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My search of the forums revealed no prior topics discussing this directly, so I thought that I would start one. As happened many times before, my brilliant theoretical ideas based on reading the codex alone are usually shattered into tiny pieces during the discussions here, or more violently destroyed on a tabletop :hump: So this time I am asking first, and then I will do any painting or calculations.
Here is the scope: There are 7 Psychic powers available to our =][=, one of them is available to Lords only. 4 are “shooty”, 1 is a CC power and 2 are boosting the =][= during the assault phase.
As far as most common setups for =][=, there are three types:
I guess what I would like to hear is what Psychic Powers would you judge useful for all/any of these three setups? I guess that with “Firebase” =][= staying behind the main lines you will only choose from the “shooty” powers, whereas the other two could use any of the 7 powers available. Let’s talk :yes:
- “Assault” Inquisitor with Crusaders and maybe Acolytes/Medics, might ride up front in an Immolator or even a Land Raider.
- “Firebase” Inquisitor with Plasma Cannon and/or Heavy Bolters (on his Servitors) and with Sages. Will stay back, and let the heavy weapons do their job. Good for holding objectives.
- “Lone Wolf” Inquisitor supporting troops with his Mandate or other powers/toys. He stays close to the action, but usually not trying to get into CC at all.
First off psychic powers are expensive, unreliable and often of less value than more troops or heavy weapons. Still you can say that about most things Inquisitorial, so in the spirit of wanting to use Inquisitors in a fashion that might actually do something, I'll run down the list.
Divine Pronouncement: The Witch Hunter's 'Fear of the Darkness', although not as good, or at least not as wide open to cheesy abuse. Should only be put on an Inquisitor Lord, as then you can really knacker the targets leadership. Very expensive, and unfortunately not that effective. Most troops who you want to especially make run away are high value, and so have good leadership (9 or 10). Even Guardsmen often have Ld9 from their officers, so they won't break more often than not.
Hammer of the Witches: Not that effective either. Most powerful psykers have a good leadership for those all important psychic tests, so few will fail the Ld test to suffer a PotW attack. Tyranid synapse creatures can be affected by it, but they're all T4+ and Ld10 so it'll bounce off them. Only against seer councils and Eldar warlocks is it really effective, so if you play Ulthwe a lot it may be worth it.
Hammerhand: OH Inq's have a normal human statline and access to cc wargear that is better and won't fry their brain. A simple power weapon will often give just as good results in practice.
His Will Be Done: Once again runs up against the essential unimpressiveness of OH Inq's in cc. This would be a good power on a SM Lib. Marginal otherwise.
Purgatus: Actually conceivably useful, but you would have to have something very definite in mind. It could severely impair a powerful enemy psykers use of their powers, which is probably it's best use.
Scourging: Once again on a genuinely good cc character this would be good. As it is you're better off with another heavy bolter servitor.
Word of the Emperor: Of marginal utility as most assault troops have a high enough Ld to bypass it.
For use on types of Inq I'd say that the three broad Inq fit outs should consider as following:
# Assault” Inquisitor: Scourging, His Will Be Done
# “Firebase” Inquisitor: Hammer of the Witches, Word of the Emperor
# “Lone Wolf” Inquisitor: Divine Pronouncement, Hammer of the Witches, Purgatus
Don't bother with Hammerhand.
A final point, all these psychic powers are far more effective on an Inq Lord, who will only fail a test 1/12 of the time, compared to nearly 1/3 of the time for an Elite Inq. So you really need to drop another 20pts and an HQ slot. I think in the end all this just reinforces that Inq's are not competitive but are there for scenario play.
I would stick w/ divine pronouncement and scourging. everythin else z crap
2000pts Orks 4-2-1
What about sticking a IC l33t Inq onto a Repentia squad? I've been thinking about an army list of "useless" things.
If you don't want the Repentia bogged down against targets that you don't want them to fight (let's say a swarm of Spinegaunts OR a buttload of Genestealers), would Word of the Emperor be okay here?
In any case, the Elite Inq is one more non-I1 melee attacker & another Save 4+ Wound for soaking up damage...
Originally Posted by subdermal
Only Priests can join Repentias, sorry to burst that for you.
Doh! It's right there in the Codex entry for Repentias.Originally Posted by Da Mighty Camel
I'd love to use Repentias, but it's really hard to think of a good way to use them... they just seem so limited in their usefulness with their pretty much average human statline & powerfist-y Eviscerators. If I could just stick on one more model who hits before I1, maybe I could justify using such an expensive unit without very specific opponents in mind.
Oh well, even less reason to try to shoehorn in an Inquisitor with psychic power that way. Psychic Hood or Liber Heresius makes me more interested than anything else in the psychic power list.
Now to figure out a good place to stick a Priest without choosing Repentia so I can unlock Penitent Engines...
IMO Repentias could be wuite usefull in City Fight. But that's another subject.
there is only 2 powers worth taking and thats scourging and then only if your =][= has a 2 handed weapon or ... i forget but it lets you count each wound as 2 in combat res
the other powers are nice but it's not worth being branded a radical for also =][= should be kept cheap and most powers are over 10 points
the lone wolf =][= is useless unless ya just want a cheap one to get assasins and even then ya usally tool him for cc and use him as a super seargeant so he's not really a lone wolf, the shooty =][= is okay but rets do a better job and for around the same price, the assault =][= is great in my oppinion everyone underestimates him.... until he cuts down their hq with his force weapon ^_^ this is the role they are best at and often overlooked for a properly done =][= and ret can take down most enemy hq's and elite troops in assault and for whitch hunters thats gold however only give them a chimera if any transport cus a land raider is waayyy too expensive and a rhino really lacks any kind of punch
i left out the immolater cus it aint a true transport option for =][= cus face it who wants to waste a heavy on an immolater when theres exorcists and retributers to get?
"take my love, take my land, take me to where i cannot stand, i don't care i'm still free you can't take the sky from meee" ;- firefly
"i'm gonna grant you your greatest wish i'm gonna show you a world without sin" ;- serentiy
"I am a leaf on the wind, watch how i soar" ;- serenity
Make your Inquisitor full ready for assault, and then purchase the scourging, to give him something to do during the shooting phase. Most oppenents won't see him comming(as being really good in assault). I love my Inquisitor.
Last edited by Andhaka Efiel; June 6th, 2006 at 17:09.