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Heya guys. The plan is a slow advance then a hurty charge from the Chaplaina nd Inquisitor. Their special rules and Inquisitorial Mandate will make sure they do some hurting and a power stake will help against the current Librarian fad.
But the question is... is the Inquisitor just wasting points? Should I get myself a Whirlwind or Dreadnought in there instead?Sons of Aquinas
*Cleanse and Purify - See But Dont Be Seen - Face to Face*
Crozius - Bold Pistol - Frag Grenades - Melta Bombs - Terminator Honours
Sergeant w/ Bolt Pistol, Terminator Honours - Power Fist
2 Marines w/ CCW and Bolt Pistol
(Razorback: Heavy Bolters 70pts)
Inquisitor Gabriel Aquinas:
Powe Stake - Bolt Pistol - Krak Grenades - Inquisitorial Mandate
(Retinue of 2 Acolytes, Familiar and 2 Warriors w/ Hellgun, Targeter and Hellpistol, CCW: 42pts)
Plasmagun and Flamer
Meltagun - Infiltrate
10 Inquisitorial Stormtroopers:
Missile Launcher and Lascannon
personnaly i would say your better off with the dreadnaught jsut because that way you get a nice big weapon that can really go in and smash things apart and would make an amazing counter unit and a dreadnaught would be much better at wiping things out then an inquisitor
I like Balogna
Yes, dreads are pretty much useless in close combat without the close combat weapon since they don't have that many attacks to begin with and won't be able to ignore opponent's armor saves. If you want to keep the big tank killing weapon then go with TL lascannon and power fist. This way you have a potent tank hunter as well as something that can smash in close combat.Originally posted by Andaah@Nov 28 2004, 13:42
Now... is a Dread with 2 heavy weapons still useful in combat? Or does he lose his edge?
How does 1 Venerable Dread with Assault Cannon, Missile Launcher and Tank Hunter Sound?[snapback]260147[/snapback]
As for the list, I do have a few suggestions.
1: If you are going to use a trait, then make sure you use it's advantages to your advantage. Right now I only see one squad using either advantage. You could easily take these out without altering the list much and thus would have no disadvantages. Now, if it were me, I'd put two plasma guns in one infiltrating squad so you have potent short ranged fire. I'd also probably give the devs infiltrate so they can see where enemy armor is before they setup.
2: Perhaps tone down the command squad a little. It's quite expensive for this small of a game and for how few models it has. I'd probably get rid of the power fist on the veteran sergeant and maybe even his terminator honors. The chaplain and champion should be more than enough to take out anything needing a power weapon, while the rest of the squad will dish out enough standard attacks to hurt. I also do not think the apothecary is really necessicary since his abilities don't work when he's engaged in combat and the squad is riding around in a transport. Sure he may become useful if the razorback gets blown up, but I'd rather put the points elsewhere.
3: Definately give the inquisitorial stormtroopers two special weapons, there's just no reason not to.
The enemies of the Emperor fear many things. They fear discovery, defeat, despair and death. Yet there is one thing they fear above all others. They fear the wrath of the Space Marines!