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====Elites==== *'''Acolytes:''' Acolytes are an excellent unit, cheap enough to function as extra bodies to any army lacking them, while having decent upgrade options. You could outshine the Tempestus with hotshot lasguns and power armour (still BS3, though Prescience from an Inquisitor or a Psyocculum can help with that) or you could give them all bolters/storm bolters, which makes them an odd squad, one that doesn't cost a lot and still gets good weapons. They're also cheap enough that you'll have to start weighing what's worth more, a killier/hardier squad or multiple, weaker squads? :Do not use them as melee troops. Though they have two weapons they still have the statline of a regular human, and unless they're up against similarly-sized units of humans, or they charge units of humans that don't number too much, they're going to lose and any of the armour options to make them live longer are wasted on an assault squad of these guys. If you still really want to use them in an assault role, then just take the formation below and stock up on better melee units while putting any wounds you can on the acolytes first. :Of note is that they're one of the very few units in the game who can make use of the gunslinger rule. Acolytes can buy plasma pistols and combine them with their laspistols to fire twice, though don't expect this to be any sort of game changer. :*'''Available Transport Options:''' ::*'''Chimera:''' The tax for getting it isn't so bad however, Acolytes are dirt-cheap and the Inquisition's Chimera's have certain advantages to them, like being able to upgrade their heavy bolters with psybolt ammo so that you're ID'ing GEQ's, Tempestus and Tau, all the while ignoring most of their armour saves. A storm bolter also wouldn't go amiss either since it'll also benefit from the psybolt ammo. It's a good little transport, and well worth the points once upgraded. ::*'''Sororitas Rhino:''' That's correct. 5 points more than Codex: Inquisition but now with a 6+ invulnerable save and Adamantium Will. Debatably not worth it compared to the Chimera, it's cheaper, loses a point of armour in the front but gains a point in the side, and it doesn't have options to the psybolt ammo that the Chimera has, though it otherwise keeps the same roll. Take it if you're strapped for points, or are really worried about Psyker shooting your tanks, but not so worried about it that you'd by an Inquisitor with a Null Rod. ::*'''Land Raider Variants:''' :::*'''Godhammer (basic):''' Shouldn't be taken. You've got monkeys for lascannons, Inquisitor's (or allied Astropath's) for re-rolls, and even Chimeras provide deadlier heavy bolter fire. You also don't have the troops needed to make this one worth it, and if you're allying just to get an Assault Transport out of the Inquisition then you're better off with one of the next two options. :::*'''Crusader:''' If you're taking this it'll be because you're allying the Inquisitor in with another army that doesn't have access to Assault Transports, or you're using the formation that allows you to take a massive unit and you built if for assault. If it's the former, then load it with your best unit, charge in, don't risk going through terrain (seriously, the Crusader shines in close range and getting immobilized is a huge waste of 250 points) and have fun. If it's the latter, then it's a bit iffier. While the Inquisition can get good assault units, Chimeras with psybolt ammo (which the Crusader can no longer purchase) are cheaper, more spammable, and more likely to make their points back. If you used the formation to build a good assault squad though (see the formation for more details) then it could still be worth it to load the Crusader up, charge into the enemy, and use buckets of dice considering how many attacks you should get from charging. :::*'''Redeemer:''' Iffier than the Crusader, the guns are good, the issue simply comes from the fact that it is extremely short ranged. If you can get it there it'll tear shit up, but if your opponent has a few melta's/monstrous creatures/chainfists (or their equivalents), then its range easily puts it into their range, which is the fastest way to lose it. If your opponent doesn't have any of those however, then the Redeemer is good both against MEQ's and hordes and can arguably make its points back the fastest out of the three, only needing to flame/shoot a few particular squads to break even. ::*'''Valkyrie:''' Unless you use a formation to ally in the Deathwatch (and you really shouldn't, explained in the formation), this is the only flyer you're going to have access to. It's a good thing that it's a good one then. It still doesn't have access to the armoury (so no S6 heavy bolters for it) but it's still the tough and deadly plane from before, and it still has access to grav-chute insertion, which is great considering that Acolytes cost so little it doesn't matter if one of them dies or not when you use it. Put them inside, use it to pester infantry/destroy aircraft (loading it up with high Strength or blasts as is appropriate) and have fun. *'''Daemonhost:''' Free kill points for the enemy! Seriously, Daemonhosts are not hard to kill and their effectiveness is extremely random. They can be fun in huge groups, but you're limited to one model per unit outside of an Inquisitorial Henchmen Warband formation, so if you take them you're either running an unbound list, you're using the formation, or you're going to be abusing the fact that they now come with the Daemon special rule as there are some weapons/rules that can activate when a model is near a Daemon, and paying 10 points to make this a guarantee is certainly worth it. Don't take them if your plan is simply to run lone Daemonhosts at your enemy, more often than not it won't work out in your favour. *'''Jokaero Weaponsmith:''' The shooting monkeys [[skub|everyone remembers and loves]]. They still keep all of their old weapons (including the ring/lascannon/multi-melta/heavy flamer); however, now they are limited to one model a unit if fielded outside of an Inquisitorial Henchmen Warband formation. Single-model Jokaero aren't going to do too much unless you roll really luckily on either their shots or their special table, and even then the special table is only going to affect the Inquisitor or whatever other character you're allied with. Buffing any Independent Character with +12" to any non-template ranged weapon is really good. If you added Cawl to the unit, for example, you could turn his gun into a 24" S10 AP1 Melta that fires D3 times. :Overall though, if you want to make sure your Jokaero are going to do something then you can't just stop at one. Get at least 3. Yes, that'll max out your detachment, yes, that can leave you open for Kill Points, but another detachment gets you another Warlord Trait and with 3 you can at least guarantee they are going to do something. You'll get a good result on the random chart, or they'll blow up that transport that you needed gone, and unless your opponent can make kill points off of them then they'll likely not consider a single 35 point model worth the firepower of an entire squad, especially when there're larger, more threatening targets out there. :This editor would like to point out the fact that Jokaero got a HUGE buff this time around. You see, it used to be when you rolled a 6 or higher on the Inconceivable Customization chart, you would have to roll two times and have be satisfied with what you got (and if you had 6 or more of them, every roll was always a 6, so you got nothing). However, this time around, it specifically says, "pick any two of the first 5 results". This means, it is now worth it to run a squad of 6 Jokaero in the formation. Oh? What's that? My squad of 12 acolytes (6 if they have been shoved inside a Chimera) are now GUARANTEED to get a +12" range AND Rending? Or better yet, they all have a 2+ armour save and +12" range?
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