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Made in us
Crazed Cultist of Khorne




Thinking of starting a 1500-1850 point force based on an inquisitor (with an additional assassin) being the main part of the points. Anyone have any experience of making it work without relying too much on forces outside of the inquisiton codex. I also have a fair bit of guard, but don't really want to rely on it too much.

As a side note, also really like the idea of bringing the Psykana formation, one of the Inquisitors bringing his personal pool of psykers. Any ideas for this one beyond just daemon summoning?
   
Made in us
Discriminating Deathmark Assassin




Roswell, GA

I am attempting to do something Similar with them but also using Grey Knights.

It seems like the Inquisition codex is more of a complement to another army then to be taken on their own.

You could do something that resembles a Guard army with units of Acolytes and sprinkle in other henchmen as needed.
   
Made in us
Krazed Killa Kan






A base Inq army IMO tends to play out similar to a Chimera Vet Guardsmen list where you out your psudo guardsmen in their 5 fireport chimeras and perform drivebyes with a mix of 3 special weapons, usually a psyker throwing out psychic shriek, and/or jokaero flinging digital lascannon/melta/poo at the enemy. The other unit that works for Inq is the Crusader + Assasin + Priest unit that is a fairly decent melee unit with ok killing power. Pure Inq has a lot of holes in its arsenal but what it does best is augment its allies and fill holes in their army.

Personally I run an Inq army that is made up of a combination of any of the following
Grey Knights, Militarum Tempestus and soon ill have my Skyhammer Space Marines and Deathwatch ready to go as well.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Gore-Soaked Lunatic Witchhunter







The Inquisition book is more doable as a pure army than most; it isn't overly flexible but you can make a functional mechanized army with it. Bolter-armed Acolytes, lots of special weapons, 10pts to add an extra Mastery level to any squad, and any transport you feel like give you lots of directions to go in. You probably want to figure out good inexpensive models for various Henchmen; you're going to want a good number of Crusaders, Death Cult Assassins, Acolytes, Priests, and Psykers. Mystics are useful if you're using Deep Striking allies, Joakero and Servitors are useful in backfield support squads since they're your only real source of long-range firepower, Daemonhosts are unreliable and unhelpful, and Arco-Flagellants are almost always worse than DCA.

If you want to focus on the Inquisition element Guard aren't great Allies since they do pretty similar things (Inquisition allies for a Guard army are fantastic since you can spread cheap psykers around, but if you're building a mechanized Inquisition army all the Guard really gives you is Sentinels and Russes). Grey Knights, Deathwatch, and Space Marines of one sort or another would all be more useful (fast units, melee units, more psykers/folks that can make use of the psychic dice, tougher units).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
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Made in gb
Storm Trooper with Maglight





You can build a very characterful Inquisition army using the Inquisition codex plus allies.

I personally have an Ordo Xenos themed army, where fluffwise I just treat the Astra Militarum units as more Henchmen. I've also added a couple of Deathwatch Kill Teams to the force recently.

If you really want to just use the Inquisition codex then as AnomanderRake mentions, mechanised is probably your best bet.
   
Made in nl
Longtime Dakkanaut






Yes I have and it is lots of fun.

There are a few builds that I can recommend to look at.

-MSU'íng in general. Inquisition has one of the best options at MSU'ing this opens tons of backfield options

-PSY heavy bolter Chimera spam with 5 nasty shooty dudes inside. Works like a charm.

-Cheap power dice generation. Just take a psyker in every squad and you will soon have more dice than any GK player could ever dream of. An allied Imperial guard Psycana formation just puts this build in overdrive.

- Expensive nasty melee henchmen squads in a landraider.
This seems silly with guard base stats and sure they will get mowed down in a competitive setting but those fearless squads with rerollable 3++ and 2+ saves mixed in with a melta bombz + a huge amount of power sword attacks are nothing to be sneezed at.

This message was edited 2 times. Last update was at 2016/10/11 14:06:09


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Made in us
Gore-Soaked Lunatic Witchhunter







 oldzoggy wrote:
...-Cheap power dice generation. Just take a psyker in every squad and you will soon have more dice than any GK player could ever dream of...


