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				<title>[2000] - Inquisition Strike Force</title>
				<description><![CDATA[ Hey Boyz! Getting back into <span class="glossaryitem" onmouseover='gp(3);'>40k</span> after 6+ years, and I got a couple of lists rattling round in my skull. <br /> 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 <span class="glossaryitem" onmouseover='gp(269);'>Id</span> like to add. <br /> 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. <br /> <br /> <b>Salamanders <span class="glossaryitem" onmouseover='gp(683);'>CAD</span></b> - 811pts<br /> <br /> Techmarine - 90pts<br /> - <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Power Axe (from chapter tactics)<br /> - Servo Harness<br /> <br /> Dreadnaught - 100pts<br /> - <span class="glossaryitem" onmouseover='gp(330);'>MM</span><br /> - Fist w/ Stormbolter<br /> <br /> Scouts - 93pts<br /> - 6 Scouts<br /> - 5x <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Bolt Pistol<br /> - Missle Launcher<br /> - Camo Cloaks<br /> <br /> Scouts - 93pts<br /> - 6 Scouts<br /> - 5x <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Bolt Pistol<br /> - Missle Launcher<br /> - Camo Cloaks<br /> <br /> Stormtalon - 115pts<br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault Cannon<br /> - Skyhammer Missile Launcher<br /> <br /> Stormtalon - 115pts<br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault Cannon<br /> - Skyhammer Missile Launcher<br /> <br /> Stormraven - 205pts<br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannon<br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Multimelta<br /> - Extra Armour<br /> - 4x Stormstrike Missiles<br /> <br /> <b>Inquisitorial Detatchment</b> - 758pts<br /> <br /> Malleus Inquisitor - 80pts<br /> - Terminator Armour<br /> - Daemonhammer<br /> - Psycannon<br /> <br /> Henchmen Warband - 202pts<br /> - 8x Acolytes w/ bolters and carapace<br /> - 2x Jokero Weaponsmiths<br /> - Chimera w/ 2x Hvy Bolters and Psybolt ammo<br /> <br /> Henchmen Warband - 238pts<br /> - 8x Acolytes w/ bolters and carapace<br /> - 2x Jokero Weaponsmiths<br /> - 2x Acolytes w/ plasmaguns and carapace<br /> <br /> Henchmen Warband - 238pts<br /> - 8x Acolytes w/ bolters and carapace<br /> - 2x Jokero Weaponsmiths<br /> - 2x Acolytes w/ plasmaguns and carapace<br /> <br /> <b>Inquisitorial Detatchment</b> - 428pts<br /> <br /> Xenos Inquisitor - 78pts<br /> - <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 Psyker<br /> - Force Sword<br /> - Rad grenades<br /> - Power Armour<br /> <br /> Henchmen Warband - 152pts<br /> - 3x Crusaders<br /> - 3x Death Cult Assassins<br /> - Arco Flagellant <br /> - Priest<br /> - 2x Acolytes w/ laspistol, flak <br /> - Acolyte w/ Flamer, flak<br /> <br /> Henchmen Warband - 99pts<br /> - 3x Acolytes w/ laspistol, flak<br /> - 3x Acolytes w/ meltagun, flak<br /> - Razorback w/ <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Hvy Bolter, Psybolt ammo<br /> <br /> Henchmen Warband - 99pts<br /> - 3x Acolytes w/ laspistol, flak<br /> - 3x Acolytes w/ meltagun, flak<br /> - Razorback w/ <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Hvy Bolter, Psybolt ammo<br /> <br /> Total - 1997pts<br /> <br /> Yeah, pretty self explanitory, tactics wise. The Chimera squads roll around taking objectives with the Malleus <span class="glossaryitem" onmouseover='gp(272);'>Inq</span>. Razorback/melta suicide squads pop some heavies. The stormraven has the Xenos <span class="glossaryitem" onmouseover='gp(272);'>Inq</span>, combat henchmen squad and dreadnaught. <br /> 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+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> 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.<br /> It's got pretty good armour saturation, 9 low to medium <span class="glossaryitem" onmouseover='gp(9);'>AV</span> vehicles. The Jokeros make the chimera squads very flexible. Lots of S6 heavy bolter shots for hordes and light armour. <br /> The Xenos <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> 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.<br /> <br /> Here's my counts as / conversion ideas. <br /> The techmarine will use the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> Magos Macrotek Enginseer model, and the arco flagellant is a servitor from the same kit.<br /> The scouts will be Skitari Rangers bodies and heads. And the pistols and <span class="glossaryitem" onmouseover='gp(20);'>ccws</span> from the Sicarian Infiltrators. Although I don't know how I'm going to make the missile launchers work. <br /> Carapace armoured Acolytes will use the bodies from Genestealer Cult Neophyte Hybrids, and the heads from Skitarii Vanguard.<br /> The Jokero Weaponsmiths (I cant stand those stupid models) will be <span class="glossaryitem" onmouseover='gp(39);'>FW</span> Scyllax Guardian Automata.<br /> <br /> So yeah, opinons, ideas, criticisims, advice? <br /> Cheers from the Jakman<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 08:31:26]]> GMT</pubDate>
