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==Tactics== ===Skitarii vanguard strike=== Just take as many inquisitors with rad grenades as possible and stick each one in a unit of allied skitarii, -2t on the charge, kit them out with some nice melee stuff, take a good doctrine, and run around killing people with your very hard hitting vanguards, and killing the characters in duels. ===Attack of the Flying Monkeys=== A new spin on an old classic from the Grey Knights codex, and surprisingly MORE infuriating than ever. Due to the unique FOCs, you will need two Inquisition detachments- one as the Ground Force and the other as the Air Force. Here is a basic template you can use as a base, chop and screw to taste/points/etc: +++ Ground Force +++ Primary Detachment +++ Inquisitor Coteaz - 100 5 Jokaero + Chimera - 230 5 Jokaero + Chimera - 230 5 Jokaero + Chimera - 230 5 Jokaero + Chimera - 230 5 Jokaero + Chimera - 230 5 Jokaero + Chimera - 230 TOTAL = 1480pts If you're trying for BattleForged, you'll need another Inquisitor to unlock the second batch of three squads; keep in mind it's 25 points plus equipment. For your Inquisitorial Air Force, you can take a generic Inquisitor, or better yet Hector Rex (for that extra unit of henchmen). Grab as many Jokaero as you can, and let the lascannon/multi-melta shitstorm commence. Give all squads a Valkyrie as a Dedicated Transport, being sure to take the heavy bolter sponsons and multiple rocket pods. Hilarity will ensue as you grav-chute drop your space apes all over while blasting infantry off the map with the Valkyries, backed up by Chimeras and more lascannon spam on the ground. And if some git decides to try to stop you with the Green Tide or a massive ocean of gaunts? Flame on! For even more barrels of monkey fun, deploy Servo Skulls to block cheeky enemy infiltrators (White Scars), take Cypher and infiltrate your own ninja monkeys deep into enemy lines so they can absolutely smear monkey shit everywhere; 5 Jokaero will guarantee Cypher has a 5+ invuln, but 4 is better, with a 1/6 chance of Rending, 1/6 of 5++, and 2/3 chance of ''both''; 5 is 100% chance of just 5++. Make sure not to take 6, which grants nothing at all. Alas, none of this will let his pistols Rend in melee [[FAIL|due to GW giving him melee weapons that hit with their stats, rather than ranged weapons that hit in melee]]. However, doing this is ''difficult'', as you need to hope you draw the Master of Ambush Warlord trait to grant Infiltrate to the Jokaero so Cypher can legally deploy with them to gain their benefits; spamming Inquisitors can make this happen, but it's not cheap. With the new updates, throw a 10 point psyker into each squad, and give them divination. Then laugh, and never stop laughing. ===Xeno-tastic Grenade Jugglers=== An Ordo Xenos Inquisitor with Rad Grenades and Psychotroke Grenades will cost you 55 points. Make him an ML1 Psyker, take Sanctic and pray you roll Hammerhand (or just use the Codex: Inquisition version (though this only gives you +1S instead of +2)), and stick him with a unit that doesn't have any grenades. Awesome ensues. For example, consider the following. Imagine you had a unit of 5 Assault Terminators with Lightning Claws charging a Hive Tyrant/Monstrous Creature through Difficult Terrain. Normally, you wouldn't do this derptarded tactic because you'd be: *attacking last (so you'd die) *hitting on 4's (so you'd miss) *wounding on 6's (true you'd be re-rolling, but no thanks). Just by sticking our grenade happy Xenos Inquisitor in there, suddenly you're: *attacking first (Frag Grenades to ignore initiative penalty, Psyk-out grenades drop the Tyrant to I1) *possibly hitting on 3's, or even auto-hitting (Psychotroke Grenades) *wounding on 5's, (Rad grenades) or 3's if you cast Hammerhand. Suddenly you've got a much greater chance of surviving. Alternatively, Rad Grenades + Hammerhand and a Space Marine with a Thunder Hammer = Instant Death to anything T:5 or lower. *Rad Grenades get even more evil when you combine then with Skitarii Vanguard (either Dominus Maniple or Skitarii Maniple) -2 Toughness will hurt almost anything, especially with Pater Radium. **Even better when you use a swarm of Xenos Inquisitors individually, as the wording on rad grenades is that they ''stack''. ===Sniper Inquisitors=== Inquisitors can take some wargear that is quite nice for some medium-to-long range shooting, and you can take an infinite number of Inquisitors (each in their own detachment), so if you really wanted to you could spam them. Ordo Malleus Can take a Hellrifle for 15 points, for a total cost of 40 for S6AP3 36" Heavy Rending. Jokaero are shootier, but this guy gets 3 wounds and 4+ armor, so you trade 5 points and your better guns for far better survivability. Ordo Xenos Can take a Conversion Beamer for 40 points. It's a very expensive option, but if you deploy right you could hypothetically get an S10 AP1 blast on top of any big thing that you want to take a few wounds/HP off of. The full profile: 0-18" S6 AP- 18-42" S8 AP4 42-72" S10 AP1, all of which are Heavy 1 Blast. ===Daemon Bashing machine=== *Recommended: