Walnuts wrote:So I'm really looking forward to running Inquisitor dudes regularly this edition, and crusaders seem like some obviously good melee backup for him, but here are two pitfalls:
Compare a crusader to an acolyte geared for melee.
A crusader is 15 pts.
An acolyte with a bolt pistol and a power maul or sword is 12 (huge distinction there, as I feel the power maul is generally a better choice for a S3 model), and 8 points with a bolt pistol and chainsword.
Acolytes can absorb wounds your inquisitor takes, they take a better pounding against any D1 weapon that's
AP is nothing or -1, and an equal pounding against any weapon that is D1 with a better
AP. They'll take a worse pounding against multiwound weapons, but those are rare and of course acolytes are cheaper.
Acolytes can also hop in any transport, whereas crusaders are limited to the admittedly pretty good sororitas rhino.
I'm thinking about expanding my Inquisitorial forces and I made the same comparison.
I think I'm going to stick with Acolytes instead of Crusaders. Because:
- Since I have to build and convert everything: Acolytes are easier to convert (just human
HtH troops, instead of hard to come by Knights).
- Acolytes are more versatile: from cheap as chips to plenty of power weapons and other combinations.
- Acolytes get the Quarry rule.
- Plenty of transports, even thought I was going to take the Rhino anyway...
And I thought about Arco-Flagelants as some extra brute force....