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Made in gb
Stubborn Dark Angels Veteran Sergeant






Here's a potentially cheesy list abusing the cheapness of Inquisition squads, transports and warp points. 4 CADs of them.

Inquisitor - Psyker level 1 - 2 servo skulls
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo

Inquisitor - Psyker level 1 - 2 servo skulls
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo

Inquisitor - Psyker level 1 - 2 servo skulls
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo

Inquisitor - Psyker level 1 - 2 servo skulls
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo
Henchmen - 2x acolyte, 1x psyker. - Razorback w/ HB & Psybolt ammo

1000 points

That's 12 razorbacks, with str 6 heavy bolters, 12 small squads, and 16 warp charge points for only 1000 points.

The inquisitors will all roll on Malefic powers. Summoned units will be brought in more accurately with the servo skulls.

The list has a very obvious lack of anti armour weaponry. Daemons will be summoned to counter armoured threats. With 16 + d6 power dice per turn should give a good chance of spawning 2 units per turn.

Any thoughts?

Edit: Am I right in thinking that the henchmen psykers can not be used to summon, as they do not generate their powers?

This message was edited 1 time. Last update was at 2014/11/20 08:00:30


 
   
Made in gb
Dakka Veteran





Lots of warp charge is nice, but there's not much in the way of killing power. S6 heavy bolters will only do so much. Also you won't be able to use servo skulls to guide the daemons DS as they aren't "friendly" units (Come The Apocalypse).
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






You are right about the allies and servo skulls. Which is a shame.
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Codex: inquisition can only take sanctic powers, per their updated rules once 7th dropped. I can double check my codex, but I'm pretty sure the inquisition can't summon daemons.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






 Crazyterran wrote:
Codex: inquisition can only take sanctic powers, per their updated rules once 7th dropped. I can double check my codex, but I'm pretty sure the inquisition can't summon daemons.
There is no FAQ for inquisitors on the FAQ list. Are you thinking of grey knights? The are limited to sanctic powers.
   
Made in gb
Regular Dakkanaut




 Big Blind Bill wrote:
Edit: Am I right in thinking that the henchmen psykers can not be used to summon, as they do not generate their powers?
Henchmen psykers do generate their powers, per the newest update of the 7th Ed Inquisition ebook.
Psykers generate powers from the Daemonology (Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines.

Note that it's an eBook, so they don't have FAQs. Instead, they just update themselves. CrazyTerran is right.

You seem to have missed that memo, so the updates were (from memory)...
Deathcult Assassins only have power swords (instead of power weapons). Ditto for crusaders (and so all the players that were trying to represent arbites growled). Psykers (whether inquisitors or henchmen) generate powers from the BRB.
Chimeras didn't get changed into their new Imperial Guard version (with 5 fire points getting turned into 2 firepoints and a pair of lasgun arrays), nor did they get a price hike. Don't know why. Razorbacks weren't changed in price either. Perhaps it will be updated again soon.

This message was edited 1 time. Last update was at 2014/11/20 12:28:13


 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






It not a good sign that you have to go hunting for rules in a game lol.

Ok after some searching it seems you are right.

Quite sad that GW decided not to support radical inquisitors anymore. I guess radical and the summoning in the title will have to go.

The list will still work as a pure MSU list, with all points spent on psychic powers instead put into special weapons.
   
Made in gb
Regular Dakkanaut




How do you plan to use the psykers? They won't be able to cast spells while inside the razorbacks (only produce warp charges), and they're so small that they won't last long outside them.
If you're willing to spend some time outside of transports, then how about dropping some of the master levels from the inquisitors? Dropping 3 levels will free up enough points for another inquisitor and 3 more squads henchmen squads (each of 1 psyker / 2 acolytes) with 11 points to spare.

You might also want to drop some of those skulls, as you have no deep-striking units and (other than a few psychic powers, many of which are short ranged) you have very few blasts.


Spoiler:

Quite sad that GW decided not to support radical inquisitors anymore.
GW is fine with loyalist Space Marines summoning daemons, but Inquisitors are well known for their avoidance of all things daemonic.
Daemonhosts? Daemonblades? All the fluff ever? Sorry, I can't hear you over the sound of those Marines "Forging the Narrative".
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






If they could summon, the plan was to keep the psykers in the razorbacks to generate charges, and only disembark 2 squads per turn to actually cast the powers.

As they can no longer summon, the whole point of having so many warp charges is wasted. I'd change the list to something like this instead:

Inquisitor
Henchmen - 3x acolyte w/plasmaguns - Razorback w/ HB & Psybolt ammo
Henchmen - 3x acolyte w/plasmaguns - Razorback w/ HB & Psybolt ammo
Henchmen - 3x acolyte w/meltaguns - Razorback w/ HB & Psybolt ammo

Inquisitor
Henchmen - 3x acolyte w/meltaguns - Razorback w/ HB & Psybolt ammo
Henchmen - 3x acolyte w/meltaguns - Razorback w/ HB & Psybolt ammo
Henchmen - 3x acolyte w/meltaguns - Razorback w/ HB & Psybolt ammo

Inquisitor
Henchmen - 3x acolyte w/bolters - Razorback w/ HB & Psybolt ammo
Henchmen - 3x acolyte w/bolters - Razorback w/ HB & Psybolt ammo
Henchmen - 3x acolyte w/bolters - Razorback w/ HB & Psybolt ammo

Inquisitor
Henchmen - 3x acolyte w/bolters - Razorback w/ HB & Psybolt ammo
Henchmen - 3x acolyte w/bolters - Razorback w/ HB & Psybolt ammo
Henchmen - 3x acolyte w/bolters - Razorback w/ HB & Psybolt ammo

980 points

20 point sleft over to play with. Not sure about the plasma, might take more melta instead.
   
 
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