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ElectricPaladin
02-08-2014, 01:52 AM
My FLGS just announced the next monthly narrative campaign, and it's going to be awesome. They are bending the Codex: Inquisition rules to allow for anyone to take Inquisitorial allies. We are going to be playing out a full-scale Inquisitorial Civil War in the Crucis Sector. Every player will create an army led by an Inquisitor and his retinue (up to 250 points) with the option to take one or more Inquisitorial transports (up to another 250 points). Some games will be standard 40k games (1.5k points); in those games the rest of the list will come from whatever codex forms the force that our inquisitor has allied with. Other games will be Kill Team games, which will feature only the Inquisitor and his retinue (and not the vehicle, obviously).

Luckily, my wife didn't get around to getting me that present... so I'll be getting some Inquisitorial stuffs!

I've downloaded and read through the Codex: Inquisition, but I was hoping for some advice from players with more experience. Here are my particular questions, though you should please feel free to post anything you think I want to know.

My main force will be my Knights of Blood (Blood Angels Codex). I have at least one of almost everything in the codex, but I tend to favor my stormraven, jump troops of various kinds, terminators, and death company. What Inquisitorial warband choices will work well alongside such a list? I'm torn between going with a melee-heavy warband to go along with my melee-heavy army... or, alternately, I could go with something better equipped for long range shooting, since the thing I've missed the most in the campaign so far is any kind of serious fire support.

Which Inquisitorial vehicles would be best alongside Blood Angels? On the one hand, I am tempted to go with an inquisitorial valkyrie so I can maximize flyers (because flying is fun!). On the other hand, with so much of my Blood Angels wanting to start in reserves, it might be a better idea to go with an inquisitorial ground vehicle so I don't get tabled Turn One when some cheeky ******* manages to kill the scouts and assault marines hiding in terrain I would end up using as an anchor. I'd be perfectly happy to paint an inquisitorial chimera - that would be fun. I'd rather avoid painting (yet another freaking) rhino or razorback, but if it's the best choice I'll do it.

I am mostly interested in an Ordo Malleus inquisitor because I like their fluff the most, and I'm certainly going to play a radical (daemonhosts are awesome, at least in concept). Which Ordo Malleus options are the best?

In general, which warband options are the best, and which should I pass on?

Thanks in advance for your replies.

Prompt replies are especially welcome, because I plan to visit the FLGS with my wife to make some initial purchases some time tomorrow...

(And for those of you who commented on my other thread about getting a present from the wife... looks like you're psychic or something. An inquisitor will be along shortly to ask you a few questions.)

This Dave
02-08-2014, 07:03 AM
I've only used a Xenos Inquisitor so I can't say too much about the Malleus options. But I can speak to the vehicles.

Probably the best value for an Inquisitor in the Chimera option. It's not terribly expensive and it packs a decent amount of firepower. For 5 points you can give it the Psybolt Ammunition option so if you give it the free Heavy Bolter in the turret you'll have two S6 Heavy Bolters. If you have spare points you can even give it a Storm Bolter, which with the Psybolt gives this thing S5. Also, with the hatch you can have up to five models inside shoot out, so if your war and is shooty they don't have to leave the vehicle. Although expensive if you want firepower a Land Raider Redeemer would be the best all around choice. Heavy armor, heavy firepower (literally), and with the Psybolt upgrade its Assault Cannon is S7. I actually prefer a Crusader for doing this as S5 Hurricane Bolters are awesome but you have the 250 point limit.

As for Warbands, Inquisitors really aren't that great at long range shooting as only the Jokero can get anything with a range greater than 24". They actually work better at assaulting, which your Knights already have covered pretty well. I would recommend taking Servo Skulls as they're cheap and deny your opponent Infiltration. Priests are a lot of fun with their new abilities but I wouldn't waste points buying them an Eviserator or anything. They can gain the Smash ability using just their Chainsword. Also, as they're Characters they can handle any Challenge your Inquisitor doesn't want to be bothered with, and they actually have an invulnerable save. Also, if you want to make a Psyker definitely take the Divinitation discipline. Plus it gets your Inquisitor a "free" Force Sword, always a plus.

Blood Shadow
02-08-2014, 09:01 AM
I'd normally play Xenos for fluff and Rad grenades, though I'm really interested in the Null rod from Hereticus.

