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Inquisition as Dark Angel Allies


bluepillredpill

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I've been considering building a small Inquisition force to be used in a 100 point kill team event a local games workshop plans on running. 


 


In addition to this I'm considering them as an ally to my Dark Angels possibly using servo skulls in a deathwing assault approach.


 


Fluff wise I think that it can be justified that the Inquisitor movements have been tracked by the inner circle as they believe him to be following one of the fallen.


 


Would like to know what peoples thoughts are on this and if anyone has any experience running an inquisitor warband what they would recommend for it.


 


Apologies if this sit better elsewhere on the site feel free to move it (have also posted the same question on the Dark Angel page but was suggested to ask here as well


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https://bolterandchainsword.com/topic/286525-inquisition-as-dark-angel-allies/
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Sorry, my info was out of date. Had no clue there was codex:inq. Unfourtanatly I have no knowldge of the codex, but I used to run DA. I can tell you haveing your deathwing come in turn one right where you want them to can be extremly devistating, so the use of servo skulls with them would be amazing

 

Sorry, my info was out of date. Had no clue there was codex:inq. Unfourtanatly I have no knowldge of the codex, but I used to run DA. I can tell you haveing your deathwing come in turn one right where you want them to can be extremly devistating, so the use of servo skulls with them would be amazing 

Belial already does that though, 100% reliability as well. Why would you ever need servo-skulls (aside from making those Deathwing plasma cannons hit even more reliably) ?

Belial already does that though, 100% reliability as well. Why would you ever need servo-skulls (aside from making those Deathwing plasma cannons hit even more reliably) ?

Belial only allows accurate deepstrike for the squad he's attached too, whereas some well placed servo skulls can make for a nice turn 1 deepstrike.

 

Belial already does that though, 100% reliability as well. Why would you ever need servo-skulls (aside from making those Deathwing plasma cannons hit even more reliably) ?

Belial only allows accurate deepstrike for the squad he's attached too, whereas some well placed servo skulls can make for a nice turn 1 deepstrike.

That was my thinking about taking them

 

 

Belial only allows accurate deepstrike for the squad he's attached too, whereas some well placed servo skulls can make for a nice turn 1 deepstrike. 
 
Belial has a teleport homer. So, you Deathwing Assault his unit+two more (assuming you have 5 squads), there is your alpha strike Turn 1. 

 

You can't use Belials Homer on other Deathwing Squads that come in turn 1.

 

You would need to bring them in turn 2, as Homers needs to be on board form the start of the turn to work.

Urgh, why GW why. Forgot about that stupidity. Fair point, guess you do want skulls then. 

Why is it stupid? It makes sense that the ship in orbit would need a moment to set coordinates
Not an entire enemy turn though. I hate this GW obsession with forged narrative, where nothing works until your opponent has their entire turn to react. Oh wait, except with Riptides, who get Interceptor teehee.gif

Servo skulls rock. Seriously take them. For a meager nine points you get: 1. The ability to deny a scout move to the entire opposing army in more than half of the game scenarios. (great against White Scars, Scout armies, DeathMarks, Speed Cult orks) 2. You are playing Dark Angels? Abuse that Whirlwind at a discount. Could probably help with all that plasma you are throwing around. Might even help out that hated LSV that no one ever uses. 3. If you aren't using Ravenwing homers this is the best you are going to get. Belial can't use Teleport Homer unless he is on the board already, also you declare Deathwing assault for ALL of your units. So none of those Turn 1 Belial Turn 2 the rest shenanigans they won't work. Which means with 3 skulls you now have 3 spots to drop your Termies for a Turn 1 Alpha strike and one no scatter with belial. 4. Dark Angles Gunline, regular marines with plasma cannons at key points. I see this set up a lot. People in the DA take Plasma for fluffy purposes but with some servo skulls they get a little less fluffy, especially when you have a dakkapole behind it. You are gonna get a bit more synergy from your actual Inquisitor here too adding in another psyker with divination. 5. I mentioned the scout denial but that infiltrate denial is sweet too. Yeah your vindicair is not going in that building, or that one... or that one. 6. If your opponent decides to move into a bad location just to remove your 3 point model/marker all the better. 

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