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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ So I've been looking through Codex: Imperial Agents, and I wonder if I possibly found a way to make a formation in it work, at least in a semi-competitive environment.  This star wont have the mobility to compete with the top lists, but it can take the middle of the board and be very difficult to dislodge and scary to approach with a re-rolling 2++ wall of bodies that scout to the middle of the board and hold it and it has so many rerolling attacks (most of which will be <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 rending, the rest being <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 or 6 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 or 2) it would put orks to shame.  It wont necessarily do much damage as most things can out run it, but it would be able holding the middle of the board.  <br /> <br /> currently 1087/1850<br /> <br /> The start uses the formation Inquisitorial Henchmen Warband  (417 pts)<br /> All units in the formation form a single unit.  <br /> <br /> Ordo Hereticus Inquisitor w/ Liber Heresius, psyker and force axe (giving the squad scout)<br /> 1 Unit of 3 acolytes, 1 melta bomb<br /> 1 Ministorum Priest, stock<br /> 1 Unit of 10 crusaders ... (3++, and <span class="glossaryitem" onmouseover='gp(123);'>str</span> ap3)<br /> 1 unit of 10 Acro-flagellants (40 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 rending attacks)<br /> 1 Astropath <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2<br /> Optional to add in death cultists but their limited strength 4 cant hurt an IK w/ hammerhand.<br /> <br /> <br /> Grey Knight Nemesis Strike Force (295 pts)<br /> Brother Captain Stern - He goes in the Battle Conclave above... his powers give that squad sanctuary (+1 to invuls) and hammerhand <br /> <br /> Strike squad (troop tax) <br /> <br /> <br /> Librarus Conclave (345 pts)<br /> Tiggy - rolling on librarus discipline . looking for veil of time making the squad a re-rolling 2++ save.165 or look for electrodisplacement on fulmination to swap places with the strike squad for possible first turn charges. <br /> Libby - <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 w/ axe<br /> Libby - <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 w/ axe<br /> <br /> <br /> -------------------------- Another Idea-------------------------<br /> 1592/1850<br /> This uses the henchmen warband to control the middle of the board and makes them a threat with the long range high <span class="glossaryitem" onmouseover='gp(123);'>str</span> shooting that is very durable... this again holds the middle of the board and the deathstar is much more affordable, but less durable. Then use the skyhammer and the kill team to alpha/beta strike w/ immediate charges after deep striking.  <br /> <br /> Using the inquisitorial henchmen warband again... 562pts (17 <span class="glossaryitem" onmouseover='gp(675);'>ppm</span>)<br /> <br /> Ordo Hereticus Inquisitor w/ Liber Heresius, psyker and force axe (giving the squad scout)<br /> 10 Acolytes w/ power armor, 3 w/ melta guns (becomes 2+ save w/ jokaero upgrade), rest w/ bolters<br /> 5 crusaders (just here to step up to tank ap2 shooting)<br /> 10 arco flagellants - used to punish getting too close to the squad.<br /> 6  jokaero weapon smiths (always have option 6, chosing to give the squad +1 to armor saves and +12 inches to shooting)<br /> 1 Astropath, <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2<br /> <br /> This unit can hold a back field objective or scout forward and has long range teeth to put out some hurt w/ 24'' range melta guns, 36'' multi meltas, 60'' lascannons, and 36'' bolters and it has scout and split fire 1 turn, and rerolls to hit w/ powers. <br /> <br /> While this holds the back field...<br /> <br /> Shadow Strike Kill Team (420 pts) (Ravenguard <span class="glossaryitem" onmouseover='gp(436);'>CT</span>)<br /> Scout Squad Stock<br /> Scout Squad Stock<br /> Vanguard Vets - Jump packs, 2 power fists, 4 claws, 1 melta, 2 stromshields, 1 stock... can combat squad <br /> <br /> Skyhammer Annihilation Force (610 pts) (Ultramarines <span class="glossaryitem" onmouseover='gp(436);'>CT</span>)<br /> Assault Squad min squad - jump packs - Sgt has Eviscerator  <br /> Assault Squad min squad - jump packs - Sgt has Eviscerator  <br /> <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Squad - Drop Pod - 4x Grav Cannon<br /> <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Squad - Drop Pod - 4x Multi Melta<br /> <br /> <br /> Thoughts on the lists? Would either one be usable in a tournament? <br /> <br /> How else can the warband be used?  Of course, multiple warlord traits in both lists. <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 22 Dec 2016 03:14:17]]> GMT</pubDate>
				<author><![CDATA[ Smotejob]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ Sounds great so far. Do you want this list to be playable within the ITC ruleset? How about a daemonhost for the star plus the mace for the priest to give him fleshbane/armorbane?<br /> <br /> And how do you get arco-flaggelant attacks rending?]]></description>
