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===Unit Analysis=== ====HQ==== *'''Ordo Malleus Inquisitor:''' Easily the most melee focused of the three, the Malleus Inquisitor still has access to the Daemonhammer, and he still has access to his Daemonblade, though they can now dual-wield them and the blades make it clear which of their effects affect the user, and which affect the blade (meaning that he can get four effects by using two blades, even though he can only attack in close combat with one), though you shouldn't expect something amazing out of it, even if you do purchase two swords for him. His ranged weapons aren't that bad either, though getting a Psycannon costs a lot of points, as does the Terminator armour it requires (to the point that it's arguably not worth it), and the Hellrifle is almost cheap enough to spam it as a MEQ-killer (get some Astropaths for Prescience and this certainly becomes an option), though as already mentioned this Inquisitor mostly shines in melee. Make him a Psyker, give him the Daemonhammer and Empyrean Brain Mines and let him go to town with his force weapon. :If you want to make the most out of him and you happen to be fighting Daemons (or really anyone with the Daemon rule), then feel free to take the Grimoire of True Names, and use this alongside your Brain Mines to drop Greater Daemons down to I1, then smash them with the Daemonhammer. It's not unheard of for Bloodthirsters to charge into fights against these guys and fucking lose. :*'''Inquisitor Coteaz:''' Coteaz covers a lot of bases, and covers them very well. He's a good psyker, has a decent enough ranged attack, is good enough in melee and doesn't cost a lot of points, what's not to love? Well for starters even though his model is wearing a rosarius whoever wrote the rules didn't recognize it, so he has no Invuln save. This is easily remedied by putting him in with a unit of Acolytes, with at least one of whom has a storm shield (though unfortunately he's kind of boned if he gets into melee combat with anyone S6 or higher). Secondly his special rule, Lord of Formosa isn't really all that useful in the current rules, thanks to the fact that Daemonhosts and Jokaero are single-model units now (you can give three models ObSec, yay) and between the three, Daemonhosts, Jokaero and Acolytes make up all of the models he can give the rule to. ::That being said, he's still good for his points, and his I've Been Expecting You rule is nothing to sneeze at, in a properly shooty squad (gained by using the Inquisition's formation or by allying him in with another army) he can cause an absurd amount of damage in a very short time, and even if he doesn't, the bubble he generates that scares away Deep-strikes and Outflanks could easily be worth the price, though if you want an Inquisitor who isn't a jack-of-all-trades you'd be better off with the generic one. ::'''Edit:''' As Corteaz can be taken in the new Castelleans of the Imperium Detatchment in fall of Cadia, the Lord of Formosa rule will give all non-vehicle units in the detatchment Obsec, which is something the detatchment was missing, it is worth considering! *'''Ordo Hereticus Inquisitor:''' The saddest of the bunch, though not fully without advantages. Unfortunately the Malleus and Xenos both have more going for them than the Hereticus Inquisitors, and of the three the Hereticus is far and away the most specialized. They also get shafted in odd ways, such as their thunder hammers costing 5 point more than the Malleus' version, and that one's a force hammer! [[wat|Their power fists also cost 5 points more than their thunder hammers!]] That being said, there are a number of ways to get a lot of use out of these Inquisitors, mostly through buffing/defending the unit they're currently in. :Both of these revolve around using the Null Rod and Psyocculum. The Psyocculum is straightforward, put him in a unit (even a unit of conscripts) and so long as you're shooting at a unit with psykers, they'll be BS 10. Preferably you'll be using weapons meant more for killing the unit around the psyker than the psyker themself, as that means you get more out of it. The Null Rod on the other hand is mainly meant for countering the psychic bullshit that's been going around as of late, simply put it makes the Inquisitor a miniature Culexus Assassin. Their attacks are at AP3 with Instant Death against psykers (which encompasses a surprising amount of characters, hell two Inquisitors with Null Rods and an allied Priest can kill a Hive Tyrant while remaining cheaper) and no psychic powers may be used against them or their unit. Getting a few Inquisitors with Null Rods to protect from Magnus and Ahriman could have been worth it on their own, [[awesome|even if this detachment didn't also let them come with their own Warlord Traits.]] They can also take the Liber Heresius to further buff their unit, and considering the buffs it can offer it's well worth the 15 points to do so. :*'''Inquisitor Karamazov:''' Still no Invuln save, still no Eternal Warrior, still gets ID'd by a railgun shot. Put him in a unit that has storm shields to give him some sort of protection, or better yet add him to the Inquisition's formation, try to get the 12" range bonus from the Jokaero and laugh as he burns shit with a 36" multi-melta before crushing opponents in assault. ::Karamazov best shines in an assault-heavy army, preferably one that has alternate means of traversing the board (such as Marines with their Geomancy) but he can still work with the Inquisition, all you need is an Acolyte unit who got far in a transport (one of whom is a mystic), an Inquisitor who happened to get Gate of Infinity, and then you can deep strike Karamazov and his