View Full Version : Inquisition 1750p
LtCariad
September 14th, 2009, 17:11
Hello!
This is my latest version of my Inquisition force. I use Witchhunters as base with Inducted Guard, and Daemonhunters as allies. Please give me your thoughts on it.
The heavy weapons and Inquisitor Lord Karamazov will be used as defending force, with the Rough Riders as counter assault unit. The Leman Russ and Exorcist provide ranged fire power, and perhaps the Sentinel as an early shot weapon if I'm forced to start, otherwise it will usually outflank. The DH inquisitior will be mounted in one of the Chimeras and intercept deep strikers.
Sister squads will mount up in Chimeras and move on objectives along with the large infantry squad with Commissar. The Canoness will ride with one of the squads. The Callidus will support the assault.
This is of course only a basic plan :) It will have to be changed according to missions, opponents and the like, but just so that you get the idea.
1750 Pts - Witch Hunters + Daemonhunters Allies + Inducted Guard
HQ: Canoness (85pts)
(Book of St. Lucius, Brazier of Holy Fire, Eviscerator)
HQ: Inquisitor Lord Karamazov (205pts)
Elite: Inquisitor (36pts)
(Auspex, Targeter, Bolter)
2 Mystics
Elite: Callidus Assassin (120pts)
Troops: Imperial Guard Infantry Platoon (148pts)
1 Cmd Squad (Autocannon)
1 Squad (Lascannon)
1 Squad (Lascannon)
Troops: Imperial Guard Infantry Platoon (392pts)
1 Cmd Squad (Autocannon)
1 Chimera
1 Squad (BP, PW, Melta, Meltabombs)
1 Commissar (BP, PW)
1 Chimera
1 Squad (BP, PW, Melta, Meltabombs)
1 Chimera
Troops: Battle Sisters Squad (152pts)
1 Battle Sisters Squad (Flamer, HFlamer)
1 Veteran Sister Superior (BP, Brazier)
Troops: Battle Sisters Squad (152pts)
1 Battle Sisters Squad (Flamer, HFlamer)
1 Veteran Sister Superior (BP, Brazier)
Fast Attack: Rough Rider Squad (70pts)
5 Rough Riders
1 Sergeant (Melta Bombs)
Fast Attack: Scout Sentinel (60pts)
1 Scout Sentinel (Lascannon, Hunter Killer Missile)
Heavy Support: Exorcist (140pts)
(Dozer Blade)
Heavy Support: Leman Russ (190pts)
1 Leman Russ Battle Tank (Plasma Cannon Sponsons x2)
Cheers! /LtCariad
ikbuh
September 14th, 2009, 22:44
Hello!
This is my latest version of my Inquisition force. I use Witchhunters as base with Inducted Guard, and Daemonhunters as allies. Please give me your thoughts on it.
The heavy weapons and Inquisitor Lord Karamazov will be used as defending force, with the Rough Riders as counter assault unit. The Leman Russ and Exorcist provide ranged fire power, and perhaps the Sentinel as an early shot weapon if I'm forced to start, otherwise it will usually outflank. The DH inquisitior will be mounted in one of the Chimeras and intercept deep strikers.
Sister squads will mount up in Chimeras and move on objectives along with the large infantry squad with Commissar. The Canoness will ride with one of the squads. The Callidus will support the assault.
This is of course only a basic plan :) It will have to be changed according to missions, opponents and the like, but just so that you get the idea.
1750 Pts - Witch Hunters + Daemonhunters Allies + Inducted Guard
HQ: Canoness (85pts)
(Book of St. Lucius, Brazier of Holy Fire, Eviscerator)
Give her a jump pack and a cloak
HQ: Inquisitor Lord Karamazov (205pts)
If I'm not mistaken you need 1500 points worth of Witch Hunters discluding allies and inducted.
