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Klomster's 2000 "Inquisitor super-gear" list

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Post by Klomster Wed Jan 27, 2010 9:48 am

Here's the plan, i went for giving an inquisitor lord and inquisitors the best kit i could think of.

HQ.

Inquisitor lord.
And the most important item in the list, i think it makes or breaks the list.
TARGETER!
And 3 mystics.
Oh, and the Land raider.

315.
_____________

Elite.
Inquisitor.
Hellpistol.
Targeter.
I believe this inquisitor needs this kit to be able to get to his goal, to support the troops.
And BTW, he got a land raider.

272
_____________

Elite.
Inquisitor.
Hellpistol.
Targeter.
This inquisitor has been given custom gear, to spearhead the assult and increase combat effectiveness, such as in close combat.
And i had some points over, so i bought a land raider for him.

272
_____________

Elite
Inquisitor.
Hellpistol.
Targeter.
The 3rd inquisitor is a support oriented inquisitor, he specialises in orbital strikes and the ability too boost morale.
I believed this inquisitor didn't need such an advanced transport, but i still wanted something so i got a land raider for him.
272
_____________

Troops.
5 stormtroopers.
2 flamers.
This unit is mostly for getting objectives, they also have kit for tank hunting.
60
_____________

Troops.
5 stormtroopers.
2 flamers.
This troop is to complement the first group, and is mainly to destroy those pesky flyers.
60
_____________

Heavy support.
Land raider.
I believe i need this to be able to kill off those gaunt hordes, with it's massive anti-infantry qualities.

250
_____________

Heavy support.
Land raider.
This one is plainly for having a small transport vehicle to help troop choice 1s mobility.

250
_____________

Heavy support.
Land raider.
This fast transport vehicle is for if the above transport is destroyed, i have 1 light vehicle in reserve.

250
_____________

Inquisitor custom inquisitor list. Hope you like it.

I am almost tempted, at least just to try it Razz
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Post by Aubec le noir Wed Jan 27, 2010 10:28 am

why 3 mystics ??
2 are enough.
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Post by SaintOfKillers Wed Jan 27, 2010 10:50 am

Maybe he wants one as a spare just in case. Btw does the mystic ability work when he is inside a veicle?

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Post by Klomster Wed Jan 27, 2010 11:07 am

I have no idea.

That's stuff you guys is supposed to know.
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Post by SaintOfKillers Wed Jan 27, 2010 11:21 am

Well it says if someone deepstrike 4xd6 from the mysticer so imo it should work. Anyway are all those land raiders in your list godhammer patterns or are some of them redeemers and crusaders also? Seems like you could use some variety Wink.

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Post by Grimhack Wed Jan 27, 2010 1:36 pm

The list isn't viable... You need a brother captain in there to make it legal lol.
And as stated before, you should take crusaders for the heavy support, just in case.
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Post by Primarch Wed Jan 27, 2010 1:50 pm

Technically its not a legal list...

However if you make the Landraiders dedicated transports of the inquisitors then the list is legal. (and guess what no heavy support slots used Very Happy)
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Post by Rivan Wed Jan 27, 2010 2:54 pm

Hmmm, don't the elite inquisitors need at least 1 retinue to be able to take a transport? scratch
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Post by raven925 Wed Jan 27, 2010 4:02 pm

i have actually played a game similar to this with 7 landraiders and my friend just quit cus there was nothing he could do, it was funny.
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Post by panzer Wed Jan 27, 2010 4:37 pm

how does one get 7 LAND RAIDERS holy shit thats like no troops needed
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Post by Klomster Wed Jan 27, 2010 4:39 pm

Ah dang, i forgot that one.

Well.

I could change the first retinue.

Let's see.
Nawww, only 6 raider on 2000 points.

I'm really sad now Sad

Well, it was just a fun list anyway.


@Panzer: Well, you get 7 land raiders by buying them Razz Quite insane huh?
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Post by panzer Wed Jan 27, 2010 4:41 pm

um you have 3 heavy support 1 or 2 dedicated transports but where do the other 2 come from
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Post by Klomster Wed Jan 27, 2010 4:58 pm

4 dedicated transports my friend.