The psybolt chimera with 2xHB and 3x Servitors with either PC or HB + 1ืJokaero + 1ื Malleus Psycannon TA will deal out so much pain, an extra hereticus with null rod adds to survivability.

Thats 1x str9, 4x str7, 6x str6, 9x str5, and capable of shooting at 2 different targets, without null rod divination could twin link this lot.

There are relics too....and actually all this is not that expensive

ElectricPaladin
02-08-2014, 09:42 AM
It sounds like I have a lot of options and none of them are bad.

Something to remember is that I'm going to be stuck with same warband as both a detachment in 40k games and my entire army in the Kill Team games, so I probably shouldn't specialize too heavily.

Though, I do like the chimera option. The way you describe it, it sounds like almost whatever goes into it, the vehicle could be an effective artillery piece providing fire support for my Knights of Blood, especially with a divination psyker inside.

ElectricPaladin
02-08-2014, 09:55 AM
Also, Chimeras can carry models in terminator armor? Really?

Yep... looks like they can.

Ok. This is going to be interesting...

Katharon
02-08-2014, 10:03 AM
If you're looking for an inquisitor, then the Ordo Malleus is the place to look. I prefer to take my Inquisitors in power armor, instead of terminator armor, so as not to limit them in wargear options ( the Inquisitor codex is really fudged up on this issue, considering that any inquisitor should be able to requisition and use anything in the wargear section but can't). I like to take a daemonblade and a powerfist/daemonhammer. I always upgrade him to be a psyker with hammerhand. Also, the Liber Heresius (I think) is the book that gives them different USRs each turn as you so desire.

As for troops, I take as many Crusaders armed with power axes as my points will permit me to take. I once fielded an army, 1,500 points, of nothing but Coteaz and Crusaders. You can't imagine the hilarious reaction my opponent had to facing that. Bwuahaha.

The retinue and the ordo malleus inquisitor should be your hard-hitting CC unit. Pairing them with a Land Raider Crusader is also a nice caveat.

DarkLink
02-08-2014, 11:13 AM
If you want the competitive options, either go Xenos Inquisitor with power armor, rad amd psykotroke grenades, servo skulls, and psyker, or Ordos Malleus in Terminator Armor with servo skulls, psycannon, and psyker. Simple as that.

Competitively for henchmen, only bother if you're taking Coteaz. If you have an Inquisitor to babysit, then plasma cannon servitors are basically the only good ranged option. Jokaero are jokes. You can take cheap warriors for scoring, and you can take DCA and crusaders in a Land Raider for an assault unit. That's pretty much your comprehensive' optimal' list.

Edit, the liber hereticus is pretty good, too.

ElectricPaladin
02-08-2014, 11:20 AM
So, right now it comes down to a rules call that the COs have to make about how psykers will interact with the "Every Man For Himself" aspect of the Kill Team games - it's my goal not to have any model that can't take part in my strategy for either the standard games of 40k or the Kill Team games.

Here's what I know for sure.

My inquisitor will be:
• Ordo Malleus inquisitor w/Terminator Armor, Nemesis Daemon Hammer and Psycannon; Psyker (Lvl 1 - Divination)

His ride will be:
• Inquisitorial Chimera w/Heavy Bolter x2, Dozer Blade, Psybolt Ammo

As for the warband, it all depends...

If my COs rule that psykers in a Kill Team game can pool their powers freely with each other in any combination I will definitely go with the following. If they rule that the psykers must still pool their powers, I will probably go with the following (it's a powerful weapon, but less powerful if my opponent can scatter his models across a 4'' by 4'' table).
• 6 Psykers
• 3 Acolytes w/Plasma Guns
• Jokaero Weaponsmith

This means that even if the chimera moves, it can still shoot:
• Six 6/4 shots at 36''
• One 10/1 Large Blast shot at 36''
• Four 7/4 Rending shots at 24''
• Three 7/2 shots at 24'' (or 6 7/2 shots at 12'')
• One 5/4 Template, one 9/2 snap shot at 48'', or one 8/1 Melta snap shot at 24''

Either the former (the chimera) or the latter three (the squad) can be twin-linked by the Inquisitor's divination power, which the plasma gunners will be happy to hear about. The former and the latter can also fire at two different targets.

