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Made in us
Been Around the Block




New York

Hey Guys,

I am not the best gamer but I was (before 6th Edition) a good gamer. I stopped following the rules, and the meta, and all that jazz when 4th really took off because it became too much, then when the ruined the Inquisitor books with the Grey Knights codex I literally refused to upgrade and keep playing/building my army until this last year.

But I bit, I got the new Inquisitor Codex and I've played two games with it and I don't think it's worth it at all. It's so toned down it's boring…

So what I'm really saying is has anyone been able to make this book effective for games? I am allying a single Inquisitor and some henchman with a Marine list and it's not working out at all.

Any thoughts??? Is it so broken it's not worth playing? Would I be better off trying to make an Inquisitor our of the Grey Knight book?

It sucks because I have scores of painting/modeling hours into my Inquisitor portion of my army and after the Grey Knight kick in the guts I was hoping the new =I= Codex would give me some power back but I'm not seeing it…

Thanks in advance for your thoughts, if you could help me figure out how to play this book that would be much appreciated.

   
Made in au
Missionary On A Mission




Australia

Codex: Inquisition has some great stuff for allies, which is pretty much how you have to use it. It doesn't really work as a standalone force.

Here's some options I've used/thought of as allies for my Sisters:
*Ordo Malleus Inquisitor with Hellrifle, 3 Plasma Cannon Servitors and a Chimera - Long Range AP2/AP3 fire support protected by AV12.

*Ordo Xenos Inquisitor with the funky grenades (Psychotroke and Rad), Death Cult Assassins, Cannoness and Priests from the Sisters codex with a Land Raider Redeemer as dedicated transport - extremely nasty CC unit with a heap of AP3 attacks at I6 followed up by AP2 attacks at I1 via Eviscerators from the Cannoness/Priests. The whole unit can re-roll To Wounds and Saving Throws in CC thanks to the Priests, who also hand out Hatred.

*Warband full of 5pt Acolytes toting Flak Jackets, Las Pistols and Boltguns. If you want cheap bodies to throw in the path of something, there's not much better than that. Hell, they're only 4pts each if you would prefer them with Las Pistol/Chainsword.

*Inquisitor with the Liber Heresius relic attached to any Imperium unit you desire. On a successful Leadership test done before the first turn, the Inquisitor and his Unit get the Scout rule. Explore the possibilities of Scouting nasty units into the midfield for some turn1 shenanigans. As a bonus you also get to use the relic to gain once off uses of Fear, Counter-Attack, Hatred and Split-Fire during the game.


There's plenty of other goodies in there too, especially if you know you're going to be fighting Demons or Xeno races.


 
   
Made in gb
Prophetic Blood Angel Librarian




You can make some excellent builds from C:Inq!

1. Inquisitor with rad granades, 5 death cult assassins, 2 priests, 5 acolytes with las pistol and ccw. Landraider crusader with psybolts and mm. 450pts.
-on the charge you will be rerolling all missed to-hits, very likely be rerolling failed to wounds against opponents at -1 toughness. You will have 20 WS5 I6 st4 ap3 attacks, and 27 st3 attacks (even these are amazing when rerolling to hit and wound against targets with -1t). They will munch ANYTHING in combat. If you really want give your inquisitor hammerhand for 30pts (its a primaris) and everyone will be striking at +1s. He will also get a free force sword to boot.
-you will have 5 ablative wounds that aren't important at all.
-you have an av14 hp4 bs4 vehicle that puts out 12 tl st5 ap5, 4 tl st7 ap4 rending and 1 mm shot. It is also an assault vehicle. This is the only landraider (due to psybolts) which is worth its points.

2. 3 acolytes, razorback with tl assault cannon and psybolts. 82pts.
-for 70pts you are getting a tank which puts out 4 bs4 tl st7 ap4 rending shots. That is excellent. The difference +1s makes to an assault cannon is huge!
-the acolytes can be kept cheap to unlock the psyback or you can pay 30pts extra and have 3 of them jumping out to flame/plasma/melt a unit at will.
-Can easily be spammed.

3. 12 acolytes with bolters. 60pts.
-For the same stats (+1ld) and cost of a guardsman but with bolters and can be in units of upto 12. Can also take upto 3 special weapons. These put out a very points efficient amount of dakka.
-upgrade 1 to a priest for 20pts more and this unit will never run away.

4. Inquisitor, 3 servitors with plasma cannons, 3 acolytes with plasma guns, bunker with ammo dump. 207pts
-Effectively an immobile av14 vehicle that puts out 3 st7 ap2 blasts between 24-36", the blasts + 3 plasma shots from 12-24", and the blasts + 6 plasma shots under 12". Rerolling 1's which is HUGE for plasma.
-Give the inquisitor a hellrifle for 15pts if you want to upgrade the firepower further.
-put in 5 psykers for a further 50pts and also have a st7 ap2 large blast on top of all the rest.

