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Made in us
Longtime Dakkanaut





I'd really like to know more about them, and their place. Is an all Inq army possible, and have the potential to be a winning force on the battlefield? Or will i always need a token force of GK at least? How do their special characters stack up? Whats are the war gear options? Please some one detail these and more! I (and I'm sure many others) would love to know!

   
Made in se
Ferocious Black Templar Castellan






Sweden

As the Codex isn't out yet, we don't know. That's all there is to say unfortunately.

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Stubborn Temple Guard






Actually, Black Boxes with the Codex hit stores today.

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Made in us
Longtime Dakkanaut





Bump, in case any of those lucky few who have had access to the codex want to enlighten us...

   
Made in us
Regular Dakkanaut





Denton, TX

I saw the Codex and I applaud you for wanting to build an Inquisition list like myself. Grey Knights will be too OP to have fun against most players. That said, the Inquisition does offer some interesting ideas on playing the game. Sadly the ONLY option is to take Coteaz as an HQ and another Inquisitor (named if you don't care about fluff) and build a bunch of retinue in Chimeras. Take a Landraider as a heavy support choice. The retinue can be built into Eldar-like squads, each one countering different units on the battlefield. In Chimeras they will be fast and mobile. Jakero weaponsmiths will be mobile lascannon platforms with the option to dish out heavy anti-infantry fire as well. The real issue with it is the lack of variety in the Inquisition list. You will be limited to having retinue in Chimeras with Corteaz as one of your HQs. I see that as the only real probable winning list. Stormravens will make good transports if you aren't too picky about their looks.

In short, yes you can build a pure Inquisition list that can possibly beat every other army. However, without Allies rules, the Inquisition will quickly lose their flair that they once had. I would suggest asking your local gaming group if they would let you run unlimited retinue with any Inquisitor. If they are really awesome (like mine) ask them to let you run an Inquisitor and retinue with Imperial Guard or any other Imperium force.

I was both excited and disappointed in the new Codex. The Grey Knights section is extremely powerful and unbalanced. Thanks to Matt Ward fluff was horribly disregarded. The Inquisition is all put into one hat. There really is no difference in running an Ordo Xenos Inquisitor as running an Ordo Malleus Inquisitor except wargear. Ordo Hereticus and Ordo Xenos is missing their chamber militants. Technically you could take Coteaz and a Hereticus Inquisitor, then upgrade your warrior retinue with power armor and bolters. But they still lack Sisters of Battles special rules and again, Coteaz is Ordo Malleus.

Hope this helps you in your search for answers. I will be buying the new Codex, but I will probably refuse to play against any pure Grey Knights players.

This message was edited 1 time. Last update was at 2011/03/13 01:08:40


 
   
Made in us
Longtime Dakkanaut




There are 6 HQs, (3 named, 3 customizable). The named ones are:

Coteaz, who lets his unit shoot at enemies that deepstrike within 12" and lets you take the henchmen as troops.

The other two are Karamazov and Valeria, who are just ICs with different rules (Karamazov can orbital strike on friendly models with no scatter, and Valeria can kill MCs in 1 hit on a dice roll, and so on).

The 3 generic inquisitors represent the 3 ordos, and can be given different wargear and weapons reflecting their specialty such as conversion beamers, daemonblades (has a table of effects you roll for at the beginning of each game) and null rods (unit is unaffected by all psychic powers good and bad). They can also take combi-weapons, power weapons, and other normal stuff.

Then there are 4 types of assassins:

Sniper, Anti-psyker, close combat and sneaky. They are all pretty great. i see the vindicare being popular, since they have a sniper round that used 4D6 to pen vehicles (ouch)

For each inquisitor you take you can take one group of henchmen. these can be mix-matched in lots of different ways. There are warriors with storm shields and power weapons, assassins with 2 power weapons, 14 point melta-guardsmen, and chimeras. They do not take up an elite slot.

If you take Coteaz these become troops, meaning you can take 6 of them (i guess it's being debated that you can take unlimited, but i expect the FAQ to limit it to 6 since thats almost certainly RAI...).

As for GK being over powered, i think everyone needs to calm down. They are just marines, and die to the same things marines do. They have very few long ranged units, and no melta thats not mounted on a vehicle. Their terminators are worse in CC then regular marine terminators (worse invuls), and the dreadknights cost a lot once you start upgrading them, and are not really hard to kill if you have the right tools (las, plasma, melta, rending, power weapons...sorry, 5+ invuls suck).

