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Made in au
Regular Dakkanaut




Hey Boyz! Getting back into 40k after 6+ years, and I got a couple of lists rattling round in my skull.
So here's my Inquisitorial Strike Force for your consideration. I have a lot of these models left over from back in the day, but I have some conversion ideas and forgeworld models Id like to add.
Its a pretty basic theme, a couple of Inquisitors and an Admech Techpriest have joined forces to strike down the enemies of blah blah blah. I'll get to the list then go over what my conversion / counts as ideas are.

Salamanders CAD - 811pts

Techmarine - 90pts
- MC Power Axe (from chapter tactics)
- Servo Harness

Dreadnaught - 100pts
- MM
- Fist w/ Stormbolter

Scouts - 93pts
- 6 Scouts
- 5x CCW, Bolt Pistol
- Missle Launcher
- Camo Cloaks

Scouts - 93pts
- 6 Scouts
- 5x CCW, Bolt Pistol
- Missle Launcher
- Camo Cloaks

Stormtalon - 115pts
- TL Assault Cannon
- Skyhammer Missile Launcher

Stormtalon - 115pts
- TL Assault Cannon
- Skyhammer Missile Launcher

Stormraven - 205pts
- TL Lascannon
- TL Multimelta
- Extra Armour
- 4x Stormstrike Missiles

Inquisitorial Detatchment - 758pts

Malleus Inquisitor - 80pts
- Terminator Armour
- Daemonhammer
- Psycannon

Henchmen Warband - 202pts
- 8x Acolytes w/ bolters and carapace
- 2x Jokero Weaponsmiths
- Chimera w/ 2x Hvy Bolters and Psybolt ammo

Henchmen Warband - 238pts
- 8x Acolytes w/ bolters and carapace
- 2x Jokero Weaponsmiths
- 2x Acolytes w/ plasmaguns and carapace

Henchmen Warband - 238pts
- 8x Acolytes w/ bolters and carapace
- 2x Jokero Weaponsmiths
- 2x Acolytes w/ plasmaguns and carapace

Inquisitorial Detatchment - 428pts

Xenos Inquisitor - 78pts
- lvl 1 Psyker
- Force Sword
- Rad grenades
- Power Armour

Henchmen Warband - 152pts
- 3x Crusaders
- 3x Death Cult Assassins
- Arco Flagellant
- Priest
- 2x Acolytes w/ laspistol, flak
- Acolyte w/ Flamer, flak

Henchmen Warband - 99pts
- 3x Acolytes w/ laspistol, flak
- 3x Acolytes w/ meltagun, flak
- Razorback w/ TL Hvy Bolter, Psybolt ammo

Henchmen Warband - 99pts
- 3x Acolytes w/ laspistol, flak
- 3x Acolytes w/ meltagun, flak
- Razorback w/ TL Hvy Bolter, Psybolt ammo

Total - 1997pts

Yeah, pretty self explanitory, tactics wise. The Chimera squads roll around taking objectives with the Malleus Inq. Razorback/melta suicide squads pop some heavies. The stormraven has the Xenos Inq, combat henchmen squad and dreadnaught.
Here's the interesting bit though. The scout squads set up in reinforced cover with the Techmarine, getting 2+ cover save, and taking pot shots with the missile launchers. So the only way to get them out of there is to close in with flamers and assault. With Salamanders chapter tactics they get 4+ FNP from templates. When they do get assaulted, they've got the extra attack and the Techmarine for support. Theyre not going to be able to stand up to any big close combat nasties, but anything short of that they'd be able to handle. Pretty good objective camping strategy in my opinion.
It's got pretty good armour saturation, 9 low to medium AV vehicles. The Jokeros make the chimera squads very flexible. Lots of S6 heavy bolter shots for hordes and light armour.
The Xenos Inq combat squad while not having the best stat lines, have great special rules synergy. -1T from Rad nades added to +1S from hammerhand is cool, (instant death for T3 characters anyone?). Lots of power weapons re-rolling wounds. Or lots of rerolling invuln saves.

Here's my counts as / conversion ideas.
The techmarine will use the FW Magos Macrotek Enginseer model, and the arco flagellant is a servitor from the same kit.
The scouts will be Skitari Rangers bodies and heads. And the pistols and ccws from the Sicarian Infiltrators. Although I don't know how I'm going to make the missile launchers work.
Carapace armoured Acolytes will use the bodies from Genestealer Cult Neophyte Hybrids, and the heads from Skitarii Vanguard.
The Jokero Weaponsmiths (I cant stand those stupid models) will be FW Scyllax Guardian Automata.