But i need a brother captain, so i will have to rearrange and stuff, so only 6 raiders at 2000 points.

Oh, and why do you tell me to take other types?

Crusaders i can't afford and redeemers can't be taken?
The land raiders under the inquisitors are dedicated. But after rearranging i think i can have all my things and a retinue for the BC, although without a raider, but they can ride a heavy support one anyway.

So 6 raiders. Perhaps seven but then it is on the edge.
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Post by Primarch Thu Jan 28, 2010 1:09 am

Wooo that puts a new meaning to non-apoc mechanised army Razz
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Post by Aubec le noir Thu Jan 28, 2010 3:15 am

question :
it stated that when one particular member of retinue dies, the bonus for the inquisitor stays.
Are the special capabilities (like the possibility to shoot the deep-strykers for the mystics) staying too at the death of that retinue member ??
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Post by Rivan Thu Jan 28, 2010 3:49 am

Nope. That rule was referring to any profile increase, or like having more than 1 psychic power.

The ability to detect deep strikers will stop once the mystics are taken out. Same thing for the re-rolling of 1 "to hit" dice w/ 2 sages. Once you lose 1 sage, no more re-rolls.

Same thing applies to wargear that are being carried by henchmen. Even if a henchman is taken out, the inquisitor doesn't lose the wargear.
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Post by panzer Thu Jan 28, 2010 7:53 am

U DONT NEED TROOPS ANY MORE THATS LIKE A AUTOMATIC LASCANNON.
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Post by Klomster Thu Jan 28, 2010 11:09 am

Well, i need troops.

For taking objectives.

And look cool with their flamethrowers.
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Post by panzer Thu Jan 28, 2010 11:47 am

haha very true throw some pycannons and ur good, god how do fit that on the board, that is like A EXTREMELY BAD DAY for the enemy Twisted Evil Twisted Evil Twisted Evil Twisted Evil
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Post by Klomster Thu Jan 28, 2010 3:09 pm

Well, i dunno.

Where i play, it feels that's not too hard to take down with the lists my opponets plays with.

Just BOOM!!! And no raiders left.
But then again, i'm highly pessimistic.
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Post by panzer Thu Jan 28, 2010 4:14 pm

no land raiders are like the monoliths of the necrons they are there to kick ass and scare the shit out of who ever you are fighting
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Post by Tiberius Thu Jan 28, 2010 5:06 pm

panzer wrote:no land raiders are like the monoliths of the necrons they are there to kick ass and scare the shit out of who ever you are fighting

Except that the monoliths are immune to lance-weps. and melta-spam, have a friggin' large blast template str 9 ap 3/1 on hole weapon (Meaning a shorter-ranged template lascannon which doesn't usually ignore termie saves, but ignores all armour and gives +1 vehicle dmg. if hole is centered over vehicle) which cannot be destroyed and always can be fired (Okay, LRs can always fire a single Lasc., I'll give you that), as well as the ability to actualy take our slow MEQs out of combat, allowing them to RE-ROLL our WBB-rolls and rapid-fire your troops into oblivion all on the same turn! Oh, and they're EVEN CHEAPER than the raiders, can deep-strike without any risk at all (Mishap? Hell no, I'm moving your Russ-tanks and gunlines out of the way, because I CAN!) and allow my warriors to enter game at rapid-fire range. I always run 2 at 2000 points.

... I love my Monoliths. lol!
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Post by Zealadin Thu Jan 28, 2010 9:19 pm

Land raiders are even now easily prey to a lucky pot shot.
Monoliths are something different entirely Razz I'm glad I've never faced one!
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Post by Primarch Fri Jan 29, 2010 1:04 am

Monoliths are scarier that land raiders, because they are monolithic in size compared to everything else (plus all their other rules). Land raiders just raid land.
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Post by Zealadin Fri Jan 29, 2010 1:27 am

If we had the Monolith rules as a GK player I'd be a happy camper
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