In Kill Team, I have a pretty mobile shooty force, with plasma gunners and psykers doing terrible things to the enemy at range while my terminator armored inquisitor acts as a counter-charger when the survivors get close.

Now, if my COs rule that the psykers must or cannot pool their powers in the Kill Team games, I'll probably go with the following for the warband (the inquisitor and his ride remain the same):
• 3 Servitors w/Plasma Cannons
• 2 Acolytes w/Plasma Guns
• 2 Death Cult Assassins
• Jokaero Weaponsmith
• Daemonhost

This squad is a lot more limited in shooting if they move, though if they stand still they can dish out a lot of blasts. The death cult assassins and daemonhost are mostly there to act as counter-chargers for when the chimera is destroyed. In Kill Team, this list can present enough in the way of melee threats that I think I can actually advance with my inquisitor, assassins, and daemonhost under the cover of fire from the acolytes and servitors (though the servitors need to stay within 12'' of my inquisitor to avoid mindlock, so they won't get to shoot every turn).

I'm torn... warband #1 seems a lot more boring and less powerful in Kill Team, though I like it's flexibility. Maybe I should scrap the psykers and the servitors and go with some combination of the two lists... what do you think?

DarkLink
02-08-2014, 11:29 AM
Right, forgot, they gave psykers brotherhood of psykers for the Inquisition book, which makes them vastly better.

ElectricPaladin
02-08-2014, 12:00 PM
How about this as a warband that tries to combine the best of both worlds?

• 3 Acolytes w/Plasma Guns
• 2 Death Cult Assassins
• Daemonhost
• Jokaero Weapon Smith

At range, we've got three 7/2 shots at 24'' or six shots at 12'' (plus the inquisitor's four 7/4 Rending shots), all of which will benefit from whatever the Jokaero does. The Jokaero can also do his heavy flamer/lascannon/multi-melta thing, but anything with range will be snap shots if the chimera moves. If I get lucky and roll a 5 or a 6, the Daemonhost can replace one of the acolytes.

In Kill Team, I can have the Jokaero hang back and the acolytes and inquisitor advance cautiously, both providing covering fire for the daemonhost and assassins. The inquisitor is hard enough that he can act as a counter-charger in case anyone manages to kill or evade the advancing assassins/daemonhost and gets too close to the mobile firebase.

What do you think: Option One/Two depending on the CO's ruling, or Option Three?

Blood Shadow
02-08-2014, 12:17 PM
I'm not sure how mind lock works in Kill Team....servitors could be a liability...perhaps an extra jokaero instead (don't forget their weapon buffs!)

Also when I've played kill team 2+ saves aren't allowed so there could be a ban on TA options.....

Don't rule out storm bolter henchmen either 2ื str4 at 24" can be devastating vs T3 5+ armour, 5 stormbolters with divination is better than a hurricane bolter at 24"!!

ElectricPaladin
02-08-2014, 12:34 PM
I'm not sure how mind lock works in Kill Team....servitors could be a liability...perhaps an extra jokaero instead (don't forget their weapon buffs!)

Our COs have already stated that the servitors can escape mindlock in KT games as long as they are within 12'' of the inquisitor


Also when I've played kill team 2+ saves aren't allowed so there could be a ban on TA options.....

This campaign may work differently because only half the games will be KT games; the other half will be standard 40k games. I've emailed the COs and we'll see what they say.


Don't rule out storm bolter henchmen either 2ื str4 at 24" can be devastating vs T3 5+ armour, 5 stormbolters with divination is better than a hurricane bolter at 24"!!

I'll keep that in mind...

ElectricPaladin
02-08-2014, 07:01 PM
Hi, all - a couple of updates from my COs:

1) Actually, only the inquisitor needs to remain static from game to game. His retinue can change as well. So I don't need to worry about picking a retinue that works for both, or even sticking to the same retinue, as I learn the models. However, I would like to pick a single retinue, if just to save money.

2) There will be a special exception for inquisitors allowing them to wear terminator armor in Kill Team games.

3) As I wrote before, mindlock will be mitigated in a 12'' bubble around the inquisitor.

4) There is no Brotherhood of Psykers rule in Kill Team, meaning that the psykers will each shoot alone.

