Lord_Ikka Posted August 8 Share Posted August 8 (edited) Ok, so I've decided to take my fascination with the Inquisition and go hard into using them as a full army. Thanks to @Tawnis for giving me the kick in the pants to actually look at the Agents of the Imperium Index rather than just using Scions rules for stormtroopers and then adding in a couple of inquisitors. With the new codex coming out and my current, rather pathetic record for competitive games with Imperial Knights (right now I'm on a 12 game losing streak), I've decided to use my Inquisition/Imperial Weirdos as my new competitive list. I figure that most people won't be running a full Inq list, and even if I don't win, I'll give the opponent a unique game against an army that they won't normally see. So I'll be updating this thread with how my force does, plus various thoughts and tricks that I find. This initial post will lay out what I ran a couple of days ago as my starting list, then I'll put the battle report/thoughts in my next post. Starting Inquisition list (Index army) Character Units Eisenhorn - Attached to Henchmen 1 Inquisitor (psyker, force weapon, combi-weapon) - Attached to Henchmen 2 Inquisitor (psyker, force weapon, combi-weapon) - Attached to Vigilant squad Rogue Trader Entourage - Attached to Voidsmen 1 Callidus Assassin Culexus Assassin Eversor Assassin Vindicare Assassin Battleline Units Vigilant Squad (grenade launcher, heavy stubber, cyber-mastiff) Voidsmen-at-Arms 1 (9-man squad, 2 rotor cannons, 1 canid) Voidsmen-at-Arms 2 (9-man squad, 2 rotor cannons, 1 canid) Voidsmen-at-Arms 3 (9-man squad, 2 rotor cannons, 1 canid) Voidsmen-at-Arms 4 (9-man squad, 2 rotor cannons, 1 canid) Other Units Inquisitorial Henchment 1 (16-man squad, 1 Eviscerator, 1 plasma pistol, 1 heavy bolter, 1 multi-melta, 2 mystics, 1 weaponsmith, 1 daemonhost) Inquisitorial Henchment 2 (16-man squad, 1 Eviscerator, 1 plasma pistol, 1 heavy bolter, 1 multi-melta, 2 mystics, 1 weaponsmith, 1 daemonhost) Subductor Squad (cyber-mastiff) Allied Units Armiger Helverin (heavy stubber) Armiger Helverin (heavy stubber) Armiger Warglaiver (melta) Total points: 1895 The basic thought is to have the Callidus, Vindicare, and Rogue Trader squad Infiltrate into decent positions, while keeping the Culexus in Reserve, maybe putting other Battleline units (Voidsmen/Vigilant/Armigers depending on enemy) into reserve with the Rogue Trader's ability. Edited August 8 by Lord_Ikka WAR 1 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/ Share on other sites More sharing options...
Lord_Ikka Posted August 8 Author Share Posted August 8 (edited) 1st Battle Played against my gaming partner's Orks. He is also testing out stuff, so his list is probably not optimized towards what he wants, but I thought it would be a good test- it was a boys-heavy War Horde with a 10-man regular boys squads, a 20-man boy squad (with a Painboy), 2 10-man Beast Snaggas, a 20-man Snagga sqaud w/Beastboss, 2 Stormboyz squads, a unit of Grots with runtherd, 3 warbikes, a Stompa w/a Mek, and a Trukk. Mission/Deployment The mission was Pariah Nexus mission D- Scorched Earth Primary, Swift Action mission rules, Tipping Point deployment. This was a good one, as neither of us had run it. I put a single Voidsmen squad on my deployment objective, hidden behind a ruin, while he put a unit of Grots on his with boy from his 20 man Painboy squad on it to sticky it. Vindicare was setup to get a shot on his Painboy, Callidus on the NML objective closer to me, Rogue Trader squad hidden in a ruin close to the middle NML objective. I decided to put the Warglaive and the Vigilant squad into Reserve and had both my henchmen squads spread out wide to prevent my rear being hit with the stormboyz. The remaining 2 Voidsmen squads were pressed up front to go for the middle objective while the Helverins were split to either side of the board, and the Subductors were aimed at the Callidus' objective. The Orks were spread out in front, the Beastboss' squad and Mek in the Stompa hidden away in the back (which would help me later in the game), the 10-man boys squad in the trukk, and Stormboyz in Reserve. We both took Tactical Missions. Turn 1 Managed to get 1st Turn, which was in retrospect a blessing but I was originally not super happy with it. Secondaries were No Prisoners and Extend Battle Lines. My units moved up and really didn't do much- the Vindicare managed to pick off the Painboy (of course having to spend a CP to reroll his hit!), scoring me No Prisoners (we weren't