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Hi all. I recently bought an extremely well painted Inquisitor Lord to lead my in progress Daeonhunters army. I was wondering what most people think what would be a good setup for an Inquisitor that was going to be used mainly for Close Combat or as a pumped up Psyker. I haven't really determined which i'm going to use him for, but I want input from others and what he should be used for. If you wanna post a reply, please tell me if you think that I should use my inquisitor as a psyker or a close combat charachter, and then how you would equip him with equipment, weapons, Psychic Powers and how his retinue should be set up, if he has one at all. All this would be greatly appreciated, as I am just clueless right now as to what I should do.
Anything anyone says would be greatly appreciated. Thnx very much.
I would say just keep this awesomely painted model to show off, because you won't be getting much effective use from him on the battlefield. No matter how many points you pour into him, his wargear, his powers, and his retinue, he won't be nearly as strong, tough, or as scary as the same number of points spent on Grey Knights.
An assault-oriented Inquisitor is fun-sounding and fluffy, but largely disappointing in the game. That's the truth. A superior set up would be to make him and his retinue shooty: psycannon and auspex in the I-guy, 3 gun servitors, 2 sages, 1-2 mystics, 0-3 acolytes with [storm] bolters [and carapace armour].
But that's not really helping you much, is it? Still, I think you should have some realistic expectations about what you can accomplish. (Even more painful: Hereticus inquisitors are much better suited to close combat duty than Malleus inquisitors. Cheaper power weapons, crusaders and chirurgeons available as retinue henchmen. Acolytes with mancatchers are great specialists to bring in for taking down monstrous creatures....)
Especially since, as the model is apparently already painted, do you even have the option to choose wargear and weaponry for him? Because, as I said, you run the risk of pouring points into the guy, I'd try to spend the least possible yet still get something useful out him and his retinue.
For the I-lord, I'd go for thunder hammer/daemon hammer and bolt pistol or a pair of lightning claws, an icon of the just, maybe sacred incense. I wouldn't worry much about artificer or terminator armour; let your acolytes save your butt in close combat. That's what they're there for. For psychic powers, I'd consider holocaust, scourging (especially if you have lightning claws, so he has a ranged attack), possibly word of the emporer. No more than 2 psychic powers, though, max.
Retinue: still keep it cheap. 0-1 combat servitors, 2-3 vet guardsmen (maybe one or two of them with a melta gun or flamer for pre-charge kills, otherwise bolt pistols and CC weapons), familiar, heirophant, 3 acolytes with bolt pistols and CC weapons and storm shields.
Finally, you simply must provide a transport for this squad. I'd recommend a Rhino for the superior side armour and multiple exit hatches, but a chimera would be OK, too. Forget the land raider; way too expensive.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
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Before I answer your questions: most people, myself included, find that the most effective Inquisitor/Inquisitor Lord type is a ranged warfare build. The henchman options are fairly poor for melee, and everything is T3 - not good when you can bring T4 models in your army. Other types of Inq units can be done, of course, but they just won't be as points-efficient.
First, you have to decide if you want an Inquisitor (Elite) or Inquisitor Lord (HQ). The differences are few, but important. The Lord has better stats, comes with power armor, and requires a minimum retinue of 3 henchmen. The Inquisitor is, well, lesser statwise, comes with carapace armor, and has no minimum retinue (meaning you can take him as a lone Independent Character and then join him to an existing unit). For melee, I'd suggest the Lord - the stat improvements are worthwhile, and you don't have to mess with his armor save. For ranged, I usually go for the Elite Inq. For a "psychic", well, I don't think you can really make an effective "psychic powers-only" build.
