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Discussion Starter · #1 ·
So one of my friends regularly has a small detachment from the Inquisition codex, mainly so that he can bring servo skulls and make his blast templates more accurate. The more I've played against him the more I've been interested in bringing a small inquisitorial force into my list, just to add a little flavour.

So here's what I'm thinking:

Primary Detachment: Raven Guard
HQ - 105pts
Chaplain
-Jump pack

Troops - 470pts
Tactical Squad (x5)
-Meltagun
-Combi-melta
-Rhino

Tactical Squad (x5)
-Meltagun
-Combi-melta
-Rhino

Scouts (x5)
-Combi weapon
-Landspeeder Storm with Heavy Flamer

Scouts (x5)
-Combi weapon
-Landspeeder Storm with Heavy Flamer

Fast Attack - 370pts
Assault Squad (x10)
-Jump packs
-Flamer (x2)
-Meltabombs

Assault Squad (x10)
-Jump packs
-Flamer (x2)
-Meltabombs

Heavy Support – 210pts
Devastators (x5)
-Missile Launcher (x3)
-Lascannon (x1)

Stalker

Inquisitorial Detachment
HQ – 120pts
Ordo Xenos Inquisitor
-Mastery Level 1
-Conversion Beamer
-The Tome of Vethric
-Servo skull (x2)

Elites – 218pts
Warband A
-Acolyte with carapace armour and plasma gun (x3)
-Psyker
-Razorback with Psybolt ammo

Warband B
-Acolyte with carapace armour and plasma gun (x3)
-Psyker
-Razorback with Psybolt ammo

So, I'm sure there are a couple of things already ringing warning bells to the veterans but please let me explain myself before you rip me to shreds. I like to make lists that are all about getting up the board. I don't like sitting still for too long, so my models share my restlessness.

The Chaplain joins one of the assault marine units and grants them fearless and the glorious re-rolls to hit on the first turn of the assault. These and the other unit have been using the inquisitorial razorbacks as mobile cover to get up the board, often moving up the more infantry populated table edge.

Inquisitor joins the Devastators and sit tight in a ruin. The Tome grants the unit a special weapon depending on which xenos race they are facing. Getting monster hunters when I faced a nidzilla list was a blessing. Rolls on divination, mainly using prescience but found ignores cover very useful too. The reason for the mixture of weapons is that with the changes to the weapons damage table, I found that 4 missile launchers weren't cutting it for me. A single lascannon has proven useful, giving me a little edge when shooting at vehicles but doesn't gel as well as I'd hope with the missile launchers.

The stalker is a personal choice. I have tried running flyers and I just don't like them. I understand their benefits over ground anti-air and appreciate that they have a greater flexibility but they feel to much out of my control. I have had no problems using the stalker at all, usually because everyone ignores it. With prescience assistance from the inquisitor, the stalker managed to ground two flyrants in a single turn, killing one off and leaving the last one limping. It either stays close to the inquisitor and devastators or it moves up the board to make sure it is in range of something.

Scouts and Tactical squads deployment all depends on whether I have first turn or not (obviously assuming that no-one seizes the initiative). If I have first turn, they will both move up the opposite flank from the razorbacks and assault marines, using their scout move (thanks chapter tactics) to get up the board that bit quicker so if I'm lucky I can get into melta range very quickly. If I am second, I find outflanking the 4 units has had greater success, giving them a bit more survivability, but of course, leaving the dice gods four units to play with is quite worrying. I'm still trying to decide on the best combi weapon for the scout sgt, melta seems to be the best bet for a small unit but what do you guys think?

And last but not least, the warbands. I wasn't intending on having anything but an inquisitor in my list till I noticed that you could have a psyker for the cost of 2 flamers and have a small three man unit with cheap plasma weaponry. These guys are my monster/elite hunters, flying down the board in their razorback and turning guys into a melted pool of plasma. The psyker goes for telepathy and screams his foes into oblivion. These two guys have done very well so far, but do have a tendency to blow themselves up. Only safety sam has not overheated his weapon at least once, but he never hits either, so I think he's probably too busy discussing the dangers of plasma weapons to actually aim. Even one of the psykers blew himself up, leaving a very confused sam all by his lonesome staring at a wounded but very angry carnifex.

I have played 4 games with this list, and I am pretty happy with the results. But wanted to throw it over to you guys to see if there is anything you can suggest to make it better? I have wondered about scarping some points together to upgrade the chaplain to a captain with jump pack, lightning claw and artificer armour to get a more choppy but also more survivable warlord, but not sure if it is worth it.

Any advice would be fantastic! Cheers in advance!
 

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Any increased combat ability brought by the Captain is going to be worse than the rerolls you're giving to your other 30 attacks (plus the rerolls to the Chappy). Don't do it. If you can spend any extra points at all, I'd do it loading out the Devs with full Lascannons.
 

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Discussion Starter · #3 ·
Thanks for the comment.
Yeah didn't know if I was better sticking with the buffs I was getting from the chaplain or try to make a hardier HQ unit. I feel it is a waste to stick the Shield Eternal on a 2 wound model so wondered whether a complete swap out was a better option. But I'll stick to what I know.

So swap out the missile launchers for lascannons, reckon I can do that. Anything else you'd recommend?
 

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Not without majorly changing the structure of the army, really. I'm not a personal fan of the warband setups or the Stalker so I'd remove them entirely and spend more points on the Marines, but obviously that isn't what you're going for so don't worry about it.
 
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