Warhammer 40,000/Tactics/Inquisition(8E): Difference between revisions
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==Unit Analysis== | ==Unit Analysis== | ||
Acolytes: 3 wounds each, but with a 5+? What's the point of these when weapons do multiple damage I hear you ask. Two words, wound bank. These guys have a look out sir rule for friendly inquisitor of the same Ordo, on a 2+ every time the inquisitor would take a wound an acolyte within 3" takes a mortal wound instead. Think about that for a second, that also counts for damage, you would roll your inquisitors armour save, then your opponent would work out damage, then your roll your 2+ for each wound. Surround your Inqusitor and watch him never die! Give them power swords and laspistols and walk through chaos marines on the charge (Backed up by an inquisitor of course). Or take a unit of 6 Plasma Guns and always Overcharge them as you have safety in re-rolls. | '''HQ''' | ||
* '''Inquisitor:''' Comes in three falvours (or maybe four, but no one knows - its like the secret icecream you eat in summer but forgett lateron) every flavour got differend field of expertise. Holy Emprah! May seem meh on paper but damn. With WS3+ and BS3+ plus the re-rolls from Quarry, they can put out a lot of hits with a good number of attacks. A wide range of Wargear but certainly go for a thunder hammer or Power fist, you can take the -1 to hit with your re-rolls. Surpsingly good at extreminating low key units, my Ordo Hereticus with power fist personally killed a Nurgle plague caster, 8 death guard and roughly 9 pox walkers through 4 turns of combat. Always keep near acolytes as they will boost his survivabilty. For shooting you would be good with a combi-weapon as again you should be getting re-rolls and if you aren't, you're using the wrong inquisitor for the wrong job. Also understand this, your Inqusitor is not a superhuman God for killing things, they are human with special Wargear, if you 1on1 a chaos Lord, Necron Overlord, Dark Eldar Archon, Greater Daemon or a Space Marine Captain you will die a horrible death. | |||
* one Problem is, that Inquisitors lost Power Armour and will come with a 4+ (And still they did not figure out how to strap a Stormshield on their arms, it might hinder them to point at heretics and stuff) and no invulsave. Only the Malleus Inquisitor can have an invulnsave. But thats cause he got TDA. | |||
* ''' TDA Malleus Inquisitor:''' The beefy Option. Comes with TDA, storm Bolter and Nemesis Deamon Hammer. Might take Combi Weapons and can be a psioniker. And since he is bubblewrappes in TDA he can deepstrike. Oh joi! | |||
'''unique Inquisitors''' | |||
* '''Greyfax:''' The love of Celestine is still around. She comes with Power Armour, Condemnor Boltgun and a mastercrafted Powersword. She can target Deamon Characters even if they are not in front of her and denies the bitch 2 times a turn. Also she denies with a +1 bonus on the test | |||
* '''Karamazov:''' God old chap Crazypantsoff is still there. Sadly he is not a dreadnought. | |||
* '''Coteaz:''' Still expecting you, but you not him. | |||
'''Elites''' | |||
* '''Acolytes:''' 3 wounds each, but with a 5+? What's the point of these when weapons do multiple damage I hear you ask. Two words, wound bank. These guys have a look out sir rule for friendly inquisitor of the same Ordo, on a 2+ every time the inquisitor would take a wound an acolyte within 3" takes a mortal wound instead. Think about that for a second, that also counts for damage, you would roll your inquisitors armour save, then your opponent would work out damage, then your roll your 2+ for each wound. Surround your Inqusitor and watch him never die! Give them power swords and laspistols and walk through chaos marines on the charge (Backed up by an inquisitor of course). Or take a unit of 6 Plasma Guns and always Overcharge them as you have safety in re-rolls. | |||
==Building Your Army== | ==Building Your Army== |
Revision as of 19:11, 26 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) due to being a gimmick-driven army in an edition that thinks gimmicks are too hard for the kiddies to understand.
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. You can also take the generic benefit (Ordo Smashfucker?) that makes them hate CHARACTER units.
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, even though Jokaero do have <Ordo>. Because reasons.
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. Also as it's targetable at any Imperium unit, that's another good reason to take an allied Inquisitor psyker.
- 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
HQ
- Inquisitor: Comes in three falvours (or maybe four, but no one knows - its like the secret icecream you eat in summer but forgett lateron) every flavour got differend field of expertise. Holy Emprah! May seem meh on paper but damn. With WS3+ and BS3+ plus the re-rolls from Quarry, they can put out a lot of hits with a good number of attacks. A wide range of Wargear but certainly go for a thunder hammer or Power fist, you can take the -1 to hit with your re-rolls. Surpsingly good at extreminating low key units, my Ordo Hereticus with power fist personally killed a Nurgle plague caster, 8 death guard and roughly 9 pox walkers through 4 turns of combat. Always keep near acolytes as they will boost his survivabilty. For shooting you would be good with a combi-weapon as again you should be getting re-rolls and if you aren't, you're using the wrong inquisitor for the wrong job. Also understand this, your Inqusitor is not a superhuman God for killing things, they are human with special Wargear, if you 1on1 a chaos Lord, Necron Overlord, Dark Eldar Archon, Greater Daemon or a Space Marine Captain you will die a horrible death.
- one Problem is, that Inquisitors lost Power Armour and will come with a 4+ (And still they did not figure out how to strap a Stormshield on their arms, it might hinder them to point at heretics and stuff) and no invulsave. Only the Malleus Inquisitor can have an invulnsave. But thats cause he got TDA.
- TDA Malleus Inquisitor: The beefy Option. Comes with TDA, storm Bolter and Nemesis Deamon Hammer. Might take Combi Weapons and can be a psioniker. And since he is bubblewrappes in TDA he can deepstrike. Oh joi!
unique Inquisitors
- Greyfax: The love of Celestine is still around. She comes with Power Armour, Condemnor Boltgun and a mastercrafted Powersword. She can target Deamon Characters even if they are not in front of her and denies the bitch 2 times a turn. Also she denies with a +1 bonus on the test
- Karamazov: God old chap Crazypantsoff is still there. Sadly he is not a dreadnought.
- Coteaz: Still expecting you, but you not him.
Elites
- Acolytes: 3 wounds each, but with a 5+? What's the point of these when weapons do multiple damage I hear you ask. Two words, wound bank. These guys have a look out sir rule for friendly inquisitor of the same Ordo, on a 2+ every time the inquisitor would take a wound an acolyte within 3" takes a mortal wound instead. Think about that for a second, that also counts for damage, you would roll your inquisitors armour save, then your opponent would work out damage, then your roll your 2+ for each wound. Surround your Inqusitor and watch him never die! Give them power swords and laspistols and walk through chaos marines on the charge (Backed up by an inquisitor of course). Or take a unit of 6 Plasma Guns and always Overcharge them as you have safety in re-rolls.