the enemies of mankind. They are great tools to deal with Daemons, tyranids, and the librarian reliant builds.

 

Advantages

  • Psyocculum makes any ranged unit lethal to Psykers
  • Nullrod trumps curses and witchfire reliant builds

Disadvantages

  • Utility is fairly limited to Anti-Psyker capabilities

 

Ordo Xenos

The Ordo Xenos handles all the alien affairs of the Inquisition. The utility they provide is not specific to Xenos, making more reliable than their Ordo Hereticus counter-parts.

 

Advantages

  • Access to Rad Grenades, making T5 multi-wound models vulnerable to S8 weapons
  • Access to Plasma Syphon, trumping plasma reliant builds.

Disadvantages

  • Needs to get up close and personal to be effective

 

Elites

 

 

Inquisitor Henchmen Warband

 

The inquisitor warband is massively diverse. It is easy to get carried away and load up on upgrades, so one must be careful when building the unit. You can fulfill many battlefield key roles with them, and along with Coteaz they are great scoring units.

 

 

Acolyte

 

The acolyte is the bread and butter of an inquisitorial force. A cheap weapons specialist, each acolyte can carry a special weapon. Their greatest asset is the ability to bring plasmas, meltas or flamers for 14 points total. Great value for added punch to your army.

 

Advantages

  • Cheap
  • versatile short ranged weapon specialist

Disadvantages

  • Fragile, unlikely to have meatshields

 

Arco-Flagellant 

 

Arco-Flagellants are great glass cannons, if you know what you will be up against. Their damage output is stellar with divination, but their initiative 3 limits their utility to mainly Necrons, Imperial guard and orks. An interesting choice for melee centric builds.

 

Advantages

  • High strength, high volume of attacks
  • Feel No Pain

Disadvantages

  • Ineffective against Initiative 4 or more
  • T3 and no save

 

Crusader

 

These guys know the meaning of tough. with a storm shield and a mandatory power axe (initiative 3 and S3 scream power axe!), you can get yourself a good meat shield. with only 1 attack base, you should limit their numbers in any warband to 2-3 at most, just to be able to soak damage and ward away threats in close combat

 

Advantages

  • Very resilient 3+ invulnerable
  • Can bring an AP 2 weapon

Disadvantages

  • 1 attack due to stormshield
  • ineffective in large numbers

 

Daemon Host

 

A shame the daemon host turned out the way they did. There's just nothing they can reliably do for an inquisitor. They fall in the category of Hobo of all trades, decent at none.

 

Advantages

  • Can play Zap a mole with witchfires
  • invulnerable save

Disadvantages

  • 1 attack
  • Unreliable in the extreme

 

Death Cult Assassins

 

A greatly underrated unit. For 15 points, they are great MEQ killers. WS 5, S4 and Initiate 6 and 4 attacks on the charge means they are going to town pretty hard with just a few models. Did I mention power weapons for free?Since they come with two power weapons, you get to pick two seperate ones if you like. By combining a power sword with a power axe, you get the best of both worlds at your service. The utility is great for those pesky 2+ saves or muching on MEQs.

 

Advantages

  • can bring both AP 3 and AP 2
  • Great close combat stats
  • amazing synergy with Priests
  • Invulnerable save

Disadvantages

  • No ranged attack whatsoever
  • Requires a delivery system

 

Jokaero Weaponsmiths

 

By far the most expensive henchman, the Jokaero brings assets to the table like no other. The inconceivable customization buffs mostly non-Jokaero models, while digital weapons is what they are worth bringing. Fire off a heavy flamer, lascannon or multi-melta in a pinch can be downright amazing. There is potential to make a Jokaero bomb build, where one loads on jokaeros and a divination Inquisitor and nukes anything that gets near it from orbit. Using transports will increase their viability greatly, as they are rather weak in the non-nuclear weapons department.

 

Advantages

  • Versatile long range weaponry, or short range barbecue equipment
  • Invulnerable save
  • Inconceivable customization

Disadvantages

  • Expensive
  • fragile

 

Ministorium Priest

 

A staple for melee centric builds these guys are the epitome of buffs. They hymns stack, but more than 1-2 in a unit is a waste. try to keep them out of arm's way at all costs, as they have only 1 wound and provide far for damage output for the unit sitting at the back and shouting curses upon your enemies.

 

Advantages

  • Zealot
  • Hymns
  • Stacking buffs

Disadvantages

  • 1 wound model
  • requires careful positioning to prevent snipes

Mystics

 

Of limited utility to blood angels, as we have Descent of Angels and drop pods.

