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So, I like lances, lascannons, and bayonets...and the inquisition. 

 

Here is a list I'm thinking of running in 10th and I'd love some feedback before I start investing more time in painting it (so much painting).

 

Characters:

Lord Solar Leontus (Warlord)

Platoon Command Squad x3 - Medic, Master-Vox, Lascannon, and Powerfist/Plasma Pistol

Ogryn Bodyguard - Brute Shield and Maul

 

Squads:

Rough Riders 3x10 - Power Saber

Infantry Squad 3x20 - Lascannon x2, Plasmagun x2, Bolter/Power Weapon, and Plasma Pistol/Power Weapon

Cadian Shock Troops 2x20 - Plasmagun x2, Grenade Launcher x2, and Bolt Pistol/Chainsword x2

Heavy Weapon Squad x3 - Lascannon x3

 

Allies:

Inquisitor Eisenhorn

Vindicare Assassin

Acolytes x16 - Mystics x2, Gun Servitors x2, Daemonhost, Eviserator, Plasma Pistol, and Jokaero

 

The rough riders are essentially distraction carnifexes. They'll benefit from orders (thank Master-Vox) and try to run down the opponents throats. I'll bring as many squads back as I can, using the Reinforcements Strat, to renew their threats. They're soft but hit hard enough to be difficult to ignore. Behind them will come the Cadians, who will take and, hopefully, hold mid-field objectives before pouring on shots. The infantry squads will sit back with the HWSs and fire away at enemies. The acolytes will join the Cadians and the Vindicare will hopefully kill characters.

 

Thoughts?

 

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Would more infantry not be both cheaper and better as just distraction:ermm:

 

But you have them all ready to go so:thumbsup:

 

I'm a bit miffed that they released the new fantastic kit, gave them decent rules in 9th, then gave them a good nerf after people have bought em:furious:

12 minutes ago, Emperor Ming said:

Would more infantry not be both cheaper and better as just distraction:ermm:

 

But you have them all ready to go so:thumbsup:

 

I'm a bit miffed that they released the new fantastic kit, gave them decent rules in 9th, then gave them a good nerf after people have bought em:furious:

Are you referring to the rough riders? If so, I get it. However, I like horses and want to use them, so here I am, making a subpar unit fit in to my army and hoping for the best.

Is that anvil industries? I'd love some up close pics! Or a link if you've already got them up. Cracking job so far!

 

I think the core of your army is pretty sound. You could do with more buff.  Psykers instead of the ogyrn bodyguards will add masses of durability especially to the cadians. I prefer sniper rifles to plasma in a back field unit. 

 

I'm a big inquisition fan too! I've never used an assassin but they feel swingy, but it's cheapish..... I've read the eisenhorn novels and bought the model when it was released but his trouble in this current addition is that his role is to buff a henchmen unit but the unit isn't that good. It can't join a guard unit or go in guard transport. If it could then a minimum squad would be ok.

 

The retinue units of imperial agents don't really cut the mustard for me at the moment. For me there's 3 stars in imperial agents, each with a totally different use.

 

Coatez is a cp monster that could be quite happily left sat with an infantry squad on a back field objective. Also he has a good save so when the bodyguard dies he might stick around a bit. A squad that doesn't cost the earth, doesn't need to ever move, can fire a couple of decent shots a turn and gives an incredibly useful buff is a great unit I'm my books.

 

Next is Drax. Almost broken ability for a high value character in a battle line squad. Especially because we have the model count and abilities to screen with the best of them. Not being able to be shot outside of 18" is massive. The only issue is it has a slim chance of not working/cp reroll and it's activated in your command phase. Even though he's 15 points more than a lot of our leaders being able to use min models makes Drax cheaper. 

 

I almost missed the last one but it's surprisingly strong. The rogue trader entourage. You can infiltrate a great big squad within 9". That squad also has feel no pain 5+. The screening and/or first strike potential is massive. Also,  if you end up going second, the redeploy ability is very handy. Not cheap but very good.

 

If you've got a way to play the henchmen that I've missed I'd love to hear it! You've got the models so I wouldn't be put off by me. 

The models are the Les Grognards from Wargames Atlantic (with some printed bits).

 

I'll have to consider sniper rifles. They sound fun and can add some redundancy to the Vindicare.

 

I agree with your general assessment of the Inquisition in 10th edition. However, a few things to consider:

  • Acolytes aren't bad, they just aren't good. They are 2w IG sargents with limited (basically no) access to wargear for 10 pts per model. However, you get a stack of buffs.
    • 2 Heavy Weapons (heavy bolters most likely)
    • +1 to wound with jokaero+inquisitor
    • 5+ invul. with daemonhost+inquisitor
    • -1 to wound them with inquisitor
    • Anti-deep strike bubble
  • Altogether, you get a squad that is tougher than their points would indicate and can shoot reasonably ok (maybe even well if the enemy is kind enough to get within 12")
  • Daemonhosts are in a weird place. They are needed (for that invul.) but having only one ranged shot and only one damage in melee makes them feel like a wet napkin. Here is where Eisenhorn gets fun. He doubles their attacks. Now the daemonhost gets two decent shots (with +1 to wound from the jokaero) and 8! melee attacks. For a 10 point model he is hitting well above his weight. Plus, Eisenhorn is about as good himself as any other inquisitor (baring Drax who is a monster.)

I'm hoping to get in a simple game with my son tomorrow, so I'll post how the list works out.

I always try and work out what damage I could do to an army if I got first turn to try and rate it. What would be my targeting priority for this weapon or that? Between lasguns and hotshot Las I'd hope to wipe out a squad of cadians and force a battle shock test for the others. I'd put the hws lascannons as target for my lascannons, plasma  cannons and hunter killer missiles from sentinels. Even then if I roll low for the plasma cannons I might need something else to finish them off, maybe infantry squad lascannons. As I'm planning on having about 4 sniper rifles I'd prioritise Eisenhorn if you leave him in line of sight. I'll talk a little bit more on that later. I should have enough firepower to put a serious dent in your horses but not enough to wipe any of them. I'd ignore the henchmen and infantry squads just because they're awkward.

 

I think the key with Eisenhorn is line of sight. You need to use terrain carefully to stop him being targeted with precise weapons. His durability is ok with 4+ 5++ 6+++ and -1 to wound. He is still t3 4w so will go down to enough precise weapons. Lose the inquisitor and all those buffs are gone! If you can use terrain to hide him till the squad is in range then you're winning.  Losing a few henchmen along the way is nothing really so I wouldn't worry about keeping the whole unit out of line of sight (if I'm wrong about this correct me, still getting used to 10th).

 

So I talked about other imperial agents last night but I was thinking in the context of guard not henchmen. First up i got the rogue trader wrong, you can only attach them to a couple of retinue units that aren't that good. Scratch that idea! Then I got to thinking about them in context with guard or henchmen. For your unit Drax would be golden! You lose the extra attacks on the daemonhost and maybe a gun servitor and mystic and the other of Eisenhorn's abilities but his 18" to shoot ability is immense. It makes your unit so much easier to move! Plus you don't have to worry so much about precise weapons because they typically want to stay back and don't want to move. I've been thinking about Coatez with a guard squad just because it's not expensive for a good buff but looking at a small henchmen squad is more attractive. 4 henchmen and a daemonhost for 50 points is the same wounds as a guard squad but with a 5++. Want to zone out an open flank? Add the mystic (the servitor dies first!) That's 70 points. Even putting the monkey in is tempting. This unit won't dish out much damage but could do something late game and is likely to be ignored. 

 

I hope you get a great game tonight. Do come back and let us know how you get on!

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