ML1 upgrade with Force Sword (Daemonology recommended due to Banishment inflicting -1 on a Daemon's invuln), Rad Grenades, Digital Weapons *Prerequisites: Grimoire of True Names As described above, taking a Grimoire means that any Daemon you face in a challenge will drop their WS, Initiative, and Ld by 5 (Initiative will be 1 if you challenged when you charge), meaning that against that GUO and LoC, just the Grimoire will be enough while BT, KoS and an Avatar of Khaine may still go before you or at the same initiative (and that's BAD NEWS) if your Psyk-out grenades expire. What that does mean, is that you get to hit them on 4s due to dropped WS, and attack them with a Force Sword (don't forget to activate it!!!). Now, you may wound them on 6s, but if you take Rad Grenades (-1T to enemy), get Hammerhand if you rolled on Daemonology (+2S), cast Banishment and Force beforehand to drop its invuln and have instant-death, and have Digital Weapons (Re-roll 1 failed to Wound roll) you may hilariously crunch a Daemon in a challenge and win your Inquisitor's points back, heck even more than his points back. Throw in a Priest for re-rolls to hit, too! Maximum cost of all of this? 75 points for the full ML1 (and free Force Sword), Rad Grenades, Grimoire, and Digital Weapons on your hat-wearing Ponce. Despite what the whole Daemonbane on Nemesis Daemonhammer makes you think, you go at I1 which kind of kills the whole point: killing that bastard before he strikes back with S6 and instant-deaths you, and no a 5++ in Terminator Armor isn't going to save you. Alternately, just a Psyker Ordo Malleus Inquisitor with Brain Mines, Grimoire, and Nemesis Daemon Hammer is enough. If you challenge when you charge, the Psyk-out grenades drop then to I1, then the Brain Mines force an initiative test with the dropped Initiative. If they fail (which is 85% likely), they won't get to strike blows at all while your Daemonhammer causes the wounds, and the ensuing Ld test at -5 from the Grimoire means they have to make Ld4 or Ld5 or be removed from play...if you didn't have Force up to Instant-Death them. Full price? 85 points. Season with supporting units like Priests for re-rolls to hit and to-wound, and Arco-Flagellants for S5 attacks. As another alternative if you want to kill Daemons fast take a Psyker Inquisitor with Termie Armour, Psycannon, Brain Mines, Daemon Hammer and Grimoire. Having used this I one shoted Skulltaker and a Fully tooled up Bloodthirster in combat. Quite cheap as well Ultimately, this is kind of list tailoring for when you know you'll be up against Daemons like Chaos Daemon Characters/Daemon Princes/Possessed/Avatar of Khaine. If not, then your items do jack shit to them except for Force, maybe. ===Inquisitorial Henchmen loadouts=== Inquisitors have only one unit choice, the Henchmen; it's so versatile, though, it's possible to write whole tactical articles about it alone, so we will. *'''Shield Wall''': Crusaders with 3 acolytes. the Crusaders tank hits with their storm shields, while the acolytes use either melta or plasma to take out whatever you need gone. This has the advantage of being a tough, relatively hard to kill distraction to anyone who does not want to see his tanks or heavy infantry disappear in puffs of smoke while also being a fairly decent melee tarpit thanks to the shields. if you think your might want to charge with these guys rather then just melt tanks, then snag a priest so you can reroll invul saves. If you buy plasma guns, power armor for the gunners might be a worthy investment. *'''Melee Squad''': Crusaders, Death Cult Assassins, and Arco Flagellants backed up by at least one Ministorum Priest. The exact mix of Crusaders, DCA, and Flagellants is debatable. If you're willing to stack up points, three of each, two Priests, and an Ordo Malleus Inquisitor with Demonhammer and rolling on Sanctic is a very killy unit. To make it even more killy, throw in an Imperial Guard or Vanilla Marine Psyker with Biomancy. Endurance and/or Warp Speed on this unit is absolutely infuriating. However, even if you don't bunch up on an Inquisitor and Priests, remember that this unit absolutely always needs a Land Raider. Be sure to give it a multi melta to pop transports with. *'''Anti-pskyer defense''': 3 units of henchmen, each with a psyker and two acolytes. For under 55 points, you get a few units that can hold back field objectives, letting you charge ahead with your main force, and 3 denial dice, which will help you hopefully stop a crucial power or two from going off when you don't want it to. If you have the points, add Jokaero to hit enemy armor with lascannons. *'''Long Range support Squad''': Get 10 acolytes equipped with bolters, which costs exactly the same as a guard squad, and throw in a Jokaero and a psyker. With any luck, you'll be looking at an incredibly deadly squad with a decent anti tank weapons re-rolling everything. And all for under 100 points. Swapping out Acolytes for Jokaero gets you more firepower, but it will cost you. [[Category: Warhammer 40000 Tactics(7E)]] [[Category: Inquisition]]
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