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Made in gb
Regular Dakkanaut





Hello, theres lots of great content here on the site and I haven't sifted through all of it since I wanted to post on here.

I used to play 5th edition Daemonhunters and then I sold up and moved out but now I am back the rules have changed sooo much.

I used to play grey knights in land raiders, inquistor in rhino, a dreadnought with a small squad of stormtroopers.

I wanted a Inquisitorial-Grey Knight List which featured cadian shock troops with inquisitorial symbolism and respirators which I have sourced from Pop Goes The Monkey and Cadian Kasrkin.

I wasn't sure about a few rules such as transports not working how they used to i.e. Move and the guys inside can charge after disembarking from a land raider.

I want to go to a tournament in Nottingham and I'm not completely sold on the new plastic models i.e. stormbolter cartridges mainly and the Dreadknight.

Heres what I have so far.

Battalion Detachment

Tempestor Prime (49)
Plasma Pistol, Power Sword

Militarum Tempestor Scions x 6 (426)
2 Plasma, 2 Hotshot Lasguns, 1 Hotshot Laspistol and chainsword.

Command Squad x 2 (176)
4 Vetereans 4 Meltaguns

Command Squad x 2 (184)
4 Vetereans 4 Plasmaguns

Vanguard Detachment

Inquisitor (73) Warlord, Formidable resolve, Castigation
Meltagun, Psyker, Force Sword

Jokaero Weaponsmith x 4 (88)
Jokaero Weapons

Acolyte x 2 (162)
6 Acolytes: 3 Plasmagun, 3 Laspistol and Chainsword.
I will mix in some Boltguns and Bolt Pistols into this too.

Patrol Detachment

Grandmaster in Dreadknight (240)
Heavy Pyscannon, Nemesis Greatsword, Dreadknight Teleporter, Sanctuary

Grey Knight Strike Squad (94)

1492

Should I include some Crusaders for the Inquisitor? I also have Servitor Models if there any good?

I'm not sure about the dominate rule telethesia pyschic power. I also think a terminator inquisitor might be more effective.

Not sure if my army counts as being battleforged either.

   
Made in gb
Regular Dakkanaut






You need another hq for your battalion. Also you can only have one command squad per tempestor prime. Aside from that it is battleforged and very fluffy but...fluff doesn't do well at tournaments. You're low on CP and don't really have anything worth using it on.

I'd recommend dropping the vanguard and just taking an inquisitor as a non force chart model in one of the other two detachments.

I'd go for something like this.


++ Patrol Detachment 0CP (Imperium - Astra Militarum) [48 PL, 10CP, 905pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Regimental Doctrine: 133rd Lambdan Lions

+ Agents of the Imperium +

Ordo Malleus Inquisitor in Terminator Armour [6 PL, -1CP, 125pts]: Blackshroud, Combi-melta, Formidable Resolve, Nemesis Daemon Hammer, Stratagem: Arbiter of the Emperor's Will

+ HQ +

Tempestor Prime [3 PL, 45pts]: Relic (133rd Lambdan Lions): Refractor Field Generator, Tempestus Command Rod, Warlord, WT (133rd Lambdan Lions): Keys to the Armoury

+ Troops +

Militarum Tempestus Scions [5 PL, 90pts]
. 9x Scion: 9x Frag & Krak grenades, 9x Hot-shot Lasgun
. Tempestor: Chainsword, Hot-shot Laspistol

Militarum Tempestus Scions [5 PL, 90pts]
. 9x Scion: 9x Frag & Krak grenades, 9x Hot-shot Lasgun
. Tempestor: Chainsword, Hot-shot Laspistol

Militarum Tempestus Scions [5 PL, 90pts]
. 9x Scion: 9x Frag & Krak grenades, 9x Hot-shot Lasgun
. Tempestor: Chainsword, Hot-shot Laspistol

+ Elites +

Militarum Tempestus Command Squad [3 PL, 80pts]
. Tempestus Scion: Meltagun
. Tempestus Scion: Meltagun
. Tempestus Scion: Meltagun
. Tempestus Scion: Meltagun

+ Flyer +

Valkyries [7 PL, -1CP, 135pts]
. Valkyrie: Advanced Countermeasures, Hellstrike Missiles, Lascannon

+ Dedicated Transport +

Taurox Prime [7 PL, 125pts]: Heavy Stubber, Taurox Gatling Cannon, Two Hot-shot Volley Guns