sure if the Painboy counted as a unit, but decided in the end that he was) and the Helverins killed off two warbikes and a few Beast Snaggas respectively. The only pic I managed to remember to get from the game was at the end of my turn 1- The Orks swarmed forward, but were unable to really do much as well- the Stompa moved out and destroyed the Helverin on my right side (the Stompa is being moved from behind that building in the pic), but otherwise there was very little damage done. He did score Recover Assets but was unable to get an angle on any of my character units to Assassinate. Turn 2 Pulled Sabotage and Secure NML. Decided to sacrifice my Culexus to do Sabotage in the Orks deployment, hoping that getting 6VP would balance out with the possibility of the Orks getting 5 for Assassinating him. Placed my Warglaive on the right flank to hopefully kill off the Trukk and maybe annoy the Stompa. It did kill the Trukk, but was out of range to do anything to the big boy. My Rogue Trader squad and two Voidsmen squads in the middle starting to pump out shots and whittled down both a Snagga squad and the Painboyz squad to less fearsome numbers- the Eversor assisted by charging the Painboy squad but was counter-charged by Snaggas. Teleported the Callidus to threaten the grots squad, but failed to make the charge so she wound up just flaming a couple of Snaggas. Overall, scored 6 for the Sabotage and 5 for Secure, while also scoring 10 for primary. Orks did manage to kill off the Eversor in my Fight phase, so scored 5 points there for Assassinate and 10 points for primary. Orks pulled No Prisoners and Marked for Death, so I marked the rearline voidsmen squad, Eisenhorn's squad that was also sitting in my deployment (spread wide to make the mystics 12' deny help), and the Subductor squad, meaning that there was really no way for them to score it that round. They also Waagh'd this battle round, so they were hoping to get stuck into my lines. Which, they did. After the Stompa put down the Warglaive and hammer a voidsmen squad, the Painboy squad and a diminished Snagga squad were able to charge into my Rogue Trader and the hurt voidsmen squad. Luckily, the Emperor smiled on the Rogue Trader's FNP and only lost half their attached Voidsmen, while the hurt Voidsmen squad had a single sergeant survive. My Culexus died to a disembarked Beastboss squad that was able to re-embark and the Callidus got charged by the grots (taking two wounds but still surviving). The Orks also decided to scorch the NML closes to their deployment zone, near the Stompa, and to discard Marked for Death. Turn 3 Started off scoring 10 for primary and pulling Cleanse and Cull the Horde. Using the Swift Action mission, I fell back both the Rogue Trader squad and the single voidsmen sarge (who had passed his BS test), and Cleansed with the sarge while scorching the middle objective with the Rogue Trader. The Callidus managed to survive falling back from the grots and took the enemy's deployment objective, grots were then shotgunned to death by the arriving Vigilant squad from Reserves. The rest of the turn for me was a combination of moving up my regular Inquisitor Henchmen squad to fight the boys who had been in the trukk and throwing enough shots to kill off the last of the Painboy squad to get Cull the Horde. Scored Cleanse with the sarge and the subductor squad, so 9 points from those. Orks pulled Secure NML and Storm Hostile Objective, score 5 points for primary. Stormboyz come down, one in the orks deployment to take on the Callidus and one one the left flank of my deployment (pretty much the only area back there not covered by Eisenhorn's mystics, the remaining Helverin, and the backline voidsmen). Stompa keeps moving forward on the right flank, blasting my second middle voidsmen squad to nothing and killing off all the regular Inquisitor's Henchmen in melee (Inquisitor managed to stay out of combat and lived). Middle of the field is a swirl of lackluster combat, as one 10man Snagga squad (down to 3 models) barely kills off the Vindicare and the other snaggas (down to 2) fights the Rogue Trader with the last warbike joining in. Rogue Trader squad is down to a single voidsmen sarge and the RT themselves, but they survive long enough to scorch the middle objective. Stormboyz fail their charge at the Callidus, but take some Overwatch shots from the Vigilant Inquisitor to lose a couple of models. Orks scored nothing for secondary, but decides to keep them, thinking that they will be able to pick