5. 3 acolytes. 12pts.
- you will not get a cheaper scoring unit in the game.
- if they are out of the way scoring somewhere, your opponent has to dedicate something to stop them... to stop 12pts. No matter what he/she uses, it will be inefficient.

6. Inquisitor in allied unit with liber heresius and rad granades.
-unit gets buffs from liber. Scout and counter attack are essential for some units.
-opponents will be at -1t in combat.
-put in a plasma syphoon if opponent often spams plasma.
-go a different route if facing demons, eldar, grey knights etc and give a shooting unit an inquisitor with psyocculum for a bs10 unit.

7. 1 psyker in each Inq unit.
-10pts per warp charge? Show me where else you get that in the game!

8. Inquisitor with power armour tanking wounds for a unit. 33pts.
-put him at the front of a unit of say, sternguard. The opponent now has to take off 3 t4 (due to majority toughness) wounds before killing any sternguard. That is literally twice as many wounds per point they have to deal with.

9. Inquisitor, 3 servitors with plasma cannons, 5 psykers, chimera with 2 heavy bolters and psybolts. 200pts.
-sit back at 36" range and pepper the opponent with a large st7 ap2 blast, 3 st7 ap2 blasts and 6 st6 ap4 shots. Unlike the bunker, this can move to get in range of gunlines.
-5 models can still shoot from an inquisition chimera.

10. Inquisitor, 3 servitors with heavy bolters, 9 acolytes with storm bolters. 118pts.
-sit at 24" pumping 14 st4 ap5 and 9 st5 ap4 shots out a turn.

11. Servo skulls. 3pts each.
-scatters d6" less (think BA VVs)
-reroll blast scatters (this can be huge)
-stop opponents infiltrating.
- FOR THREE POINTS!!!!

12. 8 jereko in a bunker with ammo dump. 360pts (expensive - I don't rate this one too highly but some others do).
-8 lascannon shots a turn.
-tucked away nice and tight in av14.
-reroll 1's to hit.

13. 8 acolytes with lp and ccw, priest, 3 death cult assassins.
-Nice little assault unit that is often ignored as the opponent does not want to shoot at 8 4pt models.
-if the priest and dca get into combat, most meq units are in serious trouble. 12 ws5 I6 st4 ap3 attacks rerolling to hit and probably wound will equate to 7-8 dead marines before they have even struck back... when they do, it'll be the cheap acolytes dropping, not the dca.
-priests fearless helps with this.
-can take off 2 acolytes and get a rhino 27pts and get the unit forward quickly.

There's probably more I have forgotten.

Focus on these and iignore the rest:
-inquisitors
-acolytes
-psykers
-death cult assassins
-priests
-landraider crusader (with psybolts)
-razorback (with psybolts)
-chimeras (with hbs and psybolts)
   
Made in gb
Is 'Eavy Metal Calling?





UK

This post is somewhat redundant after the excellent one above, but yes, there are some great combo is to be had. My go-to Inq build for an allied plug-in for any army is:

Inquisitor, psyker level 1, power armour, power sword, Rad Grenades. Works well in a shooty squad and as a charge deterrent.

4 Crusaders, 6 Death Cult Assassins, Priest. Super choppy, pretty tough with the SS up front, can easily take on opponents far above their weight class. I tend to run two such units.

Half a dozen bare acolytes, jokaero. Cheap scoring and a shooty monkey,can do some damage, easy to hide.

If I'm using terminators, I throw in a a TDA psycannon psyker inquisitor, because extra wounds, another 'assault cannon' and 'power fist' and prescience is awesome.

This message was edited 1 time. Last update was at 2014/08/11 16:52:36


 
   
Made in us
Legendary Master of the Chapter






Though according to some, you will never get objective secured so prepare for that argument.

They are however an excellent add on to an existing imperial army as for all the above posts.

This message was edited 1 time. Last update was at 2014/08/11 16:52:13


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Been Around the Block




New York

Thanks guys, lots to think about here.


Automatically Appended Next Post:
I'll write more in depth when I don't have a crazy toddler playing with my miniatures…

I am allying an =I= with my Lamenters Marines FYI.

This message was edited 1 time. Last update was at 2014/08/11 16:56:06


   
Made in us
Rough Rider with Boomstick





Georgia

I personally think the Inq dex is a greats addition to the imperials not only unit wise fluff wise as well, l with the inquisition always having their fingers in everything. My favorite is the ordo hereticus Inquisitor with the psyoculum for BS 10 vs psykers on a guard blob squad, makes those psychic beatstick builds take a step back.