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				<pubDate><![CDATA[Fri, 23 Dec 2016 14:50:01]]> GMT</pubDate>
				<author><![CDATA[ FrequentRespawn]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/711867/9095506.page"><b>FrequentRespawn wrote:</b></a><br/>Sounds great so far. Do you want this list to be playable within the ITC ruleset? How about a daemonhost for the star plus the mace for the priest to give him fleshbane/armorbane?<br /> <br /> And how do you get arco-flaggelant attacks rending?</div></blockquote><br /> <br /> I misread it <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. No rending.  Oh well. <br /> <br /> With the first list I was thinking flavoring with two dreadknights and more grey knights. <br /> <br /> Second list... <span class="glossaryitem" onmouseover='gp(793);'>IDK</span> really what to add. ]]></description>
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				<pubDate><![CDATA[Fri, 23 Dec 2016 21:42:14]]> GMT</pubDate>
				<author><![CDATA[ Smotejob]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ And do you really need the astropath? Otherwise you could build that crusader flagelkant unit without the tax of acolytes as a ministorum delegation and take the inqui on its own.]]></description>
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				<pubDate><![CDATA[Fri, 23 Dec 2016 22:01:02]]> GMT</pubDate>
				<author><![CDATA[ FrequentRespawn]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/711867/9096191.page"><b>FrequentRespawn wrote:</b></a><br/>And do you really need the astropath? Otherwise you could build that crusader flagelkant unit without the tax of acolytes as a ministorum delegation and take the inqui on its own.</div></blockquote><br /> <br /> That brings me to 4 formations.  I need to be at or under 3.  <br /> <br /> I don't need it, and can be dropped if I run short on points]]></description>
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				<pubDate><![CDATA[Fri, 23 Dec 2016 23:02:27]]> GMT</pubDate>
				<author><![CDATA[ Smotejob]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ Hmm well I would definitely give the Priest The Litanies of Faith so he can get his Hymn off every turn. Other then that hmm.<br /> <br /> Okay for the first list how about this. <br /> <br /> Add a Grey Libby <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 3 for more Psychic dice and you can take Divination.<br /> <br /> Draigo is another option so you can teleport the squad around.<br /> <br /> Also did they change the wording on Jokaero? I thought a selection of 6 let you roll twice on the chart not get to pick 2. Cause if that is the case...I see LOTS of possibilities. ]]></description>
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				<pubDate><![CDATA[Sat, 24 Dec 2016 04:30:04]]> GMT</pubDate>
				<author><![CDATA[ Khadorstompy]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ Yeah they changed jokaeros. 6 is pick 2 but you are only allowed to pick each one one time only.]]></description>
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				<pubDate><![CDATA[Sat, 24 Dec 2016 07:55:31]]> GMT</pubDate>
				<author><![CDATA[ FrequentRespawn]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ With the first list, I was thinking shunting dreadknights or interceptors would be a crazy first turn charge combo.  Shunt 5 interceptors into charge position, then electrodisplacement the death star forward for first turn charges.  This would be protected from interceptor/Coteaz as well]]></description>
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				<pubDate><![CDATA[Sat, 24 Dec 2016 16:45:41]]> GMT</pubDate>
				<author><![CDATA[ Smotejob]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ Ya know I was thinking about getting back into the game. But this really kinda makes me question my desire too. I know I am what is classified as a "Power gamer" or a <span class="glossaryitem" onmouseover='gp(323);'>WAAC</span> player and so I would take something like this and probably play against something pretty much equally as silly. <br /> <br /> But a Turn 1 charge with 80ish attacks at around <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6-7, a 2++ re-rollable save, likely rerolling to hit, maybe even making the unit invisible just to add salt, and half a dozen other crazy shenanigans <br /> <br /> Yeah this is just nuts. I'm going to think long and hard before I get back into this game.]]></description>
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				<pubDate><![CDATA[Sat, 24 Dec 2016 22:55:54]]> GMT</pubDate>
				<author><![CDATA[ Khadorstompy]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/711867/9097632.page"><b>Khadorstompy wrote:</b></a><br/>Ya know I was thinking about getting back into the game. But this really kinda makes me question my desire too. I know I am what is classified as a "Power gamer" or a <span class="glossaryitem" onmouseover='gp(323);'>WAAC</span> player and so I would take something like this and probably play against something pretty much equally as silly. <br /> <br /> But a Turn 1 charge with 80ish attacks at around <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6-7, a 2++ re-rollable save, likely rerolling to hit, maybe even making the unit invisible just to add salt, and half a dozen other crazy shenanigans <br /> <br /> Yeah this is just nuts. I'm going to think long and hard before I get back into this game.</div></blockquote><br /> <br /> But how many points is this honestly? Remember <span class="glossaryitem" onmouseover='gp(471);'>DS</span> without alot of Shooting Powers dont really do anything but kill 1 unit per turn.]]></description>
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				<pubDate><![CDATA[Sun, 25 Dec 2016 09:46:39]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ I run my inquisition something like this:<br /> <br /> Option A:<br /> Three squads of<br /> 2 acolytes and a psyker (18 points)<br /> Sitting in the backfield, holding objectives or providing psychic support, usually of the divination variety.<br /> <br /> Option B:<br /> Three squads of<br /> 2 acolytes and a psyker in a rhino or razorback (53 or 58 points), flamer optional.<br /> Turn 1, they can often get in range for psychic shriek. Otherwise, they still hold objectives better, and can be priority targets for Tau players, buying the rest of your army time.<br /> <br /> If you go for three razorbacks, you're spending 174 points on three serious threats with transports that can also dish out a fair bunch of damage. Build your deathstar (if any) out of other army's units.]]></description>
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				<pubDate><![CDATA[Sun, 25 Dec 2016 14:39:22]]> GMT</pubDate>
				<author><![CDATA[ Celerior]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/711867/9098314.page"><b>Celerior wrote:</b></a><br/>I run my inquisition something like this:<br /> <br /> Option A:<br /> Three squads of<br /> 2 acolytes and a psyker (18 points)<br /> Sitting in the backfield, holding objectives or providing psychic support, usually of the divination variety.<br /> <br /> Option B:<br /> Three squads of<br /> 2 acolytes and a psyker in a rhino or razorback (53 or 58 points), flamer optional.<br /> Turn 1, they can often get in range for psychic shriek. Otherwise, they still hold objectives better, and can be priority targets for Tau players, buying the rest of your army time.<br /> <br /> If you go for three razorbacks, you're spending 174 points on three serious threats with transports that can also dish out a fair bunch of damage. Build your deathstar (if any) out of other army's units.</div></blockquote><br /> <br /> This is from codex: imperial agents in units.  It's up for debate if codex : inquisition is still valid. ]]></description>
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				<pubDate><![CDATA[Sun, 25 Dec 2016 15:07:47]]> GMT</pubDate>
				<author><![CDATA[ Smotejob]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ You can't get mixed units anymore?]]></description>
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				<pubDate><![CDATA[Mon, 26 Dec 2016 04:45:51]]> GMT</pubDate>
				<author><![CDATA[ Celerior]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ You need an Ordo Xeno <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> for rad grenades in there.  -1T is tremendously powerful with 10 Death Cult assassins (take these over arcos, I 5 vs I3 means most things will be diced up before they can even strike back.  Also, take psychotroke grenades.  The only thing better than 40 Str4 I5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 power attacks on -1T thunder wolves is when the thunder wolves start attacking themselves, or when all your attacks auto hit (this is disgusting with a re roll to wound from your priest who auto passes war hymns).  Or when the enemy is forced to I1 and gets max 1 attack back.  Put a bunch of crusaders in as well to tank with a 3++ rerollable save.  This unit generally blends whatever it touches.  You just have to get it into combat somehow. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Dec 2016 05:10:38]]> GMT</pubDate>
				<author><![CDATA[ ExFideFortis]]></author>
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				<title>[?/1850] - Inquisition Deathstar? - can henchmen be useful?</title>
				<description><![CDATA[ yeah, I am thinking of switching for a xenos inqy.  My issue now with the <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> is their <span class="glossaryitem" onmouseover='gp(74);'>init</span> doesnt matter much standing behind a wall of 2++ rerolling saves. Instead I like the extra 1 strength, and with hammerhand, they swing at <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7, which is enough to threaten all but av14.  <br /> <br /> I could put a few dca in there there to ensure the death of a wraithknight, but dca just cannot threaten imperial knights. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Dec 2016 18:45:52]]> GMT</pubDate>
				<author><![CDATA[ Smotejob]]></author>
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