As a result, I think I'm going to start with Retinue Three (reprinted below for convenience, with added Kill Team specialist status).

• 3 Acolytes w/Plasma Guns (one is a Weapon Specialist: Master Crafted Plasma Gun)
• 2 Death Cult Assassins (one is a Combat Specialist: Instant Death)
• Daemonhost
• Jokaero Weapon Smith (Indomitable Specialist: Relentless)

Any thoughts?

Katharon
02-08-2014, 08:33 PM
Also, Daemonhosts are pretty useless in my experience.

ElectricPaladin
02-08-2014, 09:06 PM
Also, Daemonhosts are pretty useless in my experience.

That's a shame… what's wrong with them?

DarkLink
02-08-2014, 11:17 PM
Generally overpriced and underpowered.

ElectricPaladin
02-08-2014, 11:19 PM
Well, the way things work out, I've got a spare seven points I can spend on stuff for my warband... would you recommend swapping him out for a crusader or another death cultist?

Katharon
02-09-2014, 05:56 AM
Well, the way things work out, I've got a spare seven points I can spend on stuff for my warband... would you recommend swapping him out for a crusader or another death cultist?

Crusader. 3++ ftw.

sfshilo
02-09-2014, 02:49 PM
Null rod in a large squad of troops is fun.
Five psykers in a double heavy bolter psy ammo chimera also works really well. S7 AP2 36" assault 1 large blast hur hur hur.

ElectricPaladin
02-12-2014, 05:37 PM
So, what about this for standard 40k games?

• 3 Acolytpes w/Flak Armor, Plasma Guns
• 2 Death Cult Assassins
• 2 Crusaders w/Power Axes
• Jokaero Weaponsmith

Riding in that same Chimera I described above.

I've still got great shooting options at 36'', 24'', and may be Emperor have mercy on anything that gets within 12''. When (not if) the Chimera is destroyed, I have pretty decent counter-chargers in the crusaders and the death cult assassins, which gives me a decent chance of winning free of the combat so I can rapid-fire more plasma and psycannon bolts into my attackers. If the chimera is destroyed at range, I can have the squad hoof it with the crusaders standing in front to soak up any shots.

This Dave
02-12-2014, 07:20 PM
One thing, if you're using Codex:Inquisition Crusaders can't take Power Axes, only Power Swords.

ElectricPaladin
02-12-2014, 07:23 PM
One thing, if you're using Codex:Inquisition Crusaders can't take Power Axes, only Power Swords.

Really? Weird.

I'll probably model them with power axes against the possibility of playing Grey Knights some day. It's not a big WYSIWYG breach where I play if I were to call them swords in some games.

ElectricPaladin
05-18-2014, 10:45 AM
After some thought, I've decided that my kill team warband needs more boots on the table. I have discovered that I suck at building kill team lists because I bring the cool dudes, and not just enough dudes. Here is my current thought:

• Ordo Malleus Inquisitor w/Psyker (ML 1), Nemesis Daemon Hammer, Psycannon, Terminator Armor
• 5 Acolytes w/Carapace Armor, Hot-Shot Lasguns
• 2 Acoltyes w/Plasma Guns (NOTE: These will be specialists, with various useful specialties)
• Jokaero Weaponsmith (NOTE: He'll be my Relentless specialist)

Also note that the campaign organizer has ruled that we can use our Inquisitor in kill team games, even though technically they are HQ units, and some of them (like mine) have 2+ saves.

Nine bodies on the table. I'm seriously tempted to replace my Jokaero with a pair of death cult assassins, but I really like the idea of a mobile lascannon, even in kill team, just in case someone gets cheeky and decides to bring a razorback or something. Also the long-range shooting will keep me in the game while my shorter ranged lasguns close in. Plus, doubling out my opponent's Inquisitor almost no matter how tough he is would be priceless.

What do you think? Good the way it is? Should I break down that Jokaero into a pair of crusaders or assassins?

Finally, I should note that my warband for the standard 40k games is probably going to change a lot as well. In particular, the new psyker rules for 7th edition and pushing me back towards a few psykers, because not only are they a decently powerful blast on any turn I use them, they're also a warp charge on a stick. At the very least, the warband will include one useless psyker who will never use his pitiful blast, just for the extra warp charge. But I'll report in with that warband later.