So yeah, opinons, ideas, criticisims, advice?
Cheers from the Jakman
   
Made in us
Preacher of the Emperor





Denver, CO, USA

You've got a few of the Inquisition builds in there that I have been considering. I don't have any real feedback, but I like your unit count and mobility. I'll be interested to hear how those henchman squads play.

What's your loadout logic with the bolter/carapace henchmen, and which models are you using?

   
Made in us
Chaos Space Marine dedicated to Slaanesh





Florida

Like the list, Inq is awesome.
- I would drop the dread, esp when your putting him in the raven, just another 100pts that dies when the raven is intercepted.
-Keeping the raven unit minimal points with maximum potential is key esp as an assault vehicle. Looks like you are doing this well!
-Take Coteaz with the chimera units. Getting that sweet sweet ObSec.

2500 Emperor's Children
5000 Inquisitorial Forces  
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Look at the Storm Raven/Talon formation. You've already got the models in there and so could essentially have the bonuses for free.

Put Psykers in as many henchmen squads as possible. 1WC for 10pts is the cheapest in the game.

Take the Liber Heresius on one of your Inquisitors. (It doesn't have to be on a Hereticus Inq.)

Hammerhand now gives +2S, and is in Sanctic, meaning your Inquisitor, if he gets it (which he probably won't) will Perils on any doubles roll. If you want reliable Hammerhand, you need Grey Knights. (Also, Sanctuary on Crusaders with the Priest is amazing--re-rolling 2++.)

If the Dread doesn't have a Pod, cut it.

In the CC Warband, I'd cut the acolytes and take more DCA and Crusaders. That 3++ is vital for the unit to ever make it into combat. My Woundmill is 4 DCA, 4 Crusaders, Psyker, Priest (and sometimes another Priest if I have the points). Even doing a disordered charge they get 12 WS6 S4 AP3 I6 attacks, enemy -1T (Rad Grenades), re-rolling hits (Hatred) and Wounds (Hymns). I've wiped out a whole 20 Boyz before (bc of combat resolution) and lost nothing in return. I've killed two Guard command squads in one charge. Yours is almost there, but not quite. Go all the way!
Roll the Psyker on Divination and you'll definitely have Prescience, so you can reroll Hits in subsequent rounds, and maybe some other bonus like a 4++ on everyone.
The also need a delivery system, a LR being the best option (since they can assault out of it). Foot-slogging across the field will see them all dead before they reach combat.

If I were to redo your Inquisition part of the list, it would look like this:
Spoiler:

Inquisitorial Detatchment - 790pts

Coteaz - 100pts

Henchmen Warband - 212pts
- 8x Acolytes w/ bolters and carapace
- 2x Jokero Weaponsmiths
- Psyker
- Chimera w/ 2x Hvy Bolters and Psybolt ammo

Henchmen Warband - 239pts
- 7x Acolytes w/ bolters and carapace
- 2x Jokero Weaponsmiths
- 2x Acolytes w/ plasmaguns and carapace
- Psyker

Henchmen Warband - 239pts
- 7x Acolytes w/ bolters and carapace
- 2x Jokero Weaponsmiths
- 2x Acolytes w/ plasmaguns and carapace
- Psyker

Inquisitorial Detatchment - 696pts

Xenos Inquisitor - 93pts
- lvl 1 Psyker
- Force Sword
- Rad grenades
- Power Armour
- Liber Heresius

Henchmen Warband - 405pts
- 4x Crusaders
- 4x Death Cult Assassins
- Priest
- Psyker
- Dedicated LRC

Henchmen Warband - 99pts
- 3x Acolytes w/ laspistol, flak
- 3x Acolytes w/ meltagun, flak
- Psyker
- Rhino

Henchmen Warband - 99pts
- 3x Acolytes w/ laspistol, flak
- 3x Acolytes w/ meltagun, flak
- Psyker
- Rhino


This gives you significantly fewer points for your Salamanders, but it has some definite better tactics.
The melta acolytes can now shoot out of their transports, rather than having to get out. This makes them better at killing vehicles, and the loss of 6 S6 shots isn't going to be noticed much.
Six additional WC will make a huge difference in getting off important powers and denying the enemy. With six more rolls on whatever tables you want, you can also vastly improve the versatility of the army. Telekinesis has a 12" move or a S10 large blast! Divination has rerolls, 4++, and reserves manipulation. And Telepathy has Shriek, Invisibility, and a rally power (which can be useful on these lower Ld units).
Coteaz, for 100pts, is a much better value than Mr Malleus Psycan. PML2 and IBEY are great, especially at board control.

