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		<title><![CDATA[Latest posts for the thread "[1850] - Inquisition Chamber Militant - Sororitas/Inq/GK/Deathwatch"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[1850] - Inquisition Chamber Militant - Sororitas/Inq/GK/Deathwatch"]]></description>
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				<title>[1850] - Inquisition Chamber Militant - Sororitas/Inq/GK/Deathwatch</title>
				<description><![CDATA[ Chambers Militant of the Inquisition Joint Task Force.<br /> <br /> ++Adepta  Sororitas <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>++ Primary Detachment<br /> -<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-<br /> Uriah Jacobs -100pts Warlord<br /> <br /> -Troops-<br /> Battle Sister Squad [9x Battle Sisters w/ Flamer, Heavy Flamer & Rhino w/ Storm Bolter] -168pts<br /> Battle Sister Squad [10x Battle Sisters w/ Flamer, Heavy Flamer & Rhino w/ Storm Bolter] -180ps<br /> <br /> -Fast Attack-<br /> Dominion Squad [6x Dominon w/ 4x Meltaguns & Immolator w/ <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Multi-Melta] - 178pts<br /> <br /> -Heavy Support-<br /> Exorcist w/ Storm Bolter -130pts<br /> Exorcist w/ Storm Bolter -130pts<br /> <br /> ++Grey Knights Nemesis Strike Force++<br /> -<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-<br /> Librarian -110pts<br /> <br /> -Troops-<br /> Terminator Squad [Justicar w/ Demonhammer, 3x Halberd, 1x Psycannon] -201pts<br /> <br /> ++'Deathwatch' 1st Company Task Force++<br /> Chapter Tactics: Iron Hands<br /> <br /> -Elites-<br /> Sternguard Veteran Squad [10x Veterans w/ 2x Comni-Plasma & Drop Pod w/ locator Beacon] -285pts<br /> Vanguard Veteran Squad [Sergeant w/ Relic Blade, 4x Veterans w/ 1x Power Sword, 2x Lighting Claws on one model and Jump Packs] -140pts<br /> Vanguard Veteran Squad [Sergeant w/ Power Fist, 4x Veterans w/ 2x Power Axes] -135pts<br /> <br /> ++Inquisitorial Detachment++<br /> -<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-<br /> Ordo Hereticus Inquisitor [Power Armor, Null Rod, Inferno Pistol, Psyoccculum] -93pts<br /> <br /> <br /> ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++<br /> I've always liked that idea of playing an army which represented a joint task force of the Orders Militant of the 3 Holy Ordo's of the Inquisition. I just loved the fluff of it and with 7th Edition all the new Formation and Detachments look like they might have made it possible to to get some crunchy synergy going at point level that wasn't ridiculously high.<br /> <br /> I tried to focus on giving each squad a specific job and gearing them to that one job well.<br /> <br /> Uriah joins the 9 man sister squad in their Rhino and the Battle Sisters camp objectives. (would have loved to get another priest in the other <span class="glossaryitem" onmouseover='gp(664);'>BSS</span> but just couldn't find the points for it.)<br /> Dominons melt Tanks, vehicles/<span class="glossaryitem" onmouseover='gp(93);'>MC</span>. Exorcists do their thing on whatever scares me the most at the moment, the storm bolters are to keep them from being useless after a single weapon destroyed roll. <br /> My Inquisitor joins the 'Deathwatch' Sternguard in their Drop Pod for BS10 and Special Bolter ammo against psykers who can't use their powers to retaliate. Combi-Plasma felt more versatile than Combi-Melta since I've already got the Dominons/Exorcists to deal with high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> targets and the Inquisitor picks up the Inferno pistol just in case, so if I need it, he can split off the squad to tank bust without wasting Marines with Special Ammo shooting up a tank only part of the squad can hurt. <br /> <br /> The Single drop pod becomes an anchor point for getting several squads wherever I need them early game, since the Nemisis Strike force give the possibility for a Terminator squad Deep Stike on turn 1 the Sternguard have a decent chance of not being stuck out on their lonesome for a turn. Land the pod first and used the homming beacon to bring the Grey Knights in safely. Then with luck Vanguard can follow up the next turn. <br /> <br /> The Termies are geared to fight <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s, bust transports open in Melee or take on whatever I need high strength to kill. The 1st Vanguard Squad are <span class="glossaryitem" onmouseover='gp(95);'>Meqs</span> hunters with 11 Ap3 attacks on a charge. the 2nd Vanguard Squad hunts <span class="glossaryitem" onmouseover='gp(652);'>Teqs</span> since they can produce the same number of Ap2 attacks at higher <span class="glossaryitem" onmouseover='gp(123);'>Str</span>, just at I1. Being 5 man squads they feel a little fragile, but I'm hoping the the bonus fear effect from 1st Company formation combined with Iron Hands <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> could really help keep them alive.]]></description>
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				<pubDate><![CDATA[Fri, 13 May 2016 00:01:11]]> GMT</pubDate>
				<author><![CDATA[ kreisel]]></author>
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				<title>[1850] - Inquisition Chamber Militant - Sororitas/Inq/GK/Deathwatch</title>
				<description><![CDATA[ So I just learned that the recent <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that hit Facebook a few days ago says Battlebrothers can't embark in each other's transports during the deployment phase. There wasn't clarification as to if this included <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s attached to the unit which took a dedicated transport but it leaves it questionable at best if the Inquisitor can ride the drop pod with the Space Marines he's been attached to.<br /> <br /> Also <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s from a different formation attached to a unit do not gain the special rules of that formation (which from the posts I've been reading sounds like it would cause the Sternguard unit to lose Fearless, Fear and the -2 <span class="glossaryitem" onmouseover='gp(82);'>LD</span> effect of 1st company task force).<br /> <br /> Which means there is no longer any way to get the Inquisitor into the unit I want him in, and he gimps any unit he joins. (Sisters lose their Act of Faith, Marines lose the fear, -2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> aura and preferred vs a unit, <span class="glossaryitem" onmouseover='gp(305);'>Gk</span> can't deep strike turn 1 even if he was Melleus in termie)<br /> <br /> i.e. Better off running the list at 1750 minus the Inquisitor, the <span class="glossaryitem" onmouseover='gp(671);'>VV</span> powersword and a <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Halbred. Switch the Sternguard Combi-bolters to Melta as backup for the dominions.<br /> <br /> EDIT: So upon further reading it sounds like <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s CAN deploy embarked on the Transport of a units they joined since "they count as part of the unit for all rule purposes" and a unit with <span class="glossaryitem" onmouseover='gp(67);'>IC</span> from different factions counts as both factions.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 14 May 2016 00:01:24]]> GMT</pubDate>
				<author><![CDATA[ kreisel]]></author>
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