Addendum to this: The cheapest psychic die in the game outside the Inquisition book is 30pts in a Seer Council. The cheapest psychic die in the Inquisition book is 18pts (3-man Henchmen squad, psyker and two naked Acolytes).

This message was edited 1 time. Last update was at 2016/10/11 14:05:52


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in nl
Longtime Dakkanaut






Ow and do look at the grenades the special Inq grenades are insanely good. They are still the original Matt ward GK grenades and can completely cripple your opponent.

Inactive, user. New profile might pop up in a while 
   
Made in us
Discriminating Deathmark Assassin




Roswell, GA

 oldzoggy wrote:
Yes I have and it is lots of fun.

There are a few builds that I can recommend to look at.

-MSU'íng in general. Inquisition has one of the best options at MSU'ing this opens tons of backfield options

-PSY heavy bolter Chimera spam with 5 nasty shooty dudes inside. Works like a charm.

-Cheap power dice generation. Just take a psyker in every squad and you will soon have more dice than any GK player could ever dream of. An allied Imperial guard Psycana formation just puts this build in overdrive.

- Expensive nasty melee henchmen squads in a landraider.
This seems silly with guard base stats and sure they will get mowed down in a competitive setting but those fearless squads with rerollable 3++ and 2+ saves mixed in with a melta bombz + a huge amount of power sword attacks are nothing to be sneezed at.



What it one of your MSU units usually composed with?
   
Made in us
Krazed Killa Kan






 AnomanderRake wrote:
 oldzoggy wrote:
...-Cheap power dice generation. Just take a psyker in every squad and you will soon have more dice than any GK player could ever dream of...


Addendum to this: The cheapest psychic die in the game outside the Inquisition book is 30pts in a Seer Council. The cheapest psychic die in the Inquisition book is 18pts (3-man Henchmen squad, psyker and two naked Acolytes).


If you want to get REALLY technical a Weirdboy is slightly cheaper than a Seer Council as 45 points gets 1 Warp Charge from being ML1 and generates an extra charge from being around 10 other Orks. A) being around that many Orks is almost always the case for a Weirdboy and B) if your doing some unbound craziness you could create a giant unit of Weirdboys to act as a psychic battery in the backfield ........ Actually why do the Orks not have a formation like this? This is exactly what an Ork Warboss would do (imagine a bunch of weirdboyz all chained together with a painboy keeping them alive as they supercharge a Weirdboy to fire off micro warp storms).

Also to a point you made earlier, Inq and Artillery Guard go together like red paint and a wagon. Cheap psykers + those servo skulls make for some accurate and potentially high cover save artillery lines.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in be
Wicked Warp Spider





 oldzoggy wrote:
Ow and do look at the grenades the special Inq grenades are insanely good. They are still the original Matt ward GK grenades and can completely cripple your opponent.


Do you mean designed by Matt Ward, or they contain some Matt Ward?

Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in us
Discriminating Deathmark Assassin




Roswell, GA

 Kaiyanwang wrote:
 oldzoggy wrote:
Ow and do look at the grenades the special Inq grenades are insanely good. They are still the original Matt ward GK grenades and can completely cripple your opponent.


Do you mean designed by Matt Ward, or they contain some Matt Ward?


You have read Ward's stuff you know a part of him is in every grenade.
   
Made in nl
Longtime Dakkanaut






 Vash108 wrote:


What it one of your MSU units usually composed with?


It depends on the role on the battle field.
Here are some examples I like to run.

-2x dude with lasgun + 1 psyker. -> Dirt cheap disposable unit useful for both area control / deepstrike denyal and the production of warp charges.
-3x heavy bolter servitor + Inquisitor with conversion beamer. + optional dudes with lasguns for extra wounds.
-3x dude with plasma gun -> Nice for shooting out of the chimera's and mowing down stuff.

And there are the cheeky ones. They are really fragile so need to be out of line of sight at all time but they sure can pack a punch so they can't be ignored.
-2x dude with lasgun + 1 Melta gun.
-3 Death cult assasins.



Inactive, user. New profile might pop up in a while 
   
Made in us
Discriminating Deathmark Assassin




Roswell, GA

 oldzoggy wrote:
 Vash108 wrote:


What it one of your MSU units usually composed with?