Elite: Inquisitor (36pts)
(Auspex, Targeter, Bolter)
2 Mystics
Great, though only the Inq can use the auspex so you might want to give him more fire power =P
Elite: Callidus Assassin (120pts)
Troops: Imperial Guard Infantry Platoon (148pts)
1 Cmd Squad (Autocannon)
1 Squad (Lascannon)
1 Squad (Lascannon)
Troops: Imperial Guard Infantry Platoon (392pts)
1 Cmd Squad (Autocannon)
1 Chimera
1 Squad (BP, PW, Melta, Meltabombs)
1 Commissar (BP, PW)
1 Chimera
1 Squad (BP, PW, Melta, Meltabombs)
1 Chimera
Troops: Battle Sisters Squad (152pts)
1 Battle Sisters Squad (Flamer, HFlamer)
1 Veteran Sister Superior (BP, Brazier)
Troops: Battle Sisters Squad (152pts)
1 Battle Sisters Squad (Flamer, HFlamer)
1 Veteran Sister Superior (BP, Brazier)
Fast Attack: Rough Rider Squad (70pts)
5 Rough Riders
1 Sergeant (Melta Bombs)
Fast Attack: Scout Sentinel (60pts)
1 Scout Sentinel (Lascannon, Hunter Killer Missile)
Heavy Support: Exorcist (140pts)
(Dozer Blade)
Dozer blade isn't worth it
Heavy Support: Leman Russ (190pts)
1 Leman Russ Battle Tank (Plasma Cannon Sponsons x2)
If I'm not mistaken, you can only take 1 FA and no heavies from other lists, though that could be just for including DH.
Cheers! /LtCariad
I can't really comment on the gaurd you took because I don't include them =/
I wouldn't use the Callidus to Aid in assault because well.. she IS the assault. Use her to attack something big that she can take out, which is usually anything that is equal or lower to her iniative. Like terminators, who don't get either of thier saves against her.
A.T.
September 14th, 2009, 23:07
HQ: Inquisitor Lord Karamazov (205pts)
If I'm not mistaken you need 1500 points worth of Witch Hunters discluding allies and inducted."Any Witch Hunters army of 1,500 points or more may include..."
Nothing on his page or in the FAQ ... the guard are inducted into the army rather than being a seperate force.
1 Leman Russ Battle Tank (Plasma Cannon Sponsons x2)
If I'm not mistaken, you can only take 1 FA and no heavies from other lists, though that could be just for including DH.You are mixing up the WH/DH allied and SM/IG induction rules - both WH and DH can take a single inducted leman russ provided they have at least 2 infantry platoons.
The only difference I can see between the WH and DH induction is that the WH forces can take a lot more units (same selection but only the russ is 0-1)
LtCariad - I take it all of your guard are on foot? (since the 3 chimeras appear to be allocated to the 2 squads of sisters and the inquisitor's retinue)
Would they not be more effective as entrenched fire support (i.e. autocannons) ?
LtCariad
September 15th, 2009, 05:59
Thanks for your input guys. A.T. is correct regarding the induction/ally-rules. I've been playing similar armies for a while, so I've become quite used to the rules :) And now with the new IG-FAQ clearing up what I can and cannot induct it makes it possible to make a completely legit army. Regarding you comments:
Jump pack on cannoness: I intend for her to join one of the sister squads to provide some close combat umph to one of them. (as well as a fourth flamer for some AP1-death...) Therefore I don't see the need to equip her with more than what she has. The cloak would be nice, but I elect to protect her by keeping her in a large squad. Maybe I'll re-think this after a few games. We'll see.
Your quite right about the auspex! Forgot about that. It's a remnant from my Psycannon/Plasma cannon inquisitor lord and retinue. Thanks for spotting that :)
About the dozer blade. I quite often find myself wanting to move through cover because of wrecks and other units closing in on my side. I feel it could be a good investment for a measly 5 points. (Since I regularly roll 1's when I try to move through difficult terrain with vehicles.)
You have a point about the Callidus. She has a tendency to be used where there is a really juicy and suitable target. What I meant is that I will try to use her to strike by enemy objectives primarily. But if there are no suitable targets there...