unit right next to the Acolytes without fear of scatter. This is of course assuming you opponent's not coming to you, if they are then they'll have their work cut out for them as Karamazov can rip and tear with the best of them. ::Karamazov's also pretty good as a buffer too, Dread Reputation makes sure that he and everyone else around him stay exactly where they should be (functioning as a priest-lite, but for multiple units) while By Any Means Necessary is actually helped by the Daemonhost's new size of one model per unit, so long as you can get any of them into combat you can sacrifice a 10 point model to make sure his blasts don't scatter, which is more than worth it. :*'''Inquisitor Katarinya Greyfax (Imperial Triumvirate):''' 150 points costing a shitload more than a regular Inquisitor (also halfway between Coteaz and Karamazov), and debatably worth it. She has the exact same statline as normal inquisitors, but has a Master-Crafted Condemnor Boltgun, a Master-Crafted Powersword, and a Psyocculum in addition to her Psyk-out grenades. While this doesn't excuse her cost, she's a ML2 psyker who always counts as having a higher level than the enemy to help deny, and one who can only take Telepathy, though she does also always know a unique power called Aura of Oppression: WC1 or WC3. The 1 Warp Charge version is a malediction targeting a single enemy non-vehicle unit within 12" which forces a pinning test, which even if they pass they cannot run, turbo-boost, sweeping advance, or fire Overwatch. The WC3 variant is instead a "nova Malediction" targeting all non-vehicle enemy units within 12". How much you plan on using her Aura is what's going to determine whether or not she's worth the hefty price tag. It's great in particular at shutting down Tau Support fire bullshit and Dark Angels Supreme Fire Discipline (and it combos beautifully with Assassins and assault heavy Henchmen Warbands). If you don't plan on using it, then don't get her, stick to a regular Inquisitor who can grab better more useful gear and abilities while costing less, and if you are going to use it then grab some Psykers (preferably Astropaths from the Telepathica) for extra charges. *'''Ordo Xenos Inquisitor:''' A good shooter and de-buffer, of the three the Xenos Inquisitor is best suited for an all-comers list as their Rad Grenades, Plasma Syphon and Psychotroke Grenades all work wonders on everything. Put them in an assault squad to help it mulch through the opponents and keep it safe from rapid-fire plasma, or give him a Conversion Beamer, sit him back, and start shooting. Interestingly it could be argued that the rad grenades stack with each other, and since they don't stop at lowering their victims to T1, you could have three Inquisitors charge the same T3 target, and it would die before striking back at all. While not ideal, this could also be used to cancel the new Pink Horror's bullshit split rule. :Unfortunately the Ordo Xenos don't have a special character of their own since Inquisitor Valeria's now dead, presumably killed by Greyfax above. ====Elites==== *'''Acolytes:''' Acolytes are an excellent unit, cheap enough to function as extra bodies to any army lacking them, while having decent upgrade options. You could outshine the Tempestus with hotshot lasguns and power armour (still BS3, though Prescience from an Inquisitor or a Psyocculum can help with that) or you could give them all bolters/storm bolters, which makes them an odd squad, one that doesn't cost a lot and still gets good weapons. They're also cheap enough that you'll have to start weighing what's worth more, a killier/hardier squad or multiple, weaker squads? :Do not use them as melee troops. Though they have two weapons they still have the statline of a regular human, and unless they're up against similarly-sized units of humans, or they charge units of humans that don't number too much, they're going to lose and any of the armour options to make them live longer are wasted on an assault squad of these guys. If you still really want to use them in an assault role, then just take the formation below and stock up on better melee units while putting any wounds you can on the acolytes first. :Of note is that they're one of the very few units in the game who can make use of the gunslinger rule. Acolytes can buy plasma pistols and combine them with their laspistols to fire twice, though don't expect this to be any sort of game changer. :*'''Available Transport Options:''' ::*'''Chimera:''' The tax for getting it isn't so bad however, Acolytes are dirt-cheap and the Inquisition's Chimera's have certain advantages to them, like being able to upgrade their heavy bolters with psybolt ammo so that you're ID'ing GEQ's, Tempestus and Tau, all the while ignoring most of their armour saves. A storm bolter also wouldn't go amiss either since it'll also benefit from the psybolt ammo. It's a good little transport, and well worth the points once upgraded. ::*'''Sororitas Rhino:''' That's correct. 