It depends on the role on the battle field.
Here are some examples I like to run.

-2x dude with lasgun + 1 psyker. -> Dirt cheap disposable unit useful for both area control / deepstrike denyal and the production of warp charges.
-3x heavy bolter servitor + Inquisitor with conversion beamer. + optional dudes with lasguns for extra wounds.
-3x dude with plasma gun -> Nice for shooting out of the chimera's and mowing down stuff.

And there are the cheeky ones. They are really fragile so need to be out of line of sight at all time but they sure can pack a punch so they can't be ignored.
-2x dude with lasgun + 1 Melta gun.
-3 Death cult assasins.




I may have to incorporate some of that into my list once our Escalation points get higher. I have been trying to find a good way to get get GK and Inquisition together.
   
Made in us
Crazed Cultist of Khorne




 AnomanderRake wrote:
The Inquisition book is more doable as a pure army than most; it isn't overly flexible but you can make a functional mechanized army with it. Bolter-armed Acolytes, lots of special weapons, 10pts to add an extra Mastery level to any squad, and any transport you feel like give you lots of directions to go in. You probably want to figure out good inexpensive models for various Henchmen; you're going to want a good number of Crusaders, Death Cult Assassins, Acolytes, Priests, and Psykers. Mystics are useful if you're using Deep Striking allies, Joakero and Servitors are useful in backfield support squads since they're your only real source of long-range firepower, Daemonhosts are unreliable and unhelpful, and Arco-Flagellants are almost always worse than DCA.

If you want to focus on the Inquisition element Guard aren't great Allies since they do pretty similar things (Inquisition allies for a Guard army are fantastic since you can spread cheap psykers around, but if you're building a mechanized Inquisition army all the Guard really gives you is Sentinels and Russes). Grey Knights, Deathwatch, and Space Marines of one sort or another would all be more useful (fast units, melee units, more psykers/folks that can make use of the psychic dice, tougher units).


The mechanised route was the idea I was going for, plenty of chimeras backed up by a land raider or 2. May have to look at some of the more specialist marines, put together a few force ideas and it always tends to look incredibly squishy once they get out of their boxes!

Basically want to put together an elitish army with lot's of weird rules but won't necessarily get tabled in 3 turns in a normal game!
   
Made in us
Discriminating Deathmark Assassin




Roswell, GA

Punisher23 wrote:
 AnomanderRake wrote:
The Inquisition book is more doable as a pure army than most; it isn't overly flexible but you can make a functional mechanized army with it. Bolter-armed Acolytes, lots of special weapons, 10pts to add an extra Mastery level to any squad, and any transport you feel like give you lots of directions to go in. You probably want to figure out good inexpensive models for various Henchmen; you're going to want a good number of Crusaders, Death Cult Assassins, Acolytes, Priests, and Psykers. Mystics are useful if you're using Deep Striking allies, Joakero and Servitors are useful in backfield support squads since they're your only real source of long-range firepower, Daemonhosts are unreliable and unhelpful, and Arco-Flagellants are almost always worse than DCA.

If you want to focus on the Inquisition element Guard aren't great Allies since they do pretty similar things (Inquisition allies for a Guard army are fantastic since you can spread cheap psykers around, but if you're building a mechanized Inquisition army all the Guard really gives you is Sentinels and Russes). Grey Knights, Deathwatch, and Space Marines of one sort or another would all be more useful (fast units, melee units, more psykers/folks that can make use of the psychic dice, tougher units).


The mechanised route was the idea I was going for, plenty of chimeras backed up by a land raider or 2. May have to look at some of the more specialist marines, put together a few force ideas and it always tends to look incredibly squishy once they get out of their boxes!

Basically want to put together an elitish army with lot's of weird rules but won't necessarily get tabled in 3 turns in a normal game!


Could always mix in some of the new Deathwatch. I have been eyeballing them since they came out. I like their weapon and unit options.

This message was edited 1 time. Last update was at 2016/10/11 16:12:38


 
   
Made in nl
Longtime Dakkanaut






Deathwatch isbfluffy but also quite squishy . They are in essence just tooled up expensive marines with only 1 w and a 3+ Sv. Normal marines might be a better match if you are looking for Tanky stuff

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