				<author><![CDATA[ the_Jakman]]></author>
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				<title>Re:[2000] - Inquisition Strike Force</title>
				<description><![CDATA[ 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.<br /> <br /> What's your loadout logic with the bolter/carapace henchmen, and which models are you using?]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 16:33:10]]> GMT</pubDate>
				<author><![CDATA[ MacPhail]]></author>
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				<title>[2000] - Inquisition Strike Force</title>
				<description><![CDATA[ Like the list, <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> is awesome.<br /> - I would drop the dread, esp when your putting him in the raven, just another 100pts that dies when the raven is intercepted.<br /> -Keeping the raven unit minimal points with maximum potential is key esp as an assault vehicle. Looks like you are doing this well!<br /> -Take Coteaz with the chimera units. Getting that sweet sweet ObSec.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 17:45:52]]> GMT</pubDate>
				<author><![CDATA[ ChobitsCrazy]]></author>
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				<title>[2000] - Inquisition Strike Force</title>
				<description><![CDATA[ Look at the Storm Raven/Talon formation. You've already got the models in there and so could essentially have the bonuses for free.<br /> <br /> Put Psykers in as many henchmen squads as possible. 1WC for 10pts is the cheapest in the game.<br /> <br /> Take the Liber Heresius on one of your Inquisitors. (It doesn't have to be on a Hereticus <span class="glossaryitem" onmouseover='gp(272);'>Inq</span>.)<br /> <br /> 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++.)<br /> <br /> If the Dread doesn't have a Pod, cut it.<br /> <br /> In the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Warband, I'd cut the acolytes and take more <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> and Crusaders. That 3++ is vital for the unit to ever make it into combat. My Woundmill is 4 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>, 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!<br /> 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.<br /> The also need a delivery system, a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> 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.<br /> <br /> If I were to redo your Inquisition part of the list, it would look like this:<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> Inquisitorial Detatchment - 790pts<br /> <br /> Coteaz - 100pts<br /> <br /> Henchmen Warband - 212pts <br /> - 8x Acolytes w/ bolters and carapace <br /> - 2x Jokero Weaponsmiths <br /> - Psyker<br /> - Chimera w/ 2x Hvy Bolters and Psybolt ammo <br /> <br /> Henchmen Warband - 239pts <br /> - 7x Acolytes w/ bolters and carapace <br /> - 2x Jokero Weaponsmiths <br /> - 2x Acolytes w/ plasmaguns and carapace <br /> - Psyker<br /> <br /> Henchmen Warband - 239pts <br /> - 7x Acolytes w/ bolters and carapace <br /> - 2x Jokero Weaponsmiths <br /> - 2x Acolytes w/ plasmaguns and carapace <br /> - Psyker<br /> <br /> Inquisitorial Detatchment -  696pts<br /> <br /> Xenos Inquisitor - 93pts <br /> - <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 Psyker <br /> - Force Sword <br /> - Rad grenades <br /> - Power Armour <br /> - Liber Heresius<br /> <br /> Henchmen Warband - 405pts<br /> - 4x Crusaders <br /> - 4x Death Cult Assassins <br /> - Priest <br /> - Psyker<br /> - Dedicated <span class="glossaryitem" onmouseover='gp(261);'>LRC</span><br /> <br /> Henchmen Warband - 99pts <br /> - 3x Acolytes w/ laspistol, flak <br /> - 3x Acolytes w/ meltagun, flak <br /> - Psyker<br /> - Rhino<br /> <br /> Henchmen Warband - 99pts <br /> - 3x Acolytes w/ laspistol, flak <br /> - 3x Acolytes w/ meltagun, flak <br /> - Psyker<br /> - Rhino<br /> 
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</div><br /> <br /> This gives you significantly fewer points for your Salamanders, but it has some definite better tactics.<br /> 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.<br /> Six additional <span class="glossaryitem" onmouseover='gp(195);'>WC</span> 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 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> units).<br /> Coteaz, for 100pts, is a much better value than Mr Malleus Psycan. PML2 and IBEY are great, especially at board control.