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BoxAnt brought up a great idea in another thread.. Taking an Inquisitor Lord HQ (in addition to your regular IG HQ if you wish) as an anti-deep striking unit.
Inquisitor Lord with 2 mystics and 1 familiar (last henchman can be whatever you want). 63 points.
You know what the mystics do? If you have 2 or more of them they allow any unit within 12 inches to immediately take a free shot at a deep striking enemy that's within 4d6 inches of the inquisitor. Also they **** up all daemons in some way but who cares. Basically park this unit behind an Executioner and you have a huge radius of deep striking immunity. As soon as something lands, blow it to hell with plasma cannons/what have you. It removes what many see as Guard's big weakness (drop pods and deep strikers behind their tanks in general).
Also thinking of giving it a psychic hood for general board-wide psychic protection. How much does a psychic hood cost in points? I can't find it for the life of me. And it doesn't mention a range. Is it board-wide? And you get to use it every time the enemy tries to use a power?
In any case, not bad for 63 points... 3W 3+ save. Not that easy to take out, especially since it'll be hiding behind tanks and you can't deep strike it. And you can still take your regular IG HQ in addition, seeing as how guard allows 1-2 HQs.
Also opens up options to field the special assassins! VINDICAAARREEE! Or maybe Callidus along with Marbo to completely **** up somebody from within their own ranks. Brother and sister assassins!
That idea has been around quite a while you know...
But nevertheless, I think you are right in exploring some options with Mystic fun.
I think it is just cheaper to take a normal Inquisitor with Mystics and Pys Hood and stick them in a bunker Chimera. This gives you significant tactical disruption against Daemons, Eldar(damn psykers) and those nasty nasty Drop Pod marines. BTW, this tactic works just as well with an LRBT with Plasma Cannons (and a fair bit cheaper too).
P,S Posting points costs for items is not allowed on LO - its in the DH armoury, trust me.
You're right. Using a regular Inquisitor would shave off over 30 points for the same effect. Though no options to use special assassins.
A psychic hooded, double mystic'd inquisitor runs under 50 points! I'd say that's very impressive for the great protection it provides. Combats lash as well.
Would you recommend taking the bare bones or kiting it out into something useful?
Couple of things to note:
1) Your Inq will average about 12" in spotting a Deep Striking unit. You put him behind a tank and it's about 6" only - not very good at all. You need to put him as far front as possible to threaten as many DS'ers as possible. Best thing is the keep him protected in a Chimera side-by-side right next to a tank (or sandwiched between 2 tanks).
2) Don't get a psychic hood only unless it's for an Inq Lord, not for a regular Inq. There's a big difference between their Leaderships.
3) For Space Marine drop pods, they normally DS very close to your units. You have to be careful with your Ord. weapons as their shots can very easily scatter onto your own units.
4) If you're playing against daemons, you might want to consider giving him a psycannon. They ignore the daemon's invulnerable saves and makes him a little useful.
The difference in their leaderships is 2. Substantial, sure. But I don't know if it's enough to throw away board-wide psychic protection. Gives a 25% chance to cancel any psychic power from an LD10 caster.
Well.. how many armies actually use psychic powers?
Yes the DH psychic hood has unlimited range, look in the DH wargear section for firther details. The list is in alphibetical order so shouldn't be too hard to find
Also, as jy2 has said in the past, give him the Emperors tarot. A snip points wise to give a better chance of having first turn.
Last edited by Pheonix Lord; May 19th, 2009 at 02:47.
I hear and I forget, I see and I remember, I do and I understand
Success is the ability to go from failure to failure without losing your enthusiasm.
Wait a second.. What am I missing here?.. Emperor's Tarot doesn't help you go first AT ALL. It gives +1 to "who goes first" rolls if the two dice are different and -1 if they're the same. If they're different it means either you already won or the enemy got a significantly higher number (tarot won't help) or they got 1 higher, in which case tarot kicks in and gives you even. You reroll. Yes?
If you get the same number on the dice, normally you'd reroll but now you take -1 and lose.
If you already won or the enemy won by a lot, tarot wouldn't have helped anyway. Disregard those situations. The only situations the tarot works are losing by 1 or striking even. One makes you reroll for a second chance instead of losing. One makes you lose instead of rolling for second chance.
Outcome? NO DIFFERENCE
The chances of both die coming up different is 5/6.
Thus you would have a 5/6 chance of getting +1 on the initiative/deployment roll.
BTW, the roll for the Emperor's Tarot and the roll for deployment are not the same rolls. You roll for the Emperor's Tarot before you roll for deployment.
Disregard, jy2 explained it.