** Weapons: For both the Inq or Lord, you need to overcome his primary weakness: S3. Even with a powerfist, he'll only be attacking at the strength of a GK - but he costs much more. I suggest taking a weapon that gives you a benefit aside from a Str boost. Force weapons are good, since you can instakill models with them. A pair of Lightning Claws is good, since it gives you free rerolls to wound. Or, if you're going for a cheap unit, a simple power weapon is good. The Daemonhammer, while you'd think it's a good choice, isn't - how often are you facing a Greater Daemon or Daemon Prince in melee? They're useful in specific lists, but not an all-comers force. Don't waste points on an expensive ranged weapon - seriously. And a plasma pistol is a terrible choice - you don't want to damage the only real power in this unit! Go with a bolt pistol paired with any melee weapon (or no ranged weapon, if you're taking a pair of Lightning Claws).
** Armor: The Lord comes with power armor. Don't waste points improving that save by one - you can take Acolytes and something with an Invuln save instead. A refractor field can be enough, really, or an Icon of the Just if you're really concerned. On the Elite Inq, you can pick up Terminator armor and get a good armor AND invuln save for fairly cheap.
** Psychic Powers: Honestly, these aren't all that grand. If you take a pair of LCs, and reaaally want a ranged attack, Scourging is handy. If you have a ranged attack already, don't take Scourging - you can't use it and shoot a gun in the same turn. Holocaust is some people's favorite, but I think it's overpriced and under-useful. The anti-Daemon powers are, like the Daemonhammer, not good in a general list.
** Other: Frag grenades, really. No need for others. Meltabombs means you're using your Inq to hunt armor, which is a huge waste. Sacred Incense is handy, even in an all-comer's list, as long as you think you might fight Chaos now and then (since it's anti-Chaos, not anti-Daemon like most of the DH's unique gear is).
The point to remember is that you don't want to overload your guy. You have no protection from instakills, and he's an IC - once your Acolytes are gone, he's very vulnerable.
For a Lord, you must take at least 3 henchmen. For an Elite Inq, you don't have that minimum but also have a lower max.
** 1 Familiar: Always useful for the Initiative modifier, unless you're using a Hammer/Fist weapon.
** 3 Warriors: Don't use Combat Servitors - they're extremely overpriced, only hit as hard as GK, and are terribly fragile. Use IG Vets instead. I prefer 2x Vets with pistol/ccw, and 1x Vet with a flamer (for a pre-charge kick).
** 3 Acolytes: Give each one a different protective item, and NO weapons aside from their default ones. Their purpose isn't to damage, but to absorb wounds for the Inq/Lord. Power armor, a storm shield, etc.
** 1 Heirophant: Handy against Chaos forces sometimes. At the worst, he's another wound in the unit.
** Rhino/Chimera: Well, these are really the only choices. The Rhino is widely accepted as better at getting close to the enemy - which you need. The Chimera has heavy weapons that most DH armies really need. Your call, they're both good.
** Land Raider: Gah, terrible idea. You're putting an extremely fragile and extremely expensive unit into an extremely expensive tank that only has one wound. If it's popped, you're likely going to lose most of your henchmen in the explosion. If it isn't popped, you're spending 500+ points on a single unit - never a good idea, even in 2500+ games.
Last edited by mEGALOMANIAC; November 21st, 2006 at 23:03.
Sorry to nitpick, I just didn't want the OP to end up with an illegal list =)
To add my own 2 cents on the topic, I think the henchie setup mEGALOMANIAC suggested is about as good as you'll get. As far as the weapon loadout, my opinion is that a pair of lightning claws is as good as it gets for him. I personally wouldn't bother with Scourging for this guy, since he'll be zipping around in a transport, so he'd only really get the chance to shoot once: after he unloads from the transport. You could definately spend your points elsewhere to greater effect. With the claws, you get to strike at a good initiative (before MEQ's if you add a familiar), and as was mentioned earlier, the rerolls to wound compensate somewhat for his low strength. Really the only things lacking with this setup is staying power (not a lot you can do about the T3), and high strength attacks. If you get assaulted by a Dread, Bugzilla, or Wraithlord, you'll be in a world of hurt -- so make sure to pick your targets carefully!
*edited to add something to the topic*
Last edited by Hasten; November 21st, 2006 at 23:34.
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Well I would say the WH get better psyhic powers (though they are all rather lacking compared to eldar or sister's faiths)
But how else would the WH =][= be better?