A.T. : The two infantry squads with a Commissar (21 models) will indeed be footslogging, and are joined together. The Book Of St Lucius helps out some here :) I've had some success using them this way, as they move up behind the Chimeras and force some hard decisions for the enemy. I use a quite focused assault force (assault meaning "moving towards objectives" in this case) where Chimeras make it hard to get at the infantry. The large infantry squad can really bog down a Monstrous Creature, Dreadnought, characters or the like. They just don't like large Bezerker Squads :)
Here is a battle report where you see my earlier variant of this army in action:
http://www.librarium-online.com/forums/40k-battle-reports/170017-pics-death-guard-vs-inquisition-1750-point-game.html
Thanks for your input. I'll think about this some more. No thoughts on if it's any use taking the Rough Riders? I've had some bad experiences using heavy weapon toting infantry standing and shooting, but I still can't let go of the basic idea of an anchor force defending and an attack force going for objectives. Maybe I should let that go and make my guard mobile... Thoughts?
A.T.
September 15th, 2009, 09:16
No thoughts on if it's any use taking the Rough Riders?I've seen them in action a few times and they've always been gunned down the second they break cover (and sometimes before- there usually arn't many of them)
LtCariad
September 15th, 2009, 09:51
Maybe I'll just let the RR follow the Chimeras as well. They just might get some cover saves at the very least :) The thing is I've converted some Bike-riding Pistoliers as my RR, so I'm just itching to use them. 70 Points for a quite capable assault unit with fleet and 12" charge, even against vehicles with 5 Krak grenades and 1 Meltabomb, seems quite reasonable to me.
Many times I've dicovered that it makes it difficult for an enemy when I have many diverse units working together. In an all-out sisters list you just know you've got to stop the Rhinos, but here there are other kinds of threats to consider as well.
I'll just have to continue pondering the list. I'll post again with a revised list.
/LtCariad
ikbuh
September 15th, 2009, 10:52
MMany times I've dicovered that it makes it difficult for an enemy when I have many diverse units working together. In an all-out sisters list you just know you've got to stop the Rhinos, but here there are other kinds of threats to consider as well.
I'll just have to continue pondering the list. I'll post again with a revised list.
/LtCariad
That's why I don't run rhinos. I run on foot with grey knights. I think my current list has over 60 units in power armor. It's like a swarm army that can take a hit =P
Anyway, I'd reccomend giving the Inq a psycannon if you can spare the points. Seeing as you've used it before, I'm sure you know how fun it is. Termie armor is reccomended as well because then it's always 36" but it's a good bit of points.
The cannoness... She honestly does better jumping off on her own, with the cloak and faith she gets a 2+ invul save. I have two, one with an evis and one with a blessed weapon and honestly. Despite her 3T you can bog down some heavy units with her, and don't be afraid to let her die, because she gives 2 faith points back. Two faith = two turns of 2+ ivul, which could lead to either killing something or at the very least holding it up.
If you don't want her to jump, get a retinue of celestians and put her in a rhino.
I've been lucky enough to not have to move my Exo much in games... or unlucky enough when chaos dreadnaught made it across the table and punched it. Fired a total of 3 missles before it made it to my exo.
As for the assassin. Yea I love her. Thus far she has almost always earned her points back. In a small 700 DH vs Orcs she killed a whole squad of burna boyz inside of a bunker and half a squad of boyz infront.
LtCariad
September 15th, 2009, 11:15
A question on that though. It says that a character uses ld instead of squad number to test for faith. So...if a canoness is on her own, shouldn't she roll above 10 to be able to get an invulnerable save? Since the test in this case requires you to roll "above" squad size, and not below as with guidance.
Been wondering about that :)
ikbuh
September 15th, 2009, 11:31
A question on that though. It says that a character uses ld instead of squad number to test for faith. So...if a canoness is on her own, shouldn't she roll above 10 to be able to get an invulnerable save? Since the test in this case requires you to roll "above" squad size, and not below as with guidance.
Been wondering about that :)
Nope, just need to pass a Ld check.
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