Taurox Prime [7 PL, 125pts]: Heavy Stubber, Taurox Gatling Cannon, Two Hot-shot Volley Guns

++ Patrol Detachment -2CP (Imperium - Grey Knights) [32 PL, -3CP, 595pts] ++

+ Configuration +

Brotherhood: Rapiers

Detachment Command Cost [-2CP]

+ Stratagems +

Armoury of Titan [-1CP]: 1 Additional Relic

+ HQ +

Grand Master in Nemesis Dreadknight [10 PL, 215pts]: 1: Gate of Infinity, 2: Empyric Amplification, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Sigil of Exigence

+ Troops +

Strike Squad [6 PL, 110pts]
. 3x Grey Knight (Sword): 3x Nemesis Force Sword, 3x Storm Bolter
. Grey Knight (Warding Stave)
. Grey Knight Justicar
. . Nemesis Force Sword

+ Elites +

Servitors [2 PL, 30pts]
. 4x Servitor: 4x Servo-Arm

+ Fast Attack +

Interceptor Squad [7 PL, 120pts]
. 3x Interceptor (Halberd): 3x Nemesis Force Halberd, 3x Storm Bolter
. Interceptor (Warding Stave)
. Interceptor Justicar
. . Nemesis Force Halberd

Interceptor Squad [7 PL, 120pts]
. 3x Interceptor (Halberd): 3x Nemesis Force Halberd, 3x Storm Bolter
. Interceptor (Warding Stave)
. Interceptor Justicar
. . Nemesis Force Halberd

++ Total: [80 PL, 7CP, 1,500pts] ++

Created with BattleScribe

This message was edited 1 time. Last update was at 2021/12/02 13:19:25


 
   
Made in us
Dakka Veteran






 LynxSarnage wrote:
You need another hq for your battalion. Also you can only have one command squad per tempestor prime. Aside from that it is battleforged and very fluffy but...fluff doesn't do well at tournaments. You're low on CP and don't really have anything worth using it on.

I'd recommend dropping the vanguard and just taking an inquisitor as a non force chart model in one of the other two detachments.


I agree with this. If you're going to a tournament, you should be thinking competitively. I can't say much about making a competitive list as I only play casually with what I like (though I do try to make at least decent lists. I'm not a masochist who likes losing every game). However, I do agree that the Vanguard list for some Inquisition units is a bit of a waste of CP and including your Warlord in it instead of just paying 1CP for Arbiter of the Emperor's Will is a massive waste of CP as you could be making the Tempestor Prime your Warlord in the Battalion Detachment which refunds the detachment CP cost of 3CP, then putting AEW on the Inquisitor for -1CP, which nets you 2CP and a second Warlord Trait in your army at no loss. You could even spend 1CP to get an additional Relic to toss around and still be saving 1CP overall.

Also, he's completely correct about the Command Squads. Only one per Prime in your detachment unless something changed that I didn't hear about. I admit it's possible as I play the main IG faction rather than Stormtroopers subfaction, but it works the same with Command Squads for IG except that they can take a Command Squad for each Company and Platoon Commander in the detachment.
   
Made in gb
Regular Dakkanaut





where does it say only 1 command squad per tempestor prime?
   
Made in gb
Regular Dakkanaut






Page 132 of the codex, bottom right corner.
   
Made in gb
Regular Dakkanaut





 LynxSarnage wrote:
You need another hq for your battalion. Also you can only have one command squad per tempestor prime. Aside from that it is battleforged and very fluffy but...fluff doesn't do well at tournaments. You're low on CP and don't really have anything worth using it on.

I'd recommend dropping the vanguard and just taking an inquisitor as a non force chart model in one of the other two detachments.

I'd go for something like this.


++ Patrol Detachment 0CP (Imperium - Astra Militarum) [48 PL, 10CP, 905pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Regimental Doctrine: 133rd Lambdan Lions

+ Agents of the Imperium +

Ordo Malleus Inquisitor in Terminator Armour [6 PL, -1CP, 125pts]: Blackshroud, Combi-melta, Formidable Resolve, Nemesis Daemon Hammer, Stratagem: Arbiter of the Emperor's Will

+ HQ +

Tempestor Prime [3 PL, 45pts]: Relic (133rd Lambdan Lions): Refractor Field Generator, Tempestus Command Rod, Warlord, WT (133rd Lambdan Lions): Keys to the Armoury