Vorradis 75th "Crimson Cavaliers" 8.7k

The enemies of Mankind may employ dark sciences or alien weapons beyond Humanity's ken, but such deviance comes to naught in the face of honest human intolerance back by a sufficient number of guns. 
   
Made in us
Executing Exarch





McKenzie, TN

Poly Ranger wrote:You can make some excellent builds from C:Inq!

Thanks for the great summary. I will add some notes since most of the important points were covered.

It should also be noted that there are numerous rumors saying that GKs will be coming out soon and the inquisition codex will be the only way to get inquisitors and henchmen units once the new GK codex is released.

Poly Ranger wrote:1. Inquisitor with rad granades, 5 death cult assassins, 2 priests, 5 acolytes with las pistol and ccw. Landraider crusader with psybolts and mm. 450pts.
-on the charge you will be rerolling all missed to-hits, very likely be rerolling failed to wounds against opponents at -1 toughness. You will have 20 WS5 I6 st4 ap3 attacks, and 27 st3 attacks (even these are amazing when rerolling to hit and wound against targets with -1t). They will munch ANYTHING in combat. If you really want give your inquisitor hammerhand for 30pts (its a primaris) and everyone will be striking at +1s. He will also get a free force sword to boot.
-you will have 5 ablative wounds that aren't important at all.
-you have an av14 hp4 bs4 vehicle that puts out 12 tl st5 ap5, 4 tl st7 ap4 rending and 1 mm shot. It is also an assault vehicle. This is the only landraider (due to psybolts) which is worth its points.

This unit is a nasty CC deathstar and pretty darn effective. You can also put them in an allied transport such as a caestus assault ram rather than a landraider and there are a number of variations on the unit for different metas.

Another fun way to outfit this unit is a null rod and take Karamazov to drop strikes on the unit's crusader models (usually the psyche out strikes on psychic units you get into combat).

Poly Ranger wrote:2. 3 acolytes, razorback with tl assault cannon and psybolts. 82pts.
-for 70pts you are getting a tank which puts out 4 bs4 tl st7 ap4 rending shots. That is excellent. The difference +1s makes to an assault cannon is huge!
-the acolytes can be kept cheap to unlock the psyback or you can pay 30pts extra and have 3 of them jumping out to flame/plasma/melt a unit at will.
-Can easily be spammed.

You can alternatively put a psyker instead of one acolyte in the transport and gain an extra warp charge, an extra attempt at invisibility, and a psychic shriek. Very worthwhile in many cases. Additionally even the basic heavy bolter with psybolt is 4 S6 shots at BS4 which is pretty good for a fair reduction in pts. You do note the psyker but I figured I would point it out.
Poly Ranger wrote:7. 1 psyker in each Inq unit.
-10pts per warp charge? Show me where else you get that in the game!


Poly Ranger wrote:3. 12 acolytes with bolters. 60pts.
-For the same stats (+1ld) and cost of a guardsman but with bolters and can be in units of upto 12. Can also take upto 3 special weapons. These put out a very points efficient amount of dakka.
-upgrade 1 to a priest for 20pts more and this unit will never run away.

Very good cheap bodies. With the priest and/or a fortification this unit can make a good on board tanking unit in a reserves based list.

Poly Ranger wrote:4. Inquisitor, 3 servitors with plasma cannons, 3 acolytes with plasma guns, bunker with ammo dump. 207pts
-Effectively an immobile av14 vehicle that puts out 3 st7 ap2 blasts between 24-36", the blasts + 3 plasma shots from 12-24", and the blasts + 6 plasma shots under 12". Rerolling 1's which is HUGE for plasma.
-Give the inquisitor a hellrifle for 15pts if you want to upgrade the firepower further.
-put in 5 psykers for a further 50pts and also have a st7 ap2 large blast on top of all the rest.

I would consider the plasmaguns to be optional. Just the plasma cannons, 1-2 monkeys, some henchmen bullet catchers and a possible psiocculam is a excellent version of this unit. It is good and cheap dakka.

Poly Ranger wrote:5. 3 acolytes. 12pts.
- you will not get a cheaper scoring unit in the game.
- if they are out of the way scoring somewhere, your opponent has to dedicate something to stop them... to stop 12pts. No matter what he/she uses, it will be inefficient.

It becomes hilarious when there are a number of buildings on the map and the opponent has to pop half a dozen of them to get rid of these little units.