I think the codex is good...but i don't think it's any better than any of the other newer books except that it will almost certainly destroy nids, and be a bit stronger against daemons then regular marines. I also think that in order to make a balanced list, you will need to have at least a few inquisitional units in the army.

As for Ordo Hereticus armies, that's what the Sisters codex will be for. I see the inquisitors in this book as more of an optional inquisitorial presence, representing the possibility of the ordos ever working together on stuff. I am almost certain that when they make a sisters book they will copy-paste the inquisitional HQs and units into that book as well.
   
Made in ca
Insect-Infested Nurgle Chaos Lord






I've seen the leaked codex and the Culexus assassin (anti-psyker) has the potential to be really broken. Drop two squads of Psykers next to him (the Inq Henchmen) and watch the head exploding goodness as he gains a ridiculous amount of Animus Speculum shots.

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Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Regular Dakkanaut




The henchmen got a lot better. For the most part there is no limit to how many of each you can take and you can mix and match. Squad size is 3-12 and the Inquisitor doesn't have to go in there (you can jam him in a Terminator unit if you wanted). Every one of them is leadership 8 but their other stats vary significantly. Also when I say "cheap" I mean slightly cheaper than a basic Sister of Battle.

Deathcult assasins: three power attacks (they have two weapons) at strength 4 with WS5 and I6. They also still have their 5++ and are a steal at their pointcost.
Crusaders: Same as old ones but get the 3++ storm shields
Arco-Flagellant: Not sure why inquisitors have these really since they are more of a Ecclesiarchy deal but whatever. WS5 S5 4A which aint too shabby. Only T3, no longer power weapons and no invul but they gained feel no pain. Got a lot cheaper.
Banishers: WS3 S3 A1 chainfist and an ability that screws with deamons within 6 (reroll invuls). Assasins, Banishers, Arco Flagellant and Crusaders are all about space marine price which makes them great buys.
Jokaeros: Basically an Obliterator with crappy stats; BS is still three which is all that matters though. Has a lascannon, heavy flamer and EITHER a plasma cannon or a mulimelta (can't remember). In addition it gets a random bonus with benefits to multiple Jokaeros like 5+ invul to the entire unit or 12" extra range on weapons. WS1 and S2 but they shouldn't be in combat anyway. This is the most expensive henchmen without upgrades.
Servitors: BS3 and you can upgrade them to have several different heavy weapons including a multimelta. They mind lock on a 4+ which screws the entire unit now, but they are cheap so it almost balances out. Not really worth it unless they are in the unit with the Inquisitor. Three can have heavy weapons which doesn't increase their cheap point cost much or even at all depending on which one!!
Demonhosts: Worthless. They get a random ability each turn. However half of them are shooting and half are CC so if you are running a dedicated combat or ranged squad half the time they will be useless. Also they have 1 attack anyway so who cares? You will never see these unless some guy really loves them from the Dark Heracy games or there is a way to abuse them which I have missed. They are super cheap but still not good.
Warriors Accolytes: They got nerfed to BS3 which sucks. Three can have special weapons like melta guns and stuff. They are REALLY cheap (think basic guardsman) before upgrades (they start with flak armor, a laspistol and a hand weapon) which is good but it's a bummer they don't have the Guard Veteran statline which they should. Can be upgraded with tons of stuff including a powerfist and armor but honestly a lot of it is overpriced so you'll probably only see them with special weapons.
Psykers: Basically a psyker battle squad which shoots a blast that gets better with more psykers. They only have leadership 8 which blows and they don't have a leader which kills them when they mishap so they all take the Perils which is real bad. Not that great.
Mystics: We all knew this was going away :(. Now they are just a teleport homer.

You can take any dedicated transport in the book so no more being limited to chimeras. Rhinos and Razorbacks are good to go although Chimeras will probably still be the go to due to the fire points, larger capacity and the ability to hold terminator armor.

Peronally I don't think Inquisitors are going to be in the next Sisters of Battle codex at all and there will be more focus on the church units.