5 points more than Codex: Inquisition but now with a 6+ invulnerable save and Adamantium Will. Debatably not worth it compared to the Chimera, it's cheaper, loses a point of armour in the front but gains a point in the side, and it doesn't have options to the psybolt ammo that the Chimera has, though it otherwise keeps the same roll. Take it if you're strapped for points, or are really worried about Psyker shooting your tanks, but not so worried about it that you'd by an Inquisitor with a Null Rod. ::*'''Land Raider Variants:''' :::*'''Godhammer (basic):''' Shouldn't be taken. You've got monkeys for lascannons, Inquisitor's (or allied Astropath's) for re-rolls, and even Chimeras provide deadlier heavy bolter fire. You also don't have the troops needed to make this one worth it, and if you're allying just to get an Assault Transport out of the Inquisition then you're better off with one of the next two options. :::*'''Crusader:''' If you're taking this it'll be because you're allying the Inquisitor in with another army that doesn't have access to Assault Transports, or you're using the formation that allows you to take a massive unit and you built if for assault. If it's the former, then load it with your best unit, charge in, don't risk going through terrain (seriously, the Crusader shines in close range and getting immobilized is a huge waste of 250 points) and have fun. If it's the latter, then it's a bit iffier. While the Inquisition can get good assault units, Chimeras with psybolt ammo (which the Crusader can no longer purchase) are cheaper, more spammable, and more likely to make their points back. If you used the formation to build a good assault squad though (see the formation for more details) then it could still be worth it to load the Crusader up, charge into the enemy, and use buckets of dice considering how many attacks you should get from charging. :::*'''Redeemer:''' Iffier than the Crusader, the guns are good, the issue simply comes from the fact that it is extremely short ranged. If you can get it there it'll tear shit up, but if your opponent has a few melta's/monstrous creatures/chainfists (or their equivalents), then its range easily puts it into their range, which is the fastest way to lose it. If your opponent doesn't have any of those however, then the Redeemer is good both against MEQ's and hordes and can arguably make its points back the fastest out of the three, only needing to flame/shoot a few particular squads to break even. ::*'''Valkyrie:''' Unless you use a formation to ally in the Deathwatch (and you really shouldn't, explained in the formation), this is the only flyer you're going to have access to. It's a good thing that it's a good one then. It still doesn't have access to the armoury (so no S6 heavy bolters for it) but it's still the tough and deadly plane from before, and it still has access to grav-chute insertion, which is great considering that Acolytes cost so little it doesn't matter if one of them dies or not when you use it. Put them inside, use it to pester infantry/destroy aircraft (loading it up with high Strength or blasts as is appropriate) and have fun. *'''Daemonhost:''' Free kill points for the enemy! Seriously, Daemonhosts are not hard to kill and their effectiveness is extremely random. They can be fun in huge groups, but you're limited to one model per unit outside of an Inquisitorial Henchmen Warband formation, so if you take them you're either running an unbound list, you're using the formation, or you're going to be abusing the fact that they now come with the Daemon special rule as there are some weapons/rules that can activate when a model is near a Daemon, and paying 10 points to make this a guarantee is certainly worth it. Don't take them if your plan is simply to run lone Daemonhosts at your enemy, more often than not it won't work out in your favour. *'''Jokaero Weaponsmith:''' The shooting monkeys [[skub|everyone remembers and loves]]. They still keep all of their old weapons (including the ring/lascannon/multi-melta/heavy flamer); however, now they are limited to one model a unit if fielded outside of an Inquisitorial Henchmen Warband formation. Single-model Jokaero aren't going to do too much unless you roll really luckily on either their shots or their special table, and even then the special table is only going to affect the Inquisitor or whatever other character you're allied with. Buffing any Independent Character with +12" to any non-template ranged weapon is really good. If you added Cawl to the unit, for example, you could turn his gun into a 24" S10 AP1 Melta that fires D3 times. :Overall though, if you want to make sure your Jokaero are going to do something then you can't just stop at one. Get at least 3. Yes, that'll max out your detachment, yes, that can leave you open for Kill Points, but another detachment gets you another Warlord Trait and with 3 you can at least guarantee they are going to do something. You'll get a good result on the random chart, or they'll blow up that transport that you needed gone, and unless your opponent can make kill points off of them then they'll likely not consider a single 35 point model worth the firepower of an entire squad, especially when there're larger, more threatening targets out there. :This editor would like to point out the fact that Jokaero got a HUGE buff this time around. You see, it used to be when you rolled a 6 or higher on the Inconceivable Customization chart, you would have to roll two times and have be satisfied with what you got (and if you had 6 or more of them, every roll was always a 6, so you got nothing). However, this time around, it specifically says, "pick any two of the first 5 results". This means, it is now worth it to run a squad of 6 Jokaero in the formation. Oh? What's that? My squad of 12 acolytes (6 if they have been shoved inside a Chimera) are now GUARANTEED to get a +12" range AND Rending? Or better yet, they all have a 2+ armour save and +12" range? ====Heavy Support==== *'''Chimera:''' The Inquisitorial Representative detachment [[derp|has no option for a Heavy Support unit of any kind]], so if you take a Chimera it'll be as a dedicated transport (see above for tactics on how to use it best), or it'll be in an unbound list and why would you go unbound with this army? Getting a bonus Warlord trait is worth the points and the Acolyte tax is so minimal for their Chimera.
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