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I was wondering if anyone has had success in getting their points worth from an Inquisitor and retinue focused on mobile shooting power. I've already ordered models and bits for my conversions for this retinue but was hoping to get some opinions on the composition.
Inq Lord & Retinue (HQ) 238 pts total
Lord /w storm bolter & psycannon bolts 65
3 Acolytes /w carapace armor & storm bolters 69
3 vet guardsmen /w grenade launchers 60
2 sages 20
2 chirurgeons 24
Any input or feedback would be appreciated, and taking an inquisitor is a must for me since I'll want to take one my 4 assassins almost every game. Oh yes and the rest of my force is consisting of 2 exorcists, a HB retributor squad, a seraphim squad, arcos (when facing assault armies), mechanized celestians /w cannoness, and the rest mechanized sisters (mostly /w flamers). So I'm thinking some mobile firepower with the ability to soak up damage (chirurgeons) might work out for me.
By the way this is my very first post, so hi everybody! and thanks for all the tips.. I've gotten a lot of useful bits of strategy from this board already!
welcome to loOriginally Posted by BadTanLine829
This is not a bad idea, Inquisitors are quite tricky to use, but trying to juice them out for firepower is certainly one of their better roles in my humble opinion.
I've had some real success with taking an Inquisitor Lord with a storm bolter, a chirugeon, and 3 heavy bolter servitors. It's not that many points, and it rocks as a base of fire, because that's 9 heavy bolter shots per turn just from these 5 guys. Another thing I've had success with is to give the Inquisitor Lord a power weapon as well, and then deploy them on a faaaar off flank. I remember one game in particular where I played a speed freeks list in 1.5k points, and that little gang popped a wartrukk or two, then occupied his 'ard boyz (and since the inquisitor had a power weapon, he was paying all those points for armor saves he couldn't even make) They rocked that game.
But you said mobile firepower, so I suppose that doesn't quite apply. First, I'd say ditch the grenade lauchers, they really, seriously, don't work. Take it from me, I'm a guard player, and I've gotten so pissed at the uselessness of my grenade launchers that I've been proxying them as plasma guns, because those actually work (And if they fry a guardsmen, boo hoo). I don't think warriors can take plasma guns though, so I'd still just say use a hellgun.
The 2nd chirgueon may be a little much too. I would advise you to avoid a 2nd one simply because the defence against instant death really isn't the most useful thing. Inquisitors generally aren't worth spending all the points on a 2nd chirgueon to keep him alive for one round of shooting, so he can squeeze off 2 storm bolter shots, miss with one, and watch as the other shot is saved against. Call me a pessimist. I like 1 chirgueon though, because that keeps your retniue alive, rather then the Inquisitor (who usually is just a clever way to get 3 heavy bolter servitors in my army, and maybe a place to put a power weapon). The Acolytes also will be working overtime to keep the inquisitor in the game, so having that other chirgueon may prove to simply be redundent.
And about sages... I don't much care for them. But I think that's because I'm too much a guard commander at heart who doesn't like sinking lots of points for "just in case" situations and if any points laying around they generally go into more troops rather then upgrades or a jucier retinue beyond what the bare minimum is for that squad to be able to succeed in it's basic objective on the field. My own inquisitor, for instance, has just enough with him to achieve his role as a fire support platform that can pepper an advancing foe, and recieve a charge that would have been destined for the guardsmen instead. Hence why his retinue is only 4 guys.
hope this helps
EDIT: I didn't see that you put in psycannon bolts, I would ditch them right quick, because they're really only useful in really limited situations. Also, may I suggest making this just a regular inquisitor as an elites choice? Because the SoB HQ choice is a much better buy then the Inquisitor lord point for point, the way I see it. That is, of course, unless you're playing Guard or Marines and just are taking an allied Inquisitor Lord for the assassain. In any case, slim down the inquisitor's points cost and treat your troops squads to another couple bodies instead.
Last edited by Ubernyaw; March 27th, 2006 at 07:58.
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9th Black Watch (Imperial Guard) 4000 points
Red Corsairs of Khorne 2000 points
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Thanks for the feedback Ubernyaw! I appreciate your opinions but would like to discuss some of the points you made a little more...
