Warhammer 40,000/Tactics/Inquisition(7e)/Kill Team: Difference between revisions

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[[Category: Inquisition]]
[[Category: Inquisition]]
[[Category: Warhammer Tactics]]

Revision as of 04:57, 15 February 2014

Why Play Inquisition

The Inquisition may seem like a peculiar army at first glance- for starters, they have no Troops, Heavy Support, or Fast Attack units and their army selection in general is just barely enough to qualify as a Killteam. But there is a strength to Inquisition. Sure they don't have numbers or units. But what they lack in numbers, they make up with versatility.

Nobody Expects the Imperial Inquisition!

Wargear

(With the lack of a HQ choice, some of the more interesting Wargear options are gone. You still have a couple.

  • Defense Orb: Adds 5++ invulnerable save. Jokaero get these, not you. Your Inquisitor doesn't get an Invulnerable save. Go fuck yourself.
  • Digital Weapons: Reroll a single failed To Wound roll each assault phase. If you're in melee, and Ordo Xenos, things have probably gone wrong already, but it might be okay...maybe. Probably not. Could help get that lucky Force strike through.
  • Rosarius: Gain a 4++ invulnerable save. Nope, Inquisitors can't get it.

Vehicle Upgrades

  • Dozer Blades: It's a Dozer Blade. You know what it does.
  • Storm Bolter: It's a storm bolter. You should know what this does too, hopefully.
  • Hunter-Killer Missile: If you need to ask this, no, you need to go back to Basic.
  • Searchlight: Right, report to your Commissar
  • Smoke Launchers: Well, people always forget to use these, so...I suppose it's tolerable to mention. A nice use to get your transports semi-safely to their destination.
  • Psybolt Ammo: All Bolter and Assault Cannon shots gain an additional +1S. Give this to a Land Raider Crusader and revel in the dakka.
  • Truesilver Armor: If a model with the Daemon, Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot hits this vehicle in close combat, it suffers a Strength 6 hit for each hit once damage has been resolved against the vehicle. Why are you buying this? Seriously, there's no reason to. Even against Grey Knights, it'd only be moderately useful.
  • Psyflame Ammo: Psybolt ammo for flame weapons. Rinse repeat.


Unit Analysis

Elite

You only have one choice for this, but it's a fairly customizable one at least. Be warned, in Killteam, you only have 200 points and only one henchmen unit. Choice wisely

  • Inquisitorial Henchmen - Your Inquisitor's band of ragtag misfits, think of them as the Inglourious Basterds IN SPACE!
Take a bunch of them and make like you're playing Dark Heresy. (Not like you have a choice.)
    • Arco-Flagellant - Puts out 4 S5 attacks per turn (that unfortunately allow armor saves) and has Feel No Pain. Good for being used as beatsticks against low-armor units, such as Orks or lesser daemons. Can glance light vehicles to death in a heartbeat. It's debatable if these guys are better then Assassins now, but they lay on the saves.
    • Crusader - Comes with power weapon and storm shield, use them to suck up wounds that would otherwise be unsaveable. Not so good for offense, but they do have power weapons, not swords. Mauls are a good option here, as it makes their S3 seem...less obvious.
    • Daemonhost - Fun the same way that Orks are, being unreliable but interesting.
    • Death Cult Assassin - If you use Crusaders for defense, you use these girls for attack. S4, 3 power sword attacks (4 on the charge) and 5+ invuln saves, they can dish out the hurt, but they can't take it. Since they have two power weapons, and interesting tactic may be to use a power maul and a power sword each. This allows them to pierce 3+ armor, to make use of their high initiative, and to use the brute force of the maul to kill anything whose armor is either 4-6+, or 2+ (might as well use it instead of the sword to score more wounds). Nope. The latest update of Codex: Inquisition now states that they have two Power Swords, specifically. No more Sword/Axe and Sword/Mace for these ladies.
    • Inquisitorial Servitor - Well-armored and start with power fists, but are better when outfitted with heavy weapons. A cheap way to put some plasma cannons onto the field. But there's a catch- if a unit with a Servitor in it doesn't also have an Inquisitor in it, the unit the Servitor is in has a 50-50 chance of being unable to move, shoot, or assault that turn. And with Killteams lack of Inquisitors, this can spell death for a Servitor. Best to avoid unless you really need the weapons.
    • Jokaero Weaponsmith - You can thank the Old Ones for these guys; Space Monkeys that make your guns better! Yay! Also, their digital weapons can function as either a multimelta or a lascannon (and a heavy flamer for painful overwatches), making them one of the few anti-armor units in the codex. Unfortunately, they suffer when taken in bulk, due to being expensive and having mediocre BS. A major concern when using Jakaeros is their customization roll. Its not known if this effects the entire killteam, or just the Jokaero.
    • Mystic - Good for one thing and one thing only: a paperweight. With deep striking units not available for killteam, Mystics are even more worthless. Just skip to the next unit.
    • Psyker - S10 Ap1 Large Blasts. The Vindicator wishes it could do this shit. Unfortunately you need eight of them to pull off such a powerful attack, and with Killteam rules, this will never happen. Still, the attack is a Str 3 AP6 attack with a large blast template. Can possible be used as a artillery unit if given the right specialist option.
    • Acolyte - Can be anything from simply Glorified Guardsmen to I-wish-I-was-a-Space-Marine. They're cheap, expendable, and they can have their wargear customized. It's like having a build a bear for Guardsmen! Really you should only be taking about three though. They can be used for warm bodies but their real power is in Melta/Plasma. Still:
      • Any of them can swap out their usual wargear for boltguns, storm bolters, or hot-shot lasguns.
      • Up to three can take meltaguns, plasma pistols, power swords, combi-weapons, etc. You can kit them out to deal with nearly anything.
      • Carapace armor doubles their cost, and power armor more than triples it, but makes them a lot more survivable.
    • Ministorum Priest - Ported from the Sisters of Battle Codex, and no less potent for it. Unlike the other henchmen, they are considered to be Characters. Use their Hymns to make the priest stronger. Best to make a closecombat specialist. Otherwise, pick another unit.

Dedicated Transports

This is your main source of big guns, so be sure to get one Dedicated Transport for each unit if you can.

  • Rhino: The METAL BAWKSES we all know and love. Cheap, effective, and that psybolt ammo upgrade will help give it a little extra power. The only reason you would take a Rhino is because you are strapped for points. But even then, the Rhino has less armour and a weaker weapon when compared to the Chimera.
  • Chimera: This is the best choice, right here. The king of the Metal Boxes, Jokaero and Heavy Weapon Servitors love these things. Change out the turret to a bolter and grab Psybolt for S6 AP4 goodness. Not to mention, it can transport things like your Ordo Malleus terminator Inquisitor.

Tactics