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I recently came up with a 'counts as' list for an ordo xenos strike force (it's in the Imperial Guard army list forum, because it's based on an IG list.) I wanted to include an inquisitor for fluff, but since I already have an obscenely expensive deathwatch kill team (is there any other kind?) I decided to take one as an elites choice.
Then I had the idea of using the inquisitor as an independent character, rather than taking a retinue. Whenenver i tried adding a retinue, the cost was prohibitively high. In the end, I came up with this.. if I made this army, I would stick him/her in the deathwatch squad, which is predominantly set up for CC.
Inquisitor - 81 points
Bolt Pistol, Close Combat Weapon, Inquisitorial Mandate, Scourging
I've often heard it said that inquisitors can't fight well due to their strength of 3.. Thus, this inquisitor isn't indended to fight in CC at all, leave that to the marines. Instead, he or she is intended to provide some assault firepower, then boost the attack power of the squad at a critical moment in cc.
So what do you think.. am I barking up the wrong tree here?
Are you only taking the inquistor for "Inquistor must be taken to use this unit" (Like assassins)? If so, I would take a minimal point inquisitor with no retinue (elite choice) or tiny retinue (lord choice). Other than that, unless you are taking it for fluff reasons, I wouldn't even take one at all. When you have marines you could make much better close combat monsters, like you Deathwatch.
I guess it will do. I'm a huge fan of inquisitors. But I'm not sure about the Mandate, since it is a cc thing to use, and IG shouldn't get into cc IMO. But else I like him as he is
personally, I use a similar Inquisitor from time to time... (Pistol, CCW, armor, scourging)
but then I tie him to a retinue that serves like heavy support (Acolites with Armor and Storm Bolters, Gun Servitors with Heavy Bolters, that kinda stuff...)
Pictures of the Smigs Army for your amusement....
Eagles may soar, but weasels don't get sucked into jet engines.
"Crush your enemies, see them driven before you, and hear the lamentations of their women"
"JESUS SAVES! the rest of your models each take a wound."
A lot of people will agree that an Inquisitor is not competitive in CC.
I am thereore agreeable to your choice to take a lone shooter, but my preference is always to take a lone DH inquisitor and give him a targeter and a psycannon. The WH army is somewhqat limited in their ranged shooting, so that it worth considering. It's also worth considering to give him Terminator armor, because it allows him to move-n-shoot 36", and the fact that he has 2 wounds is sorta like getting 2 suits for the price of one. (If he gets hit by Str6 or higher, of course, it will trump his second wound).
Defensively, his Terminator Armor can make a nice contribution small squads who are in danger of being shot up byt an AP3 template or a barrage of bolts:
If he joins the squad, and they get plunked by an AP3 template, you might be able to delegate a wound to him and he gets to make his 2+ save.
Or if he is joined to a small squad whch takes a number of Bolter hits equal to the squad size, you can delegate a bolter hit to him, and he might save someone's life.
The thing that really makes an Inquisitor "useless" is that you have limits on his retuine. You can only take a limited number and can only take 3 max of any one type. That really nixes any kind of specialization.
Also, if he joins a sisters unit, they can't use acts of faith. And once you begin to deck him out with gear, he gets too expensive.
The only good reason for really fielding one is so you can bring an assassin or to use some of the psychic powers.
I've tried for a long time to make the Inq or Inq Lord-heavy route viable, but it just wasn't working out. I eventually gave up.
Just for the info.. this guy isn't going to be hanging out with the guard. He's sitting in a deathwatch kill team. Hence, he has the mandate to support the team in CC, because that's primarily what he's going to be doing (my kill team is quite CC based.)
Unfortunately, I can't give him a psycannon, because it would invalidate the fluff. This is supposed to be an ordo xenos inquisitor, after all (yeah, fluffwise psycannons supposedly work against psykers too, but if WH don't use them I don't think AH would either.) The Daemonhunters list also means you can't use the Mandate, only some kind of sacred relic thing which only affects Daemonhunters, and thus would be useless since my army would include no other DH units.
Last edited by The_Giant_Mantis; December 15th, 2005 at 02:17.
I understand what your saying, and I think it would work well. It's not too many points for someone that is quite useful as a support character in a cc unit. After he's unveiled the mandate who cares if he dies or not?
In fact I may try this in a smaller points game where I don't want to use my shooty =I= with retinue. Stick him in with my guard platon firebase to help hold the line if they get jumped on. The mandate is every unit within 6" is it not?
One thing I think is not cool is that a familiar is part of an Inquisitor's retinue rather than being wargear like a librarian's familiar or an Ork's ammo runt. This means to get a familiar and get your measly but quite handy +1 Initiative you have to lose your IC status (
*sigh* Oh well you take what your given I guess.
That's really nice that you can afford to restrict your choices.
I play very competitive games, and I have no such luxury.
The only thing that restricts my choices is the models I have available. I mainly play Orks, I learnt long ago not to care about losing
That's actually one of the problems with 40k as a game I think. If you want to win consistently against all comers there's usually only one or at most two ways you can build your army. So the choice is a bit of an illusion if you care abut winning.
If you play for fun though you can have awesome combinations of freaks