1) Grenade Launchers - Are they really that useless? Veteran guardsmen (warriors) can take plasma guns but that would limit me since they cant shoot 24" after moving with my storm bolters like a grenade launcher can... I wouldnt want to be close enough to rapid fire and I wouldnt want to stop moving. Also, the s6 of a grenade launcher would increase the utility of the squad with its ability to penetrate and armor 11 such as a rhino or dreadnaught, instead of just glance like the storm bolters. Thats my logic behind the decision, but its all theory since I've never seen grenade launchers in practice. Also, I already ordered some cool valhallan ice warrior grenade launchers to use and I'm in love with em! hahaha
2) The second chirurgeon is basically there so that I my inquisitor can live if i get hit with ordinance or something of the like... I was thinking that my 2nd chirurgeon would be the first model I would lose anyway, so its kind of fodder... I think I can agree that it is perhaps the least useful member of the retinue.
3) The reason I want to keep my Inq alive is because of the 2 sages.. He would have a storm bolter /w psychannon bolts /w a BS 5 and could re-roll one if he misses... now if I was firing at a demon or assassin or something else with an invuln save it would be great to use the sage's re-roll on him.. but if I were trying to take out a light armor vehicle I'd probably want to use the re-roll on my grenade launchers.. thats the beauty of the sages for me.
4) The only reason I went with psychannon bolts was to add versatility, like the grenade launchers. I dont think it would be worth it if I didnt have the sages... everything sort of works together in this squad.
If I could slim this retinue down to 6 or less henchmen then I could take it as elite, and that might be a good choice to allow for a 2nd cannoness I guess... I would wind up with 3 acolytes & 1 chirurgeon most likely. I dont just want to dent squads though, I was sort of looking forward to hammering them to bits =/
But this is all in my head... it sounded good to me, because I like a mobile squad that is versatile and at the same time completely matched with eachother ( all assault 24") to maximize usefullness... but in reality maybe it wont make its points back. Let me know what you think people... is this large of a retinue even realistic?
Hmmm... well its not about getting points back. Its about usefullness.
I like the overall feel of the squad, and I think it would be pretty damn nast against 5+ svs. And also, it would be a good "pushover" firepower to another squads shooting damage - it does that little bit extra to destroy a unit/bring it under half strength. This is opposed to using your nice SoB unit to kill 3 guardsmen, when you can just use your =][=/
Good job. ^_^
Hmm, myself, I cant see why this would be any better than a dominion squad in an immolator, plus the latter would have the advantage of faith.
Not saying what you got isnt bad, but when it comes to =][= I always find myself comming back to sisters do it better and add to the overall power of the army at the same time
Everything you have been told is a lie!
If I didnt need the Inquisitor for an assassin I would probably go for somemore dominions instead, but I'm kinda hip on the idea of having 11 total 24" assault weapon shots while moving around to stay out of range of the majority of the enemy's force.
The breakdown of the shots in this set-up would be:
Inq. Lord= 2 shots: s4 ap4 @ bs5 (ignores invuln) =1.66 hits
acolytes= 6 shots: s4 ap5 @ bs3 =3 hits
veterans= 3 shots: s6 ap4 @ bs4 =2 hits
ill only use blasts vs gaunts or other 6+ save units
1 of these gets a re-roll, which I'm sure will be put to use every single time...
Seems to me that the acolytes are the least effective unit since I have to spend 23 per, whereas the veterans guardsmen have a higher bs, cooler gun, same save, and targeters! I hate that limit of 3 per type!
Looks to me to be ineffective vs SM but versus eldar, guard, tau, nids and the like... not bad. Perfect for killing models in carapace armor. Since HQ is set down near the end of deployment I can place my retinue in a position to kill some ext. carapace nids, IG in carapace, and most eldar aspect warriors.
My buddy has been playing IG with a bunch of minimal squads 7" apart with 4+/6+(I) saves... cheesiest player I know... this would be his bane!
if you need the =][= for an assassin, which I dont think is a good idea, then why worry about manouverability, use them as a static Fire Support squad
Everything you have been told is a lie!
I beg to differ - Assassins are fun ,and ver effective to use. My Callidus is just wonderful. But hey, thats just my style.
wouldnt argue with it, just a personnal opinion, not based on anmythign about their stats, If I want to play a lethal assassin, I play inquisitor rather than 40K is principly what I mean
Everything you have been told is a lie!
Oh pardon, that was my bad. I understand now. (Y)