Poly Ranger wrote:6. Inquisitor in allied unit with liber heresius and rad granades.
-unit gets buffs from liber. Scout and counter attack are essential for some units.
-opponents will be at -1t in combat.
-put in a plasma syphoon if opponent often spams plasma.
-go a different route if facing demons, eldar, grey knights etc and give a shooting unit an inquisitor with psyocculum for a bs10 unit.

Don't conget you can put the inquisitior in a unit with a dedicated transport and scout 12" forward...like a landraider with Crusaders and priests or a TH/SS termi unit. Scout on these units makes them vastly better.

Poly Ranger wrote:8. Inquisitor with power armour tanking wounds for a unit. 33pts.
-put him at the front of a unit of say, sternguard. The opponent now has to take off 3 t4 (due to majority toughness) wounds before killing any sternguard. That is literally twice as many wounds per point they have to deal with.

Also remember that you can get terminator armour on a mal inq. Sometimes it is worth it and sometimes not.

Poly Ranger wrote:9. Inquisitor, 3 servitors with plasma cannons, 5 psykers, chimera with 2 heavy bolters and psybolts. 200pts.
-sit back at 36" range and pepper the opponent with a large st7 ap2 blast, 3 st7 ap2 blasts and 6 st6 ap4 shots. Unlike the bunker, this can move to get in range of gunlines.
-5 models can still shoot from an inquisition chimera.

Keep the monkies in mind as their abilities can significantly improve the plasma cannons; like +12" range or rending. Also psyocculum can be a very nice upgrade.

Poly Ranger wrote:11. Servo skulls. 3pts each.
-scatters d6" less (think BA VVs)
-reroll blast scatters (this can be huge)
-stop opponents infiltrating.
- FOR THREE POINTS!!!!

These things are worth ten times their pts against some lists. I would say that if you take an inquisitor you should always try to take 3 of them. They are just that good.

Poly Ranger wrote:12. 8 jereko in a bunker with ammo dump. 360pts (expensive - I don't rate this one too highly but some others do).
-8 lascannon shots a turn.
-tucked away nice and tight in av14.
-reroll 1's to hit.

I would always try to avoid putting more than 3 monkeys in a single unit as you loose their customization ability by doing so.


Another interesting pick is the void shield relay with pipes. Take a bunch of double HB psybolt chimera, w/ 3x monkey and some ablative henchmen. The void shields make the entire line very tough to kill, the pipes make the heavy flamers torrent and give the chimera a 4+ cover save. When out of 18"+template range the monkeys can deal out some lascannon love and if faced with vehicles you can hit them with MM. There are a number of variations of this idea but the essential point is stacking flame throwers in transports behind a promethium pipe and getting some decent long rang anti tank and MC in there somewhere.

   
Made in gb
Prophetic Blood Angel Librarian




Very good points! I totally forgot about the monkeys customization being lost on a 7+ too!


Automatically Appended Next Post:
I also forgot to include crusaders in the list of things to focus on- as pointed out by Paradigm and ansacs these are also worth looking at.
I like your inq karamazov + shooting the orbital strike at crusaders locked in combat ansacs - hilarious!

This message was edited 1 time. Last update was at 2014/08/11 22:41:41


 
   
Made in us
Executing Exarch





McKenzie, TN

It is funny that that one little unit has so much utility wrapped into it. If they could be objective secured there would actually be bunch of power builds around this codex. As is they make great allies for almost any imperium army.

Karamazov is just awesome, one of the most interesting and colorful characters in the game. There are a ton of great uses for him and he does a good job anchoring a blobb squad. Another really fun way to use his ability is on white scars bike units which can jink to reduce the damage and whose bases are large enough to minimize damage, just make sure to shoot karamazov after the bike unit shoots.

He can also be great to remove IG speed bump units when you need them gone. (in a DKoK assault list with infantry squads he becomes god like).
   
Made in us
Been Around the Block




New York

Thanks guys I just read through this and I was seeing this potential but not realizing it. I am figuring it out though…

I'm trying to pull an allied BA list with =I= and I can't find a winning combo but this gives me a lot to work with. My problem is firepower, no assault and your suggestions give me a lot to work with. I think I will be seeing some servitors hit the table in the near future.

   
Made in us
Executing Exarch





McKenzie, TN

An interesting option would be a stormraven loaded with a crusader deathstar. The unit has a decent chance of surviving getting shot down and the stormraven can be switched to hover mode and charged out of.

Another interesting option would be to attach hammer hand xeno inquisitors with all their grenades to a large assault squad in a landraider redeemer and give the inquisitor the Liber Heresius so the unit can scout before the game.

