Grimdark Future/Tactics/Human Inquisition: Difference between revisions
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==Psychic Spells== | ==Psychic Spells== | ||
*'''Foresight(4+):''' Friendly unit within 12" takes +1 to hit with shooting. With how limited your shooting can get, you'll be needing every shot to count. | *'''Foresight (4+):''' Friendly unit within 12" takes +1 to hit with shooting. With how limited your shooting can get, you'll be needing every shot to count. | ||
*'''Flame Breath (4+):''' One enemy unit within 12" takes 2 AP 2 hits. | *'''Flame Breath (4+):''' One enemy unit within 12" takes 2 AP 2 hits. | ||
*'''Protective Dome (5+):''' An friendly unit within 12" gains regeneration when they next get hit. | *'''Protective Dome (5+):''' An friendly unit within 12" gains regeneration when they next get hit. |
Revision as of 23:40, 22 July 2020
Why play Human Inquisition?
The Human Inquisition really centers on your heroes. The rest of your army, while capable of some good variety, is also very limited.
Pros
- Your heroes are really strong.
Cons
- Your forces are very limited
- No vehicles
Psychic Spells
- Foresight (4+): Friendly unit within 12" takes +1 to hit with shooting. With how limited your shooting can get, you'll be needing every shot to count.
- Flame Breath (4+): One enemy unit within 12" takes 2 AP 2 hits.
- Protective Dome (5+): An friendly unit within 12" gains regeneration when they next get hit.
- Expel (5+): One enemy model within 12" takes a single AP 4 Deadly 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
- Psychic Speed (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
- Tempest (6+): Enemy unit within 6" take a hit per model, making this hell for mobs of grunts.
Unit Analysis
Heroes
- Inquisitor: A fairly strong hero with 4+ quality and 3+ defense, and he is incredibly versatile, with a fairly wide variety of guns. You can also buy up Psychic if you want to give yourself some casting and one of three special powers: Alien Hunter (Furious), Daemon Hunter (Enemies can't use Ambush within 18" of him) or Witch Hunter (Lets you reject a power or add +1 to blocking if you also bought Psychic).
- Assassins: Assassins, as a whole, are the elite heroes. Each of them has a 3+ for both quality and defense and all of them come with Fast, Stealth and Strider so they're easily able to go wherever they need while Regeneration gives them another layer of protection. The trade off is that they're very expensive and are fixed to a specific role. Perhaps that role's all you'll need, but don't expect them to last outside of that.
- Assault Assassin: Your prime choice if you only want to Rip and Tear. Furious makes sure that the charge is dangerous and Regeneration makes sure that your little killing engine can keep on trucking. In terms of weapons, you're short-ranged. The poison burst pistol is only 12" and deals Poison, while the energy gauntlet deals a much deadlier AP 1 Poison Rending flurry of attacks. Do not let this guy go alone under any circumstances.
- Spy Assassin: Also a competent short-range and melee combatant, though armor will give you trouble. This is the only assassin with ambush, which gives you a strong mobility when determining where to set them up. Their poison shredder is also 12" but gives you 6 Poison Rending attacks while the poison blade also does Poison and Rending but only with 4 attacks.
- Terror Assassin: A bit of an oddball among the assassins. Their ranged attack is a better range, but only to 18" and deals 3 AP 1 attacks. Their melee game is deadlier at solos and tough units though, being Rending and Deadly 3. Fear also makes sure that those that you can shift the tide a little further.
- Sniper Assassin: All you need to know. Though their heavy rifle only fires once, that one shot has AP 2, Deadly 3 and Sniper, making any heroes afraid to be within range. Thanks to Scout, you can also make it to the ideal position as quickly as possible.
Infantry
- Acolytes: You essentially have guardsmen who can pick up whatever guns you see fit. They lack any manner of heavy weaponry, but you can mix and match between melee and ranged weaponry as you see fit. Even better is that these guys are a pretty cheap buy so you can pad out a list with whatever you need.
- Cyborgs: Though the cyborgs are only slightly better-protected than the acolytes, these are your only source of heavy weaponry. That said, your choices are rather limited between the heavy machine gun, heavy flamethrower and heavy fusion rifle. However, you have only three of them and you really don't want them up close unless you buy them bone stock.
- Missionaries: Take some acolytes and give them Fearless and Furious. Ultimately, this gives you some chaff to tie up some more annoying units for a turn while you focus on the real priorities. they don't have access to as many guns, but they can get a shotgun for one extra attack at range and the heavy chainsaw sword for a flurry of mincing.
- Mystics: These acolytes have only one purpose: they let friendly units with Ambush arrive anywhere they want so long as they're within 12" of this unit. As it stands, you only have the spy to try this trick out with.
- Crusaders: These guys are pricey, but they're quite stronger than the basic acolyte. Each comes with an energy sword and a shield, so enemies can't shoot them so easily. Each also has a 4+ to quality and defense, making them a good pick for a bodyguard.
- Daemon Hosts: A strange unit, these give you some short-ranged artillery and melee, each with a 4+ to hit. Their defense is fortunately a bit better with Regeneration.
- Flagellants: Super glass cannons. They have flails and a 3+ quality so they'll absolutely make their blows, but have a pitiful 6+ defense and Regeneration to protect them.
- Psychics: If you need an additional source of casting, then you can grab some of these guys. Just be wary that they are way more fragile than your inquisitor and keep them away from any exposed areas.
- Cult Assassins: Flagellants but a bit less fragile with a 5+ defense. Fortunately, they also add Rending to their attacks so it's a solid get. At 110 points however, you should be making sure they don't fall apart.
- Cyber Chimps: These are somehow your toughest non-hero unit, with each chimp having Tough 3 and Regeneration to compensate for their 5+ defense. Their guns are also fairly decent with 18" A 3 AP 1, but that has limits.
Army Building
Starter Armies
General Advice
Tactics
Grimdark Future Tactics Articles | |
---|---|
General: | General Tactics |
Alien Hives: | Alien Hives - Soul-Snatcher Cults |
Aliens: | Dwarf Guilds - Eternal Dynasty - Jackals - Orc Marauders Robot Legions - Saurian Starhost - TAO Coalition |
Battle Brothers: | Battle Brothers - Custodian Brothers - Prime Brothers |
Elves: | Dark Elf Raiders - Elven Jesters - High Elf Fleets |
Havoc: | Havoc Brothers - Machine Cult Defilers - Wormhole Daemons |
Humans: | Battle Sisters - Feudal Guard - Gangs of Hive City Human Defense Force - Human Inquisition - Infected Colonies Machine Cult - Titan Lords - Rebel Guerillas |
Ratmen: | Ratmen Clans - Vile Rattus Cult |