them up next turn, while their Mek disembarks the Stompa to scorch their NML objective. Turn 4 Score 15 for primary, 10 from holding 2 objectives and 5 from scorching the middle NML. Pull Behind Enemy Lines and Secure Hostile Objective (can't do because enemy holds no objective and I can't gain a new one), so spend a CP to drop Secure and pick up Containment. Move the Subductor squad slightly so they can do Containment, and have the solo Inquisitor by the Stompa also do the action. Callidus passes her BS test and starts to scorch the ork deployment objective. Helverin kills off the stormboyz threatening the Callidus and Eisenhorn's squad finally moves to engage the second stormboy squad with random Henchmen firepower, bringing the squad down to two and then killing them off in melee. Rogue Trader squad kills off the two-man snaggas in the fight phase, but lose both their voidsmen sarge and the other solo sarge. Containment achieved for 6, Behind for 3. Orks scored 5 primary for scorching their NML objective. Stompa keeps moving towards my deployment objective, killing off the solo Inquisitor and damaging Eisenhorn's squad (lost 7 henchmen), and finishing off the Rogue Trader squad after the snaggas fall back. Keeps the secondaries (don't really know why- I'm going to have to talk to him about this as it seems like a major mistake- ***). Callidus Assassin goes into Reserves after scorching the objective. Turn 5 Score 20 for primary, 10 for holding 2 and 10 for scorching enemy deployment objective. Pull Assassination and Overwhelming Force- discard Overwhelming with CP for Defend Stronghold. Callidus comes down near the Mek, but is unable to kill him off with her flamer, but the Mek dies to the firepower of the Helverin as it moves into the center. Score 5 for Assassination. Orks finally discard Secure NML at the end of my turn, pull Defend Stronghold (impossible as their deployment is scorched), then pull Area Denial. Stompa manages to finally shoot/charge the rearline voidsmen squad, taking my deployment objective, while the remnants of a single snagga squad complete Area Denial. Score 5 for primary for being on my deployment objective (not in last pic because I forgot to add it). Actual score was 100-56. ***- Talked to my buddy about why he kept Storm Hostile and Secure for so long. His reasoning was that with as little units that he had any action secondaries would be difficult, and he forgot that Secure was NML objectives only, otherwise he would have dropped that turn 4 when it was clear he wouldn't be able to score it. So it was a combination of hoping for the best and a slip of the mind. He was not happy when he remembered Secure was NML objectives! Thoughts on the game Overall, I was pretty happy with how the army did. I'm so used to running Knights that I haven't really experienced an army that does a lot of action objectives (used to taking stuff like Engage and Bring it Down), and all the various units I had were able to do stuff. My current thought is that the army is severely lacking anti-tank firepower, even with the Armigers, so there is a possibility of trading out the Helverins for two more Warglaives or just taking Canis Rex instead of the Armigers (army is at 1985 points so there is some wiggle room). I'm also getting a couple squads of Naval Breachers in the next few weeks, so maybe taking them instead of Voidsmen might be good. Thoughts about future Looking at the previews for the new codex, one thing I noted is that the Voidsmen are going from 9-man/1-canid squads to 5-man/1-canid. This isn't too bad for me, as I'm using my mass of Solar Auxilia models as Voidsmen, so more squads of them isn't a problem as far as models go. It might change up the army because the smaller units will cost less and give me some more points for other stuff. I really want to see how the DW/GK/SoB interact with the Imperial Navy detachment, as I think that will be the most appropriate detachment to run, and I have both some SoB models (not enough for a full army due to 10th ed squad sizes) and a Corvus Blackstar that is "converted" to an Inquisitor's personal ride (it has only one lascannon and added heavy bolters to make it a Valkyrie count-as). Adding some SoB units could help, as could getting stuff like Chimeras or Rhinos to give me some speed. I guess we'll see, but right now I'm excited to run this army. Edited August 9 by Lord_Ikka WAR and librisrouge 2 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6054827 Share on other sites More sharing options...