The best BA lists I have seen are stormraven spam and ObjSec landraider spam. I think you could probably pull off a pretty good 2 ObjSec landraider and AV13 baal preds and vindicator list with one of the landraiders scouting due to the Liber Heresius. The stormraven spam could be a lot better with cheap inquisition units mixed in to knock troops off objectives and act as cheap units to keep you on board turn 1.

An inquisition landraider crusader would make a superior transport for Mephiston and you could gain some extra WC for Mephy to use.

Another fun unit would be a deathstar with Mephy, Cypher, Corbulo, termi psycannon Malleus Inquisitors w/ liber, and Karamov. The unit can infiltrate, scout, has average Toughness 6 (or 9 if you get Iron Arm), and actually has decent ranged damage output. It is however an almost 900 pts unit so it is definitely a for kicks sort of thing.
   
Made in us
Been Around the Block




New York

Right now we're playing 3000 point games, with two armies a side so each person brings a 1500 point list.

I'm leaning towards a lot of the cheaper options, but I do have two Landraiders. I may need to acquire a StormRaven soon though.

   
Made in us
Been Around the Block




New York

So I've been reading the Codex with a fine tooth comb and I am coming up against a big question regarding something I seem to be missing:

PsyBolt Ammo.

Many of you suggest that I equip my tanks and elites with it but I see no place in the codex that allows for this. They are not listed as a vehicle upgrade and not as an option for Acolytes. What am I missing?

I am having a really hard time navigating these digital codex books so maybe I'm missing something.

Also my next question regard Acolytes:

I have an Acolyte squad that is already painted that was based off the 3rd Edition codex that I love, and I want to keep it as is. But I'm noticing the difference in price between Bolters and Hot Shot Lasguns.

Can anyone explain why a Hot Shot is 5 pts and a Bolter is 1 pts?



This thread has been awesome as it has helped me think creatively about how to re position the models I do have painted and make them work for game play. There will be a DeathCult Assassin and Crusader squad w =I=, a Servitor squad with =I=, and several acolytes if need be.

I think the squad I am the most excited about is the 3 person squad of two acolytes and the psyker for 18 pts. Their the mutants that are put through the meat grinder to prove their loyalty. I love it.

Anyway if you can help me out with my questions regarding the psybolts and hot shots that would be awesome. The psybolts seem like a great option but I can't seem to make them legal on vehicles as I can't find the wording that makes it so.

   
Made in au
Thinking of Joining a Davinite Loge






fireangel wrote:
So I've been reading the Codex with a fine tooth comb and I am coming up against a big question regarding something I seem to be missing:

PsyBolt Ammo.

Many of you suggest that I equip my tanks and elites with it but I see no place in the codex that allows for this. They are not listed as a vehicle upgrade and not as an option for Acolytes. What am I missing?

I am having a really hard time navigating these digital codex books so maybe I'm missing something.

Also my next question regard Acolytes:

I have an Acolyte squad that is already painted that was based off the 3rd Edition codex that I love, and I want to keep it as is. But I'm noticing the difference in price between Bolters and Hot Shot Lasguns.

Can anyone explain why a Hot Shot is 5 pts and a Bolter is 1 pts?



This thread has been awesome as it has helped me think creatively about how to re position the models I do have painted and make them work for game play. There will be a DeathCult Assassin and Crusader squad w =I=, a Servitor squad with =I=, and several acolytes if need be.

I think the squad I am the most excited about is the 3 person squad of two acolytes and the psyker for 18 pts. Their the mutants that are put through the meat grinder to prove their loyalty. I love it.

Anyway if you can help me out with my questions regarding the psybolts and hot shots that would be awesome. The psybolts seem like a great option but I can't seem to make them legal on vehicles as I can't find the wording that makes it so.


Inquisitorial Vehicle Equipment list, page directly above Corteaz in the army builder at the back.

As to hotshots, random pricing? They have there uses no doubt, something like jumping out of a valk and blowing away an objective holding squad. Bolters sit back, but if you're playing an up-and-in-your-face, hotshots may serve you better.

My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
 
   
Made in au
Missionary On A Mission




Australia

Hotshot Lasguns are S3, AP3 while Boltguns are S4, AP5. AP3 means you're completely ignoring Power Armour and equivalent armour, however the Hotshot Lasgun has a lower strength so won't be putting out as many wounds in the first place. Being able to ignore power armour is good, but not something to throw points away on (a Hotshot Lasgun by itself costs the same as another full Flak-Armour Boltgun Acolyte). If the target is in cover, has invulnerable saves, has 2+ armour or has only 5+ or 6+ armour (e.g. most Orks or Guard) then you'll probably be better off with a Boltgun.



 
   
 
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