+ Troops +

Militarum Tempestus Scions [5 PL, 90pts]
. 9x Scion: 9x Frag & Krak grenades, 9x Hot-shot Lasgun
. Tempestor: Chainsword, Hot-shot Laspistol

Militarum Tempestus Scions [5 PL, 90pts]
. 9x Scion: 9x Frag & Krak grenades, 9x Hot-shot Lasgun
. Tempestor: Chainsword, Hot-shot Laspistol

Militarum Tempestus Scions [5 PL, 90pts]
. 9x Scion: 9x Frag & Krak grenades, 9x Hot-shot Lasgun
. Tempestor: Chainsword, Hot-shot Laspistol

+ Elites +

Militarum Tempestus Command Squad [3 PL, 80pts]
. Tempestus Scion: Meltagun
. Tempestus Scion: Meltagun
. Tempestus Scion: Meltagun
. Tempestus Scion: Meltagun

+ Flyer +

Valkyries [7 PL, -1CP, 135pts]
. Valkyrie: Advanced Countermeasures, Hellstrike Missiles, Lascannon

+ Dedicated Transport +

Taurox Prime [7 PL, 125pts]: Heavy Stubber, Taurox Gatling Cannon, Two Hot-shot Volley Guns

Taurox Prime [7 PL, 125pts]: Heavy Stubber, Taurox Gatling Cannon, Two Hot-shot Volley Guns

++ Patrol Detachment -2CP (Imperium - Grey Knights) [32 PL, -3CP, 595pts] ++

+ Configuration +

Brotherhood: Rapiers

Detachment Command Cost [-2CP]

+ Stratagems +

Armoury of Titan [-1CP]: 1 Additional Relic

+ HQ +

Grand Master in Nemesis Dreadknight [10 PL, 215pts]: 1: Gate of Infinity, 2: Empyric Amplification, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Sigil of Exigence

+ Troops +

Strike Squad [6 PL, 110pts]
. 3x Grey Knight (Sword): 3x Nemesis Force Sword, 3x Storm Bolter
. Grey Knight (Warding Stave)
. Grey Knight Justicar
. . Nemesis Force Sword

+ Elites +

Servitors [2 PL, 30pts]
. 4x Servitor: 4x Servo-Arm

+ Fast Attack +

Interceptor Squad [7 PL, 120pts]
. 3x Interceptor (Halberd): 3x Nemesis Force Halberd, 3x Storm Bolter
. Interceptor (Warding Stave)
. Interceptor Justicar
. . Nemesis Force Halberd

Interceptor Squad [7 PL, 120pts]
. 3x Interceptor (Halberd): 3x Nemesis Force Halberd, 3x Storm Bolter
. Interceptor (Warding Stave)
. Interceptor Justicar
. . Nemesis Force Halberd

++ Total: [80 PL, 7CP, 1,500pts] ++

Created with BattleScribe

where do I find rules for the refractor field, Stratagem: Arbiter of the Emperor's Will, Advanced Countermeasures and Keys to the Armoury?

Also I have a question about the jokaero when they affect other ordo units do they affect every model in that unit or just one?
   
Made in gb
Regular Dakkanaut






Arbiter strat allows an inquisitor to have a trait and relic for 1cp as if he's the warlord. It was in a white dwarf at some point I think. The other rules are in the for the greater good book which has all the rules for fielding Scion regiments. You can find it all on wahapedia I imagine

Don't know about jokaero sadly.
   
Made in gb
Regular Dakkanaut





 LynxSarnage wrote:
Arbiter strat allows an inquisitor to have a trait and relic for 1cp as if he's the warlord. It was in a white dwarf at some point I think. The other rules are in the for the greater good book which has all the rules for fielding Scion regiments. You can find it all on wahapedia I imagine

Don't know about jokaero sadly.

I asked gamesworkshop. So now i've ordered the imperial armour compendium and the War Zone Octarius Book 1 Rising Tide book along with the new grey knights codex.
Looking forward to it.
   
Made in gb
Battleship Captain




The other book you may need is The Greater Good, though it might well get subsumed into the new Guard book whenever it turns up.

I love fluffy lists so much kudos.

Digging through the list as described:


Battalion Detachment

Tempestor Prime (49)
Plasma Pistol, Power Sword

Militarum Tempestor Scions x 6 (426)
2 Plasma, 2 Hotshot Lasguns, 1 Hotshot Laspistol and chainsword.