WAR Posted August 8 Share Posted August 8 5 hours ago, Lord_Ikka said: Other Units Inquisitorial Henchment 1 ( 1 daemonhost) Inquisitorial Henchment 2 (1 daemonhost) HERETIC!!!!!!!!!!!!!!!!!! Looks like you had fun and glad to see more =][= forces coming. Lord_Ikka and librisrouge 2 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6054866 Share on other sites More sharing options...
Lord_Ikka Posted August 9 Author Share Posted August 9 10 hours ago, WAR said: HERETIC!!!!!!!!!!!!!!!!!! They're useful with the 5++, and Eisenhorn's is somewhat nasty with doubled attacks. Kinda disappointed that Eisenhorn isn't in the codex, but we'll see how that turns out in the end on whether he gets Legend'd or not. Looks like I need to get a couple of named Inquisitors now- all three have their uses, though Draxis is the weakest in my opinion. Still, I like both her and Greyfax's models, so won't even have to convert those. Coteaz though... Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6054979 Share on other sites More sharing options...
WAR Posted August 9 Share Posted August 9 I had to change the head on both my Greyfax’s to hooded heads. Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6054997 Share on other sites More sharing options...
Lord_Ikka Posted August 9 Author Share Posted August 9 I like the Van Helsing hat, but might remove her gun for something more interesting. Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6055000 Share on other sites More sharing options...
WAR Posted August 9 Share Posted August 9 (edited) If she was in a trench coat I’d agree but the cape throws it off Edited August 9 by WAR Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6055008 Share on other sites More sharing options...
Lord_Ikka Posted August 11 Author Share Posted August 11 Hmm. Looking at all the changes, if the points in the book don't change I'll have some stuff to work through. Using the Naval detachment, it looks like: All Assassins move to 125 - means they now cost 160 points more Voidsmen capped at 5-man/1-canid units for 50 points - gain 200 points there if I still have 4 squads Eisenhorn gone Jokaero/Daemonhost gone from Inquisitorial Agent unit Roughly equals out, but there are some changes I was looking at making that now seem better- will probably add in two squads of Breachers, as they work really with the Rogue Traders now and I'll most likely add a second Rogue Trader. That leaves me with a unit of Inquisitorial Agents that have no master, as Eisenhorn is out. I'll probably just get rid of them, as losing the Jokaero and Daemonhost really hurt the unit, no +1 to Hit/5++ make them a lot less desirable. There are three Enhancements that seem pretty strong, costing a total of 45 points: Clandestine Operations on an Inquisitor to make 3 IA infantry units INFILTRATE (probably the Inquisitor/Vigilant squad combo and the Subductor squad), Fleetmaster on a Rogue Trader w/Breachers to make them a decent shooty piece (can Violent Aquisition + Close-Quarters Barrage strats for only 1 CP total instead of 3), and Voidmaster on the other Rogue Trader to give whatever Voidsmen/Breachers I want Deep Strike. So right now, without points costs figured out, the list changes to this- Callidus Culexus Eversor Vindicare Inquisitor 1 (psyker) - attached to Agents Inquisitor 2 (psyker/Clandestine Operations) - attached to Vigilators Rogue Trader 1 (Fleetmaster) - attached to Breachers 1 Rogue Trader 2 (Voidmaster) - attached to Breachers 2 Inquisitorial Agents Navy Breachers 1 Navy Breachers 2 Vigilant squad Voidsmen-at-Arms x (however many I can fit, minimum 2) Subductor Squad Armiger x 3 (exact Helverin/Warglaive split I'm unsure, leaning towards 2 Warglaives 1 Helverin) One unit of voidsmen to sit on the rear objective, one to be in Deep Strike. Rogue Trader w/Fleetmaster Breachers squad to Infiltrate, while the Voidmaster RT Breachers squad is in Deep Strike. Subductors and Inquisitor Vigilant squad Infiltrating if need be, while the Agents squad acts as a distraction/goes up the middle. It might work.... WAR and Nyx of the Night 2 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6055399 Share on other sites More sharing options...