 

Psykers

 

The Psychic Barrage requires several spykers to become worthwhile, it's only on Ld 8, and a single perils of the war wipes them all out. Take at your own risk inquisitor!

 

Advantages

  • potential AP 2 attack

Disadvantages

  • Unreliable!
  • Suffer not the heretic to live!
  • Abhor the Witch!
  • Better off on a black ship!

Servitor

 

With the coming of the Jokaero, Servitors are in a tough spot. While cheaper as fire support platforms, they do not run well independently due to mindlock,and do no have the weapons diversity. It can be argued that Jokaero are more durable thanks to their invulnerable save.

 

Advantages

  • Cheap Servo arm attack
  • Decent ranged fire power

Disadvantages

  • Mindlock

 

Transports

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

To be Edited and Continued later....

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  • 1 month later...
Very nice work on this, i would just like confirmation on the inquisition crusader; I believe he is no longer allowed a power axe and is forced to just have a power sword. (it used to say power weapon, but latest digital version changed it to power sword). many thanks!
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Very nice work on this, i would just like confirmation on the inquisition crusader; I believe he is no longer allowed a power axe and is forced to just have a power sword. (it used to say power weapon, but latest digital version changed it to power sword). many thanks!

 

In my digital Inquisition codex, The Crusader is still listed as having a power weapon, not a power sword. Is it in the FAQ?

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  • 1 month later...

It was in Codex: Adepta Sororitas that they put power swords only for DCA and Crusaders. But in Codex: Inquisition it's power weapons (I own both). But Arco Flagellants are 5 pts cheaper in Codex: Adepta Sororitas.

 

I just checked the ipad version of the inquisition codex, it says two power swords for death cult and power sword for crusader I'm afraid, so not sure if you're talking about GK or one of us has an outdated codex, though iTunes isn't showing an update for it at the moment.

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It must have been updated to power swords since release. Out of curiosity where did you guys get it from, I've a couple of ePub versions instead of "interactive" and wondering how they go about pushing out updates to non apple users? Are you just supposed to use the gw faqs, do they even have faqs for digital only content?
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  • 4 weeks later...

BTW: I use my ordo xenos =][= to some effect at long range- I give him a conversion beamer, sit him at the back of the board with longfangs (prescience and Fire Controll) bubble wrapped in Grey Hunters. Scoring unit, protecting WL. Can deal with flyers, re rolling for 6's to hit. No one takes much notice of him 'till it's too l8 if u send Mephi up ahead, wreaking havoc! Great to have WL traits with some effect.

Yes those servo skulls are so worth it! Sit them right in front of gun lines / keep one back for infiltrators. Drop a dread with spot light in pod during night fight. Make it a fragioso and with support from =][= & LF you are gonna get first blood. Just choose target wisely!

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As for weapons on assassins, I have found no reference to a change in my epub file or FAQ amending it.

 

I got my hands on a copy of Codex Astra Militarum, so I will be writting up a peice on valuable additions this week.

if you bought it from black library you can download an updated version according to their website, I've heard that the updated ebook is inline with the ibook for power swords only.

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I've been planning on doing an Ordo Xenos inquisitor running with a unit of Sternguard in a RB. Scout them up with the Liber Heresius, get a plasma syphon into position, and special-ammo things as needed.

 

I'm trying to decide whether to just leave them in carapace armor. The points for PA are pretty negligible, but carapace is easier to model as being an ordinary human alongside the Astartes. Look Out, Sir! may compensate for the weaker save anyways, but maybe I should just keep everyone armored the same. Thoughts?

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Only the squad a Dedicated Transport was bought for can embark in it, and "not even battle-brothers" can take it from them. But does that apply to ICs attached to the appropriate squad?

 

That is correct. Even inside a codex unit, an IC battle broski cannot embark on an allied transport. It is why my dream of running 20 DC with Azreal in a Spartan has died.

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Only the squad a Dedicated Transport was bought for can embark in it, and "not even battle-brothers" can take it from them. But does that apply to ICs attached to the appropriate squad?

 

That is correct. Even inside a codex unit, an IC battle broski cannot embark on an allied transport. It is why my dream of running 20 DC with Azreal in a Spartan has died.

 

I was wanting to stick inquisitors in a spartan full of DC early on. Rad grenades for -1 toughness on the enemy plus hammer hand and furious charge would of been sweet.

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