This message was edited 20 times. Last update was at 2011/03/13 09:29:53


 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

Great summary above, but i have different feelings about one unit

The Demonhosts are not completely worthless. There are a few things you can do with them.

1) They are the ONLY henchmen with T4, so if you make a unit with half demonhosts then you get average T4 instead of 3.

2) They are very bad in close combat, but they do have good shooting powers, (if you get them) S4 AP3 blast with Assault at 24" can put the hurt on marines, OR a S8 AP- shot can be okay against tanks of MC's. Then they can also get FNP which is never a bod thing, but the powers for close combat are not good enough with them only having 1 attack.


Possible use for them: I think they could add a little to a Special Weapon warrior squad, specifically Plasma Guns. If you roll the right shooting power when you want it, they are not so bad. Otherwise you get T4 and 5++ and Maybe FNP to help your unit survive a bit longer. The plasma gun is versatile so having more S8 against vehicles/MC's, or more S4 AP3 blast for heavy infantry would not be a bad thing. They are still pretty bad though, as you will never get the power that you want with them, getting the combat powers when you are shooting and theshooting powers in close combat.

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Made in us
Regular Dakkanaut




Yeah the shooting attacks are alright but if I'm remembering correctly aren't 1-4 all close combat buffs? Meaning you'll more than likely not get a shooting buff. One of them is fleet so you only benefit if the entire squad is deamon hosts.

That's not a bad idea to fill out a servitor squad (since you only want three) with some to get majority toughness 4 though. I hadn't thought of that.

Personally I'm going to take Corteaz, then make a 10 man squad of four assassins, four crusaders, two banishers and attach a Librarian with Hammerhand, Might of Titan and Shrouding then stick 'em in a Chimera. Shrouding lets them have a 3+ invul when the Chimera pops smoke so they can get close. Then in combat with both Hammerhand and Might of Titan (master level 2 on the librarian) the assassins will be wounding most stuff on 2+ and the banishers will be strength 10 since the spells specifically say it applies before doubling for powerfists.

This message was edited 2 times. Last update was at 2011/03/13 12:50:23


 
   
Made in ca
Noble Knight of the Realm





Canada

Somewhat related question ... are the any pictures in the codex that would indicate there will be new henchmen models coming in a second wave?

   
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Yes; there is at least a picture of our orange monkey friends(Jokero)

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Made in us
Longtime Dakkanaut




there are pictures of all of t he henchmen units using the old inquisitorial models that are already on the website. IG stormtroopers are in it and it says something like "these models are great for representing warrior acolytes", lol.

I think the only new model is the jokaero.
   
Made in ca
Insect-Infested Nurgle Chaos Lord






Warrior + Carapace Armor + Hot-Shot Lasgun = new IST. However while the cost the same as normal Stormtroopers, they are severely lacking in combat ability.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in ca
Noble Knight of the Realm





Canada

MechaEmperor7000 wrote:Warrior + Carapace Armor + Hot-Shot Lasgun = new IST. However while the cost the same as normal Stormtroopers, they are severely lacking in combat ability.


I believe they're slightly cheaper (2 or 3 pts), but quite a bit worse given that they have BS 3 instead of 4, and cannot deep strike or infiltrate. In a way, I'm just as happy that there are no allies anymore as my "counts as Straken" Inquisitor could beat the stuffing out of the new GK inquisitor any day, and the Imperial Guard Storm Troopers painted in inquisitorial storm troopers would beat the henchmen.

   
Made in us
Longtime Dakkanaut





jcd386 wrote:Coteaz, who lets his unit shoot at enemies that deepstrike within 12" and lets you take the henchmen as troops...For each inquisitor you take you can take one group of henchmen. these can be mix-matched in lots of different ways. There are warriors with storm shields and power weapons, assassins with 2 power weapons, 14 point melta-guardsmen, and chimeras. They do not take up an elite slot.

If you take Coteaz these become troops, meaning you can take 6 of them (i guess it's being debated that you can take unlimited, but i expect the FAQ to limit it to 6 since thats almost certainly RAI...).
This sounds like the best thing in the codex to me, that I have heard so far, it would be so fun to convert an army of these! If this is true I might be interested in doing this codex after all!

I'm kind of meh on the GK, but an inquisitorial force, now that sounds like fun!
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

Might try and pass off Coteaz as an Ordo Xenos Lord...
It could work...

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