Nyx of the Night Posted August 11 Share Posted August 11 (edited) I have also been playing with the idea of 2 breacher squads and 2 rogue traders, I like your idea of the enhancements on them. With voidsmen not being battleline anymore, I find them useful as little backfield units or late game reserves for actions, but you can only run 3 max anyway. I'm pretty sure from the points table I saw, not all the assassins are 125, just the Callidus and Eversor, so you save a few points there. Edit: Just checked, the Vindicare is 105, the others are all 125, so you have 20 free points there lol Edited August 11 by Nyx of the Night Lord_Ikka 1 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6055467 Share on other sites More sharing options...
Lord_Ikka Posted August 12 Author Share Posted August 12 I'm expecting the points to change quite a bit, so really want to be flexible there. Another option I have is to borrow a buddy's Chimera and use my converted Blackstar instead of two of the Armigers, giving me some more anti-tank with the Blackstar and a transport for the Agents unit to move faster than before. Looking forward to doing some testing of this army in the next few weeks! WAR 1 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6055542 Share on other sites More sharing options...
INKS Posted August 14 Share Posted August 14 how are you feeling after the codex? seen someone taking lots of assassins. kinda want to do that. maybe terminators maybe black stars. flyers aren't great but maybe annoying to deal with? draxus also seems good Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6056430 Share on other sites More sharing options...
Lord_Ikka Posted August 14 Author Share Posted August 14 Based off of the reviews, codex comes out next week I believe, I'm decently happy with what we got. I'm not really going to use DW, GK, or SoB allies, so it'll just be mortal weirdos for me. Assassins are good, even before the codex, but will be great after. Point costs will be important to keep them balanced when taken in another Imperium army. As for utility, the Vindicre will provably be able to just delete lower-level characters now, with his ignoring Lone Op and once per game assured mortal wound damage. The Callidus is still tricky, but more survivable due to her after fight move. The Eversor has become the Imperium Solitaire, moving super-fast and able to 1st turn charge/blender small units/characters. The Culexus is the only one that might not see a ton of use, but his 3" deep strike and forced Battleshock test with 9" could be clutch in some games. GK termies are ok, but the real nasty melee group will be DW vets with theunderhammers, shields, and a blackshield in a rhino with a Watchmaster. Lots of nasty melee attacks and decent durability with the shields. Could be an issue allied into armies like IG unless very carefully costed. A lot will depend on what the two points costs per unit will be, so everybody is just kind of waiting for that. WAR and INKS 2 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6056460 Share on other sites More sharing options...
INKS Posted August 14 Share Posted August 14 very good to know on the DW unit. thanks! Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6056466 Share on other sites More sharing options...
