Warhammer 40,000/Tactics/Inquisition(8E): Difference between revisions

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* Small choice of units
* Small choice of units
* Some units can use ''no transports of any kind''
* Some normal sized infantry units can use ''no transports of any kind''
* Not really viable as a single-subfaction army (at least until the codex drops)
* Not really viable as a single-subfaction army (at least until the codex drops)



Revision as of 02:11, 10 June 2017

Why Play Inquisition

Because you want an army that nobody expects, with surprise and fear as your chief weapons. Actually in 8E the main reason nobody expects them is that they took a big shot to the pills, losing most of their assault capability to the Adeptus Ministorum and having their glorious monkeys nerf-batted into oblivion, so nobody will expect you to be so masochistic as to actually try to win a game with them (at least until the Codex drops... maybe). That said, if you're not a WAAC man-child and you like your fluff as much as your crunch, you can still build an interesting force especially when combined with the Adeptus Ministorum, Sisters of Silence and other Agents, and/or the Adeptus Militarum or really any Imperial force. You think John Blanche will stop playing Inquisition? Not on your life.

Pros

  • Super fluffy
  • Great for model customisation
  • Can ally with all Imperium units
  • Decent psyker HQs
  • Interesting unique characters
  • Some units can use any Imperial transport

Cons

  • Small choice of units
  • Some normal sized infantry units can use no transports of any kind
  • Not really viable as a single-subfaction army (at least until the codex drops)

Special Rules

<Ordo>: All units except Daemonhost belong to a specific Ordo - either of your choosing or specified for characters. Ordo Malleus hates Chaos and Daemons, Ordo Hereticus hates Chaos and Psykers, Ordo Xenos hates filthy xenos and you can even make up your own Ordo which makes them hate Characters. Ordo Cheesebusters?

Quarry: Gain a bonus when you're attacking your Ordo's specific quarry (as per <Ordo> above). Malleus and Hereticus re-roll hits and wounds, Xenos re-roll hit and wound rolls of 1 (presumably more restrictive because it has much wider application) and Specialist (custom) Ordos re-roll hits of 1 on Characters. Remember that Jokaero and Daemonhost don't have this.

Authority of the Inquisition: That's a pretty transport, shame if someone were to requisition it. Inquisitors and Acolytes can ride in any Imperium Transport, which makes plenty of sense. Of course, Jokaero and Daemonhost don't get this either, so they have literally zero transport options and will be walking on from the edge. If they're ever taken. Which they won't be.

Psychic Powers

Telethesia

  • Terrify: Useful for getting allied fragile melee monsters in without taking losses to overwatch. 18" range, only needs a 6 to get off, and debuffs Ld -1 as well as preventing overwatch until your next psychic phase, which is pretty good.
  • Mental Fortitude: Easy to get off, and will cause a unit nearby to auto pass morale tests. Also good, despite Ld failures not being as potentially catastrophic as they were previously.
  • Dominate: Quite how an Inquisitor straight out of the Academy could have a 50/50 shot of convincing Old One Eye to start gnawing on his friends will remain a mystery, but it's a thing. Especially cool as Deny The Witch is now mostly limited to psykers.

Armoury & Wargear

Unit Analysis

Building Your Army