Command Squad x 2 (176)
4 Vetereans 4 Meltaguns

Command Squad x 2 (184)
4 Vetereans 4 Plasmaguns


So.....Generic-ish Scion force as Inquisitorial Stormtroopers.
Things to note:
Scions now have hotshot lasguns, which - whilst they're not exactly chunky firepower - do go through armour like nobody's business. Unfortunately they also have only 18" range, which means 9" rapid fire range. That means that you can't deep strike them inside rapid fire range (because it's 'more than 9" from an an enemy') and can't be within range for the Storm Troopers regimental ability.


So they need either a regimental trait, stratagem or something similar to deliver much opening punch. The same issue applies to the meltagunners, who really really want to be within 6" to flash-fry a tank. The problem is that a 4+ save and T3 on a small squad is not 'tough' and they won't survive trying to hoof it up the board; they really need EITHER transports OR to go in grav chute reserve, and the latter leads you to specific regiments who do that better than normal (one or other of the Iotan regiments, for example)



Vanguard Detachment

Inquisitor (73) Warlord, Formidable resolve, Castigation
Meltagun, Psyker, Force Sword

Jokaero Weaponsmith x 4 (88)
Jokaero Weapons

Acolyte x 2 (162)
6 Acolytes: 3 Plasmagun, 3 Laspistol and Chainsword.
I will mix in some Boltguns and Bolt Pistols into this too.

First thing to bear in mind: The Agents Of The Imperium rule lets you bolt in one of an Inquisitor, Rogue Trader or Assassin into any IMPERIUM detachment without either taking a slot or messing up regimental/chapter alignment. So you only need to take an actual inquisitorial detachment if you want acolytes. There are a few issues here but they mostly revolve around acolytes being a bit guff. If you DO want to take them, I'd recommend bearing in mind the following: Acolytes are basically guardsmen for a lot more points with a big available armoury. In order to achieve anything with them you need to (a) hit stuff with those guns and (b) not die to a stiff breeze if someone with a boltgun looks at you funny.

Jokaero are useful - and yes, it's one Jokaero needed per acolyte SQUAD, not model - because they give you potential rerolls to hit/wound when you don't have your quarry rule operative. They're also characters, which makes them harder to shoot.

Note that acolytes also become characters in solo squads, which is a nice way to protect a few models to perform actions on objectives or what have you.

The big reason for taking a full squad of acolytes is generally Psychic Pursuit - a big squad of acolytes with lots of plasma can temporarily snipe out enemy characters and vapourize them in a hail of overcharged plasma-ey death. But if you're doing that, you're not then protecting them and your opponent is likely to just shoot them to death unless, again, you have a metal box to hide them in.

You should also think what you want the inquisitor to DO. Formidable Resolve is a *great* rule but slightly pointless in this army. It gives a 12" bubble of LD10 - that puts a dark apostle and lord commissar to shame and really puts some metal in the spine of a horde of conscripts......which you're not using. Your army consists almost entirely of small elite squads of veterans, and by the time they've suffered enough casualties for morale to be an issue they're basically wiped out anyway.

You also have to pick an Ordo. Now, with grey knights, Ordo Malleus obviously fits best narratively (which is a shame as you're probably more likely to get use out of Ordo Xenos or Ordo Hereticus' quarry rules). And you're right that a terminator inquisitor is cool and certainly fitting for a grey knights force. You can't make an inquisitor THAT dangerous because he remains a T3 normal human, but, say, a puritan (+1 invulnerable save) with blackshroud (-1 to wound) in terminator plate is about comparable to marine characters in how easy he is to hurt, and with a psycannon and daemonhammer you can't just ignore him, especially if you have the CHAOS keyword.

Tactically, the best option is probably using an inquisitor to generate command points. Mental Interrogation can pop the odd command point for you and reduce your opponent's character's fighting prowess at the same time, and the stratagem STRATEGIC EXCRUTIATION lets you pop a few more after a character gets taken down nearby. Crucially it doesn't HAVE to be the inquisitor who does it - he just has to be within 3", so can be hiding behind the guy in the massive silver baby carrier having a quiet coffee whilst the astartes commander pummels his victim into the mud.