Lord_Ikka Posted August 16 Author Share Posted August 16 Played a game this week Tuesday (my normal gaming day) against orks again. Only difference in my list was taking Canis Rex instead of the Armigers. Ork list (what I remember) Bully Boyz detachment Gaz, Makari, 3 mega-nobs in a Battlewagon 6 mega-nobs and a warboss in reserve 2 10-man nob squads (1 with a warboss in a trukk) 2 10-man boys squads 1 10-man snagga squad Gretchin squad 2 5-man Stormboyz squads 1 warbike warboss (or something, can't remember) We played the most boring mission L (Take and Hold, Hidden Supplies, Search and Destroy)- which means it will be a tournament staple because it is so simple. My setup was very similar to last time, put Canis Rex and the Culexus in Reserve, then later put the Vigilant/Inquisitor squad in Reserve and a Voidsmen in Reserve. (pic is deployment) Not going to do a round by round on this one, as it was a pretty straightforward game. The biggest thing that helped me stay close was bringing Canis Rex in on the upper left objective and the orks having to divert both Gaz's unit and the mega-nobs to deal with him. Looking forward to the new codex, as the Assassins will become much more powerful and nasty- they did their work in this game, the Culexus was the VIP by completing a bunch of secondaries (Establish Locus, Behind Enemy Lines, Recover Assets), and the Eversor/Vindicare combined to wipe out a Nob squad with warboss and a Trukk, but I feel like they will be even better in a week or two (not sure when exactly the codex comes out). Going to switch up the list slightly this week (if the codex doesn't come out this weekend)- losing a Henchmen squad and making one of the voidsmen squad a 5-man to get two Breacher squads. One will be more melee focused with sarge w/power weapon, breacher w/chainfist, breacher w/power weapon, and meltagun, while the other will have everyone with shotguns and a volleygun. So the Inquisitor that was attached to the Henchmen will be attached to a Voidsmen squad for next Tuesday, as while I wish the Breachers were Battleline, they won't be until the new codex comes out and the list will probably be quite different then anyway... WAR and INKS 2 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6057017 Share on other sites More sharing options...
Lord_Ikka Posted August 22 Author Share Posted August 22 Played my last pre-codex game Tuesday vs the orks again. Lost, 71-73. Orks had pretty much the same list but switched out Gaz for more Nobs (a full 30 Nobs total). Overall a decent game, but nothing to write up as it went very similar to the last game, barring Canis Rex didn't die in one turn and I replaced some Henchmen/Voidsmen with two squads of Breachers. Anyway, with the codex rules out and the points updated, I can figure out what I'm doing for my first post-codex list. New Imperial Agents list Characters All 4 Assassins - 420 points Inquisitor Draxus - 75 points, attached to Exaction Squad Inquisitor 1 - 55 points, Clandestine Operations, attached to Agents squad 1 Inquisitor 2 - 55 points, attached to Subductor Squad Rogue Trader 1 - 75 points, Fleetmaster, attached to Breachers 2 Rogue Trader 2 - 75 points, Combat Landers, attached to Breachers 1 Navigator - 60 points, attached to Voidsmen 1 Battleline/Other units Exaction squad - 90 points Subductor squad - 85 points Naval Breachers 1 - 90 points (melta, 2x power weapon, chainfist) Naval Breachers 2 - 90 points (volleygun, shotguns) Voidsmen-at-Arms 1 - 50 points Voidsmen-at-Arms 2 - 50 points Voidsmen-at-Arms 3 - 50 points Inquisitorial Agents 1 - 50 points (multi-melta) Inquisitorial Agents 2 - 50 points (heavy bolter) Sisters of Battle squad - 100 points (2x storm bolters) Allies Canis Rex - 435 points 2000 points on the dot. Basic layout is for the Clandestine Ops Inquisitor to give the Subductors and their Inquisitor Infiltrate, along with maybe the SoB squad, while the Combat Landers Rogue Trader squad Infiltrates as well. All three Voidsmen squads will get Deep Strike with the Combat Landers enhancement, giving me a bunch of Round 2/3 options. The Fleetmaster Rogue Trader, Draxus, the SoB, and the Inquisitor/Agents squad will be my board push units, alongside Canis Rex. The second Agent squad is the rear objective holder. So I will have a lot of Infiltrating units, a lot of Deep Strike, and a big distraction in the Canis Rex/Eversor Assassin that should allow me to push up Round 1. Round 2/3 are going to be about completing actions/dropping Voidsmen in, and after that it is all about holding on for dear life. The Callidus and Culexus assassins are going to be action monkeys like the Voidsmen, while the Vindicare hopefully picks off a minor buffing character Round 1/2 and then just annoys the enemy afterwards. Will it be amazing? No, I don't think so, as I'm relying on a lot of 1W T3 Sv4+ units to get things done, which means that they will die off quick to even lasgun fire. But it should be fun to play with all the tricks and I don't think we'll see a lot of Arbites/Breachers heavy lists for the Inquisition. So after CtA is over, I'll be painting up my Arbites and Breachers and getting these guys on the table! WAR 1 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6058888 Share on other sites More sharing options...