With the fewer points for the Marines, I'd go like this:

Spoiler:

Salamanders CAD - 276pts

Techmarine - 90pts
- MC Power Axe (from chapter tactics)
- Servo Harness

Scouts - 93pts
- 6 Scouts
- 5x CCW, Bolt Pistol
- Missle Launcher
- Camo Cloaks

Scouts - 93pts
- 6 Scouts
- 5x CCW, Bolt Pistol
- Missle Launcher
- Camo Cloaks

Stormwing Formation - 430pts

Stormtalon - 115pts
- TL Assault Cannon
- Skyhammer Missile Launcher

Stormtalon - 115pts
- TL Assault Cannon
- Skyhammer Missile Launcher

Stormraven - 200pts
- TL Lascannon
- TL Multimelta
- 4x Stormstrike Missiles


You're now at 2192pts, which means cutting some stuff. I'd recommend a Henchmen unit, and use the few extra points to bolster the Scouts, give the SR some upgrades back, etc.

This message was edited 5 times. Last update was at 2017/01/09 18:50:00


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in au
Regular Dakkanaut




 MacPhail wrote:
You've got a few of the Inquisition builds in there that I have been considering. I don't have any real feedback, but I like your unit count and mobility. I'll be interested to hear how those henchman squads play.

What's your loadout logic with the bolter/carapace henchmen, and which models are you using?


My reasoning is all about the AP values. I used to play guard, and having a 5+ save that gets ignored almost all of the time HURTS. Buying carapace pretty much doubles the points cost of the model, but the survivability increase is huge. Also helps for keeping those plasma guns alive when they get hot. On the flip side, being able to ignore said 5+ saves, for 1 point, is pretty hard to pass up. Tactics wise, they drive up to a defensible spot, while shooting out the back, and hold ground once they're forced out. The way I understood the rules, Jokeros special rules apply to the whole squad for the duration of the game. Having 2 Jokeros in the squad guaruntees 2 of the following for the whole squad, +12 range, +1 save, rending, 5++ save. So you get 36 inch rending bolters? 36 inch plasma? Power armour? Yes please!

As for the models, I'm planning on using Genestealer Cult Neophyte legs and torsos, Skitarii Vanguard heads, and SM arms with no shoulder pads. And ill do my best to get rid of the Nid icons. I saw pics of models like this, looks the part. And the Jokeros will be FW Scyllax Guardian Automata, cos those space monkeys look like garbage!


Automatically Appended Next Post:
 ChobitsCrazy wrote:
Like the list, Inq is awesome.
- I would drop the dread, esp when your putting him in the raven, just another 100pts that dies when the raven is intercepted.
-Keeping the raven unit minimal points with maximum potential is key esp as an assault vehicle. Looks like you are doing this well!
-Take Coteaz with the chimera units. Getting that sweet sweet ObSec.


Forgive me, I'm still getting back into the rules, and I've never played with flyers before. (they were FW exclusives last I played). I was under the impression they were pretty hard to shoot down until they entered hover mode, in order to deploy the cargo. Except for dedicated anti air obviously.
I understand that the raven is an assault vehicle, can the Dread charge on the turn he gets out, like the squad? The idea was to get out infront of something like a Landraider, multi melta it, then charge the contents. Would that work?
I've been considering using Coteaz, you really think he's worth it? His combat ability seems sub par for 100pts model, but I suppose you're paying for the special rules.

This message was edited 1 time. Last update was at 2017/01/10 10:21:48


 
   
Made in au
Regular Dakkanaut




 Elric Greywolf wrote:
Look at the Storm Raven/Talon formation. You've already got the models in there and so could essentially have the bonuses for free.

Put Psykers in as many henchmen squads as possible. 1WC for 10pts is the cheapest in the game.

Take the Liber Heresius on one of your Inquisitors. (It doesn't have to be on a Hereticus Inq.)

Hammerhand now gives +2S, and is in Sanctic, meaning your Inquisitor, if he gets it (which he probably won't) will Perils on any doubles roll. If you want reliable Hammerhand, you need Grey Knights. (Also, Sanctuary on Crusaders with the Priest is amazing--re-rolling 2++.)

If the Dread doesn't have a Pod, cut it.

In the CC Warband, I'd cut the acolytes and take more DCA and Crusaders. That 3++ is vital for the unit to ever make it into combat. My Woundmill is 4 DCA, 4 Crusaders, Psyker, Priest (and sometimes another Priest if I have the points). Even doing a disordered charge they get 12 WS6 S4 AP3 I6 attacks, enemy -1T (Rad Grenades), re-rolling hits (Hatred) and Wounds (Hymns). I've wiped out a whole 20 Boyz before (bc of combat resolution) and lost nothing in return. I've killed two Guard command squads in one charge. Yours is almost there, but not quite. Go all the way!
Roll the Psyker on Divination and you'll definitely have Prescience, so you can reroll Hits in subsequent rounds, and maybe some other bonus like a 4++ on everyone.
The also need a delivery system, a LR being the best option (since they can assault out of it). Foot-slogging across the field will see them all dead before they reach combat.