Patrol Detachment

Grandmaster in Dreadknight (240)
Heavy Pyscannon, Nemesis Greatsword, Dreadknight Teleporter, Sanctuary

Grey Knight Strike Squad (94)

1492

This gives you a single big beating-stick character and a 'firing line'. With just stormbolters and swords, Grey Knights are still pretty impressive. They can work however is needed; against a shooty foe, teleport in and hack them to bits with Hammerhand, against a melee foe stand still and throw out four bolter shots a model from 2' away. They're a core grey knights troop choice and whilst they don't excell at any one thing, there's nothing they're not at least 'okay' at. With 2 wounds a model and the Truesilver Armour stratagem up your sleeve they take a LOT of killing, too.



Should I include some Crusaders for the Inquisitor? I also have Servitor Models if there any good?

Crusaders are very much a ministorum thing not inquisition these days. So no. If you have one you could easily put one into the scions detachment as the character Gotfret de Montbard, who's quite cool.

I'm not sure about the dominate rule telethesia pyschic power. I also think a terminator inquisitor might be more effective.

Dominate is not a great choice purely because you can't rely on it being effective, because you depend on what's in your opponent's list and you've locked into taking it before you know (a big problem with the Inquisition generally, as 'dirty tricks' is kind of their thing). If you can find a model with a one-use ranged weapon - a special grenade or something - it's awesome, since you get to use your opponents devastating one-use kaboom AND stop them using it on you, but generally speaking other powers are better.

If i had to rank the telethesia powers?

1 - Mental Interrogation - generates command points and might make someone miss. Always good.

2 - Psychic Fortitude - guard psykers can take this too. It makes one unit immune to morale for a turn. Largely useless in your army, but in the right army lets a Formidable Resolve Inquisitor double down on the fact that NO-ONE RUNS TODAY

3 - Psychic Pursuit - sniping characters is not bad but requires someone who can take advantage of it. A terminator Inquisitor with a Psycannon or a Jokaero are not that bad, to be fair, especially if the quarry or customisation rules are active.

4 - Castigation - you're right that it's a good general purpose power. Basically it's a slightly less reliable (higher warp charge and need to beat leadership on 3D6) version of smite, but you get to pick the target instead of hitting the closest guy.

5 - Terrify - -1 leadership is kind of irrelevant unless you have a bunch of other rules that do the same, but switching off overwatch CAN be nice. Since generally you only get to fire it once per turn, and since you have few melee units and no 'chaff' to throw in first, it's not BAD, it's just not GREAT. Best used in conjunction with a melee heavy army and a bunch of other stuff which penalises leadership.

6 - Dominate - as noted, not amazing. If you can pick on a model which gets bonus rolls to hit or bonus hits with each attack it can kill a few models. The BEST use is firing one weapon from a shooty monster - something like a tyranid artillery beast (becasue it's not a VEHICLE despite being armed like one and firing something like a 20-shot fleshborer hive is going to leave a mark) but as ever you can't rely on most opponent's armies containing something like that, and nor do you want your inquisitor within 12" of that brute.

Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Regular Dakkanaut





Wow it's crazy 2 wounded marines. I kinda see why there so popular as interceptors but I still think the age old problem of any Loses being too problem for a grey knight player.

Having said that I am unsure about the following:

Since I know now charging first giving you the iniative I think Transports and yes Interceptors are strong because in games they can take advantage of the enemies poor positioning.

I can't decide on the following:

Rhino, 6 Meltagun Acolytes, 2 Flamer Acolytes, Jokaero and an Inquisitor with a meltagun and force sword.
Or
Rhino 6 Plasmagun Acolytes, 2 Flamer Acolytes, Jokaero and Inquisitor with meltagun and Force sword.

- Because the Grey Knights are similar in price am I really getting a bang for my buck?
Well yeah because of the high strength. - So why not just use Nemesis Daemonhammers instead?

Can rhinos move 12" and then spin and unload or does spinning count as movement?

I'm not sure what is meant by 'grey knights Core'?

Anyway I still haven't read the codexs yet. - And I'm not sure what most games objectives look like as I haven't played properly for a few years. So i'm going to hold off posting lists until I have some experience.

Its kinda sad about the scions 9" rule or funny depending on which side your on.

Also are reserves completely controlled by the player now because last time we had to role dices. If so I may need to create a fire team to control an objective.

I guess most people are spearheading there forces with dreadknights - But what about other units or is it just too costly?



   
Made in gb
[DCM]
Lone Wolf Sentinel Pilot





Leicester, UK

Hey bud, nice idea for an army. There's a really good site you can use to look up rules before buying the books; the name is a cross between warhammer and wikipedia.

My painting and modeling blog:

PaddyMick's Chopshop: Converted 40K Vehicles

 
   
 
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