Lord_Ikka Posted September 12 Author Share Posted September 12 Finally got my first game in with the new codex, using the list in the last post. Up against Orks again, similar to the last time with a load of Nobs, some Mega Nobs, and various boys. I wound up losing 75-97 on mission B (Purge the Foe, Smoke and Mirrors, Tipping Point). Some thoughts- Deployment/Initial Setup Tipping point (one of the "stepped" Pariah deployments) isn't bad, but also didn't do me any favors, giving the Orks a ready-made flank to charge up. Against Orks, all of my Infiltrating stuff was pretty much useless, as I didn't want to be too close so that I would be receiving charges right off the bat. Primary Mission This is where I lost. I only scored 28/50, mainly because I couldn't kill more than the orks, nor could I push him off of enough objectives to get the hold more points. Secondary Missions This went pretty well. I used tactical objectives and scored 37/40, only failing to get the last three due to not having enough units on the board the last round to do anything. Overall This list is...interesting. It has plenty of units available to do actions, or get secondaries like Engage/Behind easily with deepstrikers. It made doing the secondaries quite easy (aside from Bring It Down, which I discarded Turn 1 because Canis was in Reserve and I couldn't kill anything) and was quite annoying for the enemy to have to fall back and deal with Voidsmen in his deployment or other areas. Where it lacks is killing power- against foes like the Orks where I'm wounding almost everything on 5+, I just don't have the volume of fire needed to kill off stuff, while also lacking anti-tank aside from Canis. It is also not a great army against a melee-focused list, my standard unit is T3 Sv4+ and that equates to a not very durable army. So armies that I don't want to fight are those like Custodes, Orks, World Eaters, Knights, or monster Nids. I think it would have some play against various Sisters armies (t3 really helps my shotguns), IG (as long as they aren't pure tank), and regular SM/CSM- while I won't be killing a lot of stuff, I can probably put down enough while doing secondaries to make it a decent game. It's still a list that I want to work on- I'm not really interested in putting in GK or DW units because I like the idea of a mortals-only army, with only a single unit of Sisters representing the true elite of the Imperium. Plus, I have to paint all my Arbites and Breachers and am actually kinda looking forward to it. It is not a meta-bending list, nor is it quite a fully fun, themed list, but it was fun to play and we'll see how it goes in future games. WAR, INKS, Dr. Clock and 1 other 3 1 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6064114 Share on other sites More sharing options...
Dr. Clock Posted September 13 Share Posted September 13 Great report - thanks! I love the 'horde of mortals' vibe... Though it seems like maximum multi-melta Agents units is the easiest way to get a little anti-big-stuff shooting from the mook squads - I'm converting 3 and a pair of 'eviscerator caddies' out of arco-flagellants in next couple weeks : ) How did you find the Assassins brigade? I'm guessing it's fun, but you may find that a few transports instead of 1-2 of them gives you more flex in future. I do find generally in 10th the mobility and staying power that transports give is pretty critical for alot of lists. I'm definitely doing the chimeras+Agents thing as a baseline, and flame chimeras with multis (or Psychic Shockwaves) inside seem pretty nifty. Cheers, The Good Doctor. INKS 1 Back to top Link to comment https://bolterandchainsword.com/topic/383443-ikkas-inquisition-a-wip-collection-of-mostly-gaming-with-new-rules/#findComment-6064390 Share on other sites More sharing options...
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