If I were to redo your Inquisition part of the list, it would look like this:
Spoiler:

Inquisitorial Detatchment - 790pts

Coteaz - 100pts

Henchmen Warband - 212pts
- 8x Acolytes w/ bolters and carapace
- 2x Jokero Weaponsmiths
- Psyker
- Chimera w/ 2x Hvy Bolters and Psybolt ammo

Henchmen Warband - 239pts
- 7x Acolytes w/ bolters and carapace
- 2x Jokero Weaponsmiths
- 2x Acolytes w/ plasmaguns and carapace
- Psyker

Henchmen Warband - 239pts
- 7x Acolytes w/ bolters and carapace
- 2x Jokero Weaponsmiths
- 2x Acolytes w/ plasmaguns and carapace
- Psyker

Inquisitorial Detatchment - 696pts

Xenos Inquisitor - 93pts
- lvl 1 Psyker
- Force Sword
- Rad grenades
- Power Armour
- Liber Heresius

Henchmen Warband - 405pts
- 4x Crusaders
- 4x Death Cult Assassins
- Priest
- Psyker
- Dedicated LRC

Henchmen Warband - 99pts
- 3x Acolytes w/ laspistol, flak
- 3x Acolytes w/ meltagun, flak
- Psyker
- Rhino

Henchmen Warband - 99pts
- 3x Acolytes w/ laspistol, flak
- 3x Acolytes w/ meltagun, flak
- Psyker
- Rhino


This gives you significantly fewer points for your Salamanders, but it has some definite better tactics.
The melta acolytes can now shoot out of their transports, rather than having to get out. This makes them better at killing vehicles, and the loss of 6 S6 shots isn't going to be noticed much.
Six additional WC will make a huge difference in getting off important powers and denying the enemy. With six more rolls on whatever tables you want, you can also vastly improve the versatility of the army. Telekinesis has a 12" move or a S10 large blast! Divination has rerolls, 4++, and reserves manipulation. And Telepathy has Shriek, Invisibility, and a rally power (which can be useful on these lower Ld units).
Coteaz, for 100pts, is a much better value than Mr Malleus Psycan. PML2 and IBEY are great, especially at board control.

With the fewer points for the Marines, I'd go like this:

Spoiler:

Salamanders CAD - 276pts

Techmarine - 90pts
- MC Power Axe (from chapter tactics)
- Servo Harness

Scouts - 93pts
- 6 Scouts
- 5x CCW, Bolt Pistol
- Missle Launcher
- Camo Cloaks

Scouts - 93pts
- 6 Scouts
- 5x CCW, Bolt Pistol
- Missle Launcher
- Camo Cloaks

Stormwing Formation - 430pts

Stormtalon - 115pts
- TL Assault Cannon
- Skyhammer Missile Launcher

Stormtalon - 115pts
- TL Assault Cannon
- Skyhammer Missile Launcher

Stormraven - 200pts
- TL Lascannon
- TL Multimelta
- 4x Stormstrike Missiles


You're now at 2192pts, which means cutting some stuff. I'd recommend a Henchmen unit, and use the few extra points to bolster the Scouts, give the SR some upgrades back, etc.


With the Stormtalon formation. That was exactly the plan. Just completely forgot to write it up like that. Cheers for pointing it out.
Seems I'm a bit out of date with my understanding on psycic power rules. Will have to get my teeth into that to get a better grasp on it.
Why cut the dread if he doesnt have a drop pod? The plan was to ride in the raven, get out next to a transport, pop it and charge the contents. Will that not work?
I think I'll take your advice on the CC squad though, the bare acolytes are just ablative wounds, but I see your reasoning. Another priest would be awesome for both re roll wounds and invuln saves. My thoughts were to try and minimise points cost and maximise bodies. But I get what youre on about.
Thats also a very good point about the Razorback/Rhino. Theyre a suicide squad anyway.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

The main problem with ablative bodies in a lower Ld unit is that they will take casualties and fall back. On anything without ATSKNF, that's bad bc they can't charge. I'd rather have the tougher 3++ save than a few more 5+ bodies.

I suppose the Dread in a SR is a pretty decent idea. However, anything being delivered via airdrop is actually very vulnerable. If that Raven dies (and there's quite a bit of Skyfire in the world, so it's highly plausible), the resulting crash will cripple the Dread before he's even got on the table.
I like a Pod for mine because it gets him into range for either the short range shooting (flamer, melta, asscan) or assaults. In the Raven, he won't be able to assault till approximately T3 at the very earliest, and perhaps later. Pod gets him in by T2 for sure.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
 
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