<br /> <br /> With the fewer points for the Marines, I'd go like this:<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> Salamanders <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> - 276pts<br /> <br /> Techmarine - 90pts <br /> - <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Power Axe (from chapter tactics) <br /> - Servo Harness <br /> <br /> Scouts - 93pts <br /> - 6 Scouts <br /> - 5x <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Bolt Pistol <br /> - Missle Launcher <br /> - Camo Cloaks <br /> <br /> Scouts - 93pts <br /> - 6 Scouts <br /> - 5x <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Bolt Pistol <br /> - Missle Launcher <br /> - Camo Cloaks <br /> <br /> Stormwing Formation - 430pts<br /> <br /> Stormtalon - 115pts <br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault Cannon <br /> - Skyhammer Missile Launcher <br /> <br /> Stormtalon - 115pts <br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault Cannon <br /> - Skyhammer Missile Launcher <br /> <br /> Stormraven - 200pts <br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannon <br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Multimelta <br /> - 4x Stormstrike Missiles<br /> 
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</div><br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 18:26:08]]> GMT</pubDate>
				<author><![CDATA[ Elric Greywolf]]></author>
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				<title>Re:[2000] - Inquisition Strike Force</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7458102b8f1696b8df6d3e1dac65d374.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713654/9125167.page"><b>MacPhail wrote:</b></a><br/>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.<br /> <br /> What's your loadout logic with the bolter/carapace henchmen, and which models are you using?</div></blockquote><br /> <br /> My reasoning is all about the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 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! <br /> <br /> As for the models, I'm planning on using Genestealer Cult Neophyte legs and torsos, Skitarii Vanguard heads, and <span class="glossaryitem" onmouseover='gp(119);'>SM</span> 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 <span class="glossaryitem" onmouseover='gp(39);'>FW</span> Scyllax Guardian Automata, cos those space monkeys look like garbage!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/862775291f7c93a4a887b7269e3fedc7.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713654/9125315.page"><b>ChobitsCrazy wrote:</b></a><br/>Like the list, <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> is awesome.<br /> - I would drop the dread, esp when your putting him in the raven, just another 100pts that dies when the raven is intercepted.<br /> -Keeping the raven unit minimal points with maximum potential is key esp as an assault vehicle. Looks like you are doing this well!<br /> -Take Coteaz with the chimera units. Getting that sweet sweet ObSec.</div></blockquote><br /> <br /> Forgive me, I'm still getting back into the rules, and I've never played with flyers before. (they were <span class="glossaryitem" onmouseover='gp(39);'>FW</span> 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.<br /> 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?<br /> 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.]]></description>
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				<pubDate><![CDATA[Tue, 10 Jan 2017 10:13:25]]> GMT</pubDate>
				<author><![CDATA[ the_Jakman]]></author>
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				<title>[2000] - Inquisition Strike Force</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/51cf979ac4b7f4baf8a97b33a3cd0054.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/713654/9125417.page"><b>Elric Greywolf wrote:</b></a><br/>Look at the Storm Raven/Talon formation. You've already got the models in there and so could essentially have the bonuses for free.<br /> <br /> Put Psykers in as many henchmen squads as possible. 1WC for 10pts is the cheapest in the game.<br /> <br /> Take the Liber Heresius on one of your Inquisitors. (It doesn't have to be on a Hereticus <span class="glossaryitem" onmouseover='gp(272);'>Inq</span>.)<br /> <br /> 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++.)<br /> <br /> If the Dread doesn't have a Pod, cut it.<br /> <br /> In the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Warband, I'd cut the acolytes and take more <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> and Crusaders. That 3++ is vital for the unit to ever make it into combat. My Woundmill is 4 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>, 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!<br /> 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.<br /> The also need a delivery system, a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> 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.