Inquisitor Guard(please Judge) - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Fallout_soldier's Avatar
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    Im doing this as a fluffy army whare an inquisitor calls on the help of a large number of guard to blow stuff up.

    Inquisitor=Bolter
    5Gun servetor++5Multi meltas

    TROOPS
    10storm troopers+2melta
    rhino+smoke+armoure

    10storm troopers+2plasma
    rhino+smoke+armoure

    Platoon 36
    Junior officer
    4Guard+vox

    squad1+hb+grenade+vox

    squad2+hb+grenade+vox

    squad3+las+melta+vox

    squad4+las+plasma+vox

    Armoured fist1+missile+melta
    chimera+Mlasser+Heavy Bolter+smoke+armoure

    Armoured fist1+Heavyboltr+plasma
    chimera+Mlasser+Heavy Bolter+smoke+armoure

    HEAVY SUPPORT
    Lemmen russ battle tank+lasscannon

    Im trying to make a mobile guard army that will still have the numbers to stand a chance against marines and stuff liek that plus I love melta weapons and so does my Inqisitor

    1499 Points.


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  3. #2
    Senior Member Archaon's Avatar
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    Only problem I can see is that you are paying 25 points to allow 1 unit of Gaurd a turn to have Ld 8.

    That leaves you with 25 points to do with what you like. I can suggest putting Heavy bolter sponsons onto your Leman Russ to give you a mobile firing platform should your battle cannon get blown off.

    May i also suggest you change the melta in your Gaurdsmen squads to a plasma gun. This would be because i believe if you Gaurdsmen are 12" from a target, they are too damn close. Your ][ is more suited to tankhunting it seems same with you melta stormtroopers.

    You also have masses of Transports. Be wary of any army with lots of Heavies your transports will simply become rubble.

    Gd luck and happy hunting
    Archaon's Top Tip for profiting from the End Time: Pillage before you burn

    When I say jump you don't ask me 'How high?' maggot! You jump!

  4. #3
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    I see one problem:
    Your =][= can only take a maximum of 3 henchmen of each type, so you can't have 5 multi-meltas. However, you could take 2 sages; 1 to give you the extra BS, and the second so you can re-roll a missed to-hit roll.
    We rode on the winds of the rising storm,
    We ran to the sound of the thunder.
    We danced among the lightning bolts
    And tore the world asunder.

  5. #4
    Son of LO mEGALOMANIAC's Avatar
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    Stormie is right, the Inquisitor Lord is illegal. 3 Warriors max, so only 3 MM. You can take Acolytes with combi-meltas or give the Lors a combi-melta if you feel you need more. Also, this unit needs some kind of transportation - no one is dumb enough to drive their tanks within 24" (much less 12"&#33 of a unit like this! Also, like Stormie said, two sages would be handy. It's annoying to say the least when you manage to roll one's for all your to-hit rolls ^_^

    One big problem I see is the lack of ANY combat units. Space Marines and CSM would probably trounce this army (Orks and Nids might not survive the HB's fire).

  6. #5
    Senior Member General Nuke Em's Avatar
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    Because inducted guard uses wargear choices from its own list, give your junior officer an honorifica to make him an HSO.

    Maybe you could use an inquisitor with acolytes/storm shields and powerfist servitors for some CQB capabiilty.
    <a href='http://generalnukeem.hwcommunity.com' target='_blank'><img src='http://generalnukeem.hwcommunity.com/revalation346x173.jpg' border='0' alt='user posted image' /></a>

  7. #6
    Senior Member Fallout_soldier's Avatar
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    I dont want close combat ability. i just want nubmers and speed. I might build warrioir weapon guard. ouch

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