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Sorry if there is already a thread on this and if there is could someone please direct me to it as I dont have the time to search through so many posts at the moment...damn work
Anyways so I am wondering what the best henchmen and wargear options for a CC inquisitor lord would be. I am thinking a lord with master crafted thunder hammer plasma pistol and holocaust, 3 acolytes with power armour bolt pistol and cc weapon, 3 combat servitors with power fists and cc weapons and a rhino as transport. Is this generally considered a good build or not? On a side note do the combat servitors gain an extra attack for having two cc weapons (power fist and cc weapon) or is it a pistol and cc weapon that confer the extra attack? I dont have my rulebook with me
My other idea is to drop the combat servitors and give him 3 meltagun veterans for some anti armour goodness and then just throw him into combat afterwards. The only porblem is he isnt going to be too good at either role and I also have dominions(??) in an immolator for anti armour.
Thanks for the help guys
Combat servitors don't get an extra attack (you'd need a pair of powerfists to get an extra attack).
CC inquisitors are generally considered a points sink with very limited capabilities.
I generally make the Lord squad CC with power fist servitors and a bunch of acolytes, and the Elite IQ squad the shooty one because iv never found my self needing more than 6 HB's or some other heavy weapon.
When I make my Lord squad CC, i normally give my Lord termi armor and a power wep if the game is not too small. Then i pack his squad in a LR.
Anymore, I think even the shooty Inquisitor firebase setup isn't good enough. Too easy to shoot off the table, and in the context of a DH army, too obvious a target unless you also have a healthy helping of inducted IG and weapons teams to dilute enemy fire, it will be eliminated quickly and easily.
About the only purpose for Inquisitors any more is as deep strike defence. Minimally, that is an Elite Inquisitor, a MM servitor, 2 mystics, and a transport (ideally a borrowed chimera from inducted IG) from which you can fire the MM out as a bunker in the midfield while projecting an anti-deep strike bubble. If you have points to spare, making this a I-lord with a psychic hood is also a good idea. If you have that borrowed IG Chimera, it is also worth considering adding another MM servitor and possibly another gun servitor and/or a psycannon for the Inquisitor as well so you can take advantage of the awesome fire point rules in the IG codex.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
I've taken to using the Inq. Lord with hood and psycannon, 3 Melta vets, and 2 mystics.
then stick 'em in a borrowed IG chimera. it moves, it shoots.
the old Dakka squad isn't terrible. people will pour shots into it, and get frustrated because it's in cover, and WILL NOT RUN.
check out Farmpunk's blog:
the Back 40k
i made a DH Tactica: http://www.librarium-online.com/foru...onhunters.html (Tactica: Daemonhunters) - and i put details for both CC and a shooty inquisitor, but ill put it below:
as a cc inquisitor, you almost definitely need to take a transport as there is no other way for him to get where he's going. 2 mystics is also pretty standard. load him up on Hammerhand OR a Power Weapon and a Bolt Pistol, 3 combat servitors (ie. veterans with meltaguns), 1 familiar (for the I boost)
and maybe some acolytes
lol sorry to be rude but thats not very cc... youve got three guys based to use guns, 2 mystics that have nothing to do with cc. and that Inq is a joke in cc. again not trying to be rude.
cc inq is ... lightning claws/powerfist three acolytes with artificer and two warriors with flamers and a familiar ... if youre using lightning claws if not change it to another warrior. put it in a rino with smoke and ea and wait to lose about 200 pts cause even at his best inq are bad in cc
if you must have a cc inq ally a wh in inq give it a power weapon and crusaders and a rino with smoke and ea and wait to lose about 150 pts as again hey just are not worth it. )
meltaguns are assault weapons, give +1 to WS. why you would use only 2 warriors when there's potential for 3 baffles me. meltaguns have a 12" range and like flamers are used to get up and personal. they're just better and killing imo then flamers. 2 mystics is standard for any inquisitor.
flamers over meltas cause your building a cc inq. flamers carry more wounds on models and what do you expect to take out with a S 3 model in cc that your using a melta on? overkill is the name! a smart player would instead plow those meltas onto something big! where all that cc outfitting you gave that inq becomes useless....
i was talking about inq not inq lords and since they can have up to 6 hench men then i decided what hench men would best fit for ... wait for it... cc. see two flamers are enough because any more and they may not get their shots in because a flamer cant fire if it touches a model from the same unit. but if you want to drop something else, thats fine ( i think is said " if you are using the power fist drop the familiar and add a warrior" which would make three warriors, right?).
yes two mystics are useful but standard no! plus with a six man limit in retinue i think the 2+ armour saves help more because with all those ap3 weapons about a 2+ save will go far even in cc. the familiar is for the 1+ I so that the inq is I5 and can go before the unit. that leaves two spot left...
what would you rather have in combat? a melta, a mystic, 2+ saves or even higher I?
sorry this is a sore topic for me im not normally this rude about it.