I'm gonna ignore the followup posts because they seem to have gotten a bit off-topic from the original questions:
I am thinking about putting an inqustior lord and 3 demon hosts in my space marine army. My my thoughts are that the demon host are very powerfull. But i have never seen anybody use one. So could i get so tips for using them and if there worth the points.
Inquisitor Lords, in my experience, aren't the best units around - because people tend to overload them with gear or try and build them for multiple tasks. Also, they're very poor as close combat units because of S3/T3. They DO, on the other hand, make a great shooting unit when built right.
Daemonhosts are very fun, but extremely random. Don't take them into your force expecting them to be uber game winners. But they are good allies, especially to an SM force that's already balanced on its own.
I would aslo like to know if this is a good inqustor lord.
Inqustior lord-master crafted thunder hammer-bolt pistol-refractor feild-digtal wepons-consntrated scrolls-holocast-scourging
3 warriors-2 combat servitors 1 vetran imperal gurdsmen with metla gun-1 familar-1 sage- 1 mystic- 3 acolytes 2 with power wepons one with refractor feild ( or one with power wepon and 2 with refractor feilds i a, not quite sure and would like to know which is better) -317
Not to be unkind, but not really. For one, he isn't focused - the key to a good Lord & unit is tooling them up for a specific task: shooting infantry, shooting tanks, or assault.
Since you have an SM army, I'd suggest NOT gearing a Lord to assault. Instead, gear him towards firepower:
Lord (psycannon, auspex).
2-3 Heavy Bolter Servitors.
0-1 Plasma Cannon Servitors (for a total of 3 Gun Servitors, since that's the legal max).
2-3 Sages (2 Sages allows this unit one free reroll per turn - save it for the Plasma Cannon and it'll likely not overheat).
1-2 Mystics (1 Mystic allows the entire unit to take a free round of shooting, immediately, at any Summoned or Deepstruck units within 4d6". 2 Mystics allows you to instead let a nearby friendly unit take that round of fire - handy if a Bloodthirster lands and you have a lascannon Dev squar nearby, for example).
0-3 Acolytes (don't give them ANY gear except for a 1pt bolter each, they're JUST extra wounds on the Lord).
0-1 Chimera (It's cheap, and it's two more anti-infantry guns. Don't even use it to move this unit around, keep it as an independent shooter).
That's a good anti-infantry unit right there. If you want anti-armor instead, you can swap out the Gun Servitors for 3 Multi-Melta Servitors, give the Lord a combi-melta instead of a psycannon, drop the Mystics, and you're all set to go. Might want to add on a Rhino if you do that, since MM's have such short range.
i would also like to know weihter to deep strike the demon hosts or not.
Your call, really. DSing them lets you keep them safe from the enemy until you need them most, but marching them allows you to use them right away. Since they (might) have the teleport power, I tend to march them.
If you have any more questions, feel free to ask 'em!