<br /> <br /> If I were to redo your Inquisition part of the list, it would look like this:<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> Inquisitorial Detatchment - 790pts<br /> <br /> Coteaz - 100pts<br /> <br /> Henchmen Warband - 212pts <br /> - 8x Acolytes w/ bolters and carapace <br /> - 2x Jokero Weaponsmiths <br /> - Psyker<br /> - Chimera w/ 2x Hvy Bolters and Psybolt ammo <br /> <br /> Henchmen Warband - 239pts <br /> - 7x Acolytes w/ bolters and carapace <br /> - 2x Jokero Weaponsmiths <br /> - 2x Acolytes w/ plasmaguns and carapace <br /> - Psyker<br /> <br /> Henchmen Warband - 239pts <br /> - 7x Acolytes w/ bolters and carapace <br /> - 2x Jokero Weaponsmiths <br /> - 2x Acolytes w/ plasmaguns and carapace <br /> - Psyker<br /> <br /> Inquisitorial Detatchment -  696pts<br /> <br /> Xenos Inquisitor - 93pts <br /> - <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 Psyker <br /> - Force Sword <br /> - Rad grenades <br /> - Power Armour <br /> - Liber Heresius<br /> <br /> Henchmen Warband - 405pts<br /> - 4x Crusaders <br /> - 4x Death Cult Assassins <br /> - Priest <br /> - Psyker<br /> - Dedicated <span class="glossaryitem" onmouseover='gp(261);'>LRC</span><br /> <br /> Henchmen Warband - 99pts <br /> - 3x Acolytes w/ laspistol, flak <br /> - 3x Acolytes w/ meltagun, flak <br /> - Psyker<br /> - Rhino<br /> <br /> Henchmen Warband - 99pts <br /> - 3x Acolytes w/ laspistol, flak <br /> - 3x Acolytes w/ meltagun, flak <br /> - Psyker<br /> - Rhino<br /> 
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</div><br /> <br /> This gives you significantly fewer points for your Salamanders, but it has some definite better tactics.<br /> 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.<br /> Six additional <span class="glossaryitem" onmouseover='gp(195);'>WC</span> 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 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> units).<br /> Coteaz, for 100pts, is a much better value than Mr Malleus Psycan. PML2 and IBEY are great, especially at board control.<br /> <br /> With the fewer points for the Marines, I'd go like this:<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> Salamanders <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> - 276pts<br /> <br /> Techmarine - 90pts <br /> - <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Power Axe (from chapter tactics) <br /> - Servo Harness <br /> <br /> Scouts - 93pts <br /> - 6 Scouts <br /> - 5x <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Bolt Pistol <br /> - Missle Launcher <br /> - Camo Cloaks <br /> <br /> Scouts - 93pts <br /> - 6 Scouts <br /> - 5x <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Bolt Pistol <br /> - Missle Launcher <br /> - Camo Cloaks <br /> <br /> Stormwing Formation - 430pts<br /> <br /> Stormtalon - 115pts <br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault Cannon <br /> - Skyhammer Missile Launcher <br /> <br /> Stormtalon - 115pts <br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault Cannon <br /> - Skyhammer Missile Launcher <br /> <br /> Stormraven - 200pts <br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannon <br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Multimelta <br /> - 4x Stormstrike Missiles<br /> 
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</div><br /> <br /> 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.</div></blockquote><br /> <br /> With the Stormtalon formation. That was exactly the plan. Just completely forgot to write it up like that. Cheers for pointing it out.<br /> 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.<br /> 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? <br /> I think I'll take your advice on the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> 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. <br /> Thats also a very good point about the Razorback/Rhino. Theyre a suicide squad anyway. ]]></description>
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				<pubDate><![CDATA[Tue, 10 Jan 2017 10:35:33]]> GMT</pubDate>
				<author><![CDATA[ the_Jakman]]></author>
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				<title>[2000] - Inquisition Strike Force</title>
				<description><![CDATA[ The main problem with ablative bodies in a lower <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> unit is that they will take casualties and fall back. On anything without <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, that's bad bc they can't charge. I'd rather have the tougher 3++ save than a few more 5+ bodies.<br /> <br /> 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.<br /> 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.]]></description>
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				<pubDate><![CDATA[Wed, 11 Jan 2017 01:40:28]]> GMT</pubDate>
				<author><![CDATA[ Elric Greywolf]]></author>
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