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A little advice needed

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Aubec le noir
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A little advice needed Empty A little advice needed

Post by Jambo Wed Jul 06, 2011 4:13 am

Hey brothers needing some advice on a inquisitor unit that im thinking of adding to my ranks. Im thinking of starting with coteaz but im not sure what the best way would be to go about completeing the unit. advice would be much appriciated
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A little advice needed Empty Re: A little advice needed

Post by Aubec le noir Wed Jul 06, 2011 6:46 am

1 / is it a cc or a shooty unit ?
depending on the answer you'll have multiple choices and we can't help you until we know that
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A little advice needed Empty Re: A little advice needed

Post by Souba Wed Jul 06, 2011 6:50 am

i guess you want info on the henchmen warband setup too?

for an inquisitor. a really valid choice is a ordo xenos inquisitor