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

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==Unit Analysis==
==Unit Analysis==
A kill team detachment allows
0-2 troop
0-1 fast
0-2 elite
=== 0 HQ===
=== 0 HQ===
Thats right no Inquisitors for you.
Thats right no Inquisitors for you.

Revision as of 22:05, 13 September 2016

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 your chimera's for some duals heavy bolter fun
  • 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

A kill team detachment allows 0-2 troop 0-1 fast 0-2 elite

0 HQ

Thats right no Inquisitors for you.

0-2 Troops

Whoo troops ehm we have none

0-1 Fast

We have 1 fast attack option but it isn't allowed due to it being a flyer.

0-1 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. Which is basically what Killteam Inquisition is, come to think of it.
    • 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, forced to take power swords in the new codex. **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),I higher than a space marine! and 5+ invuln saves, they can dish out the hurt, but they can't take it. 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. These things still rock in Kill team just don't get them shot.
    • 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, multi melta's or heavy bolters onto the field. But there's a catch- if a unit with a Servitor in it doesn't also have an Inquisitor in it, and guess what kill team rules make this impossible. So the it always has a 50-50 chance of being unable to move, shoot, or assault that turn. Not good but you could do worse for for 10 points.
    • 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 - get stripped of his brotherhood of psykers rule. Congratulations he is now a 10 pt no wargear acylote.
    • 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 - Next to useless in kill teams. These are one of the best buffers in the

game. BUT they are all alone in kill team. making them overpriced. On the positive side they do have some cool wargear options and can choose to do a smash attack.

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 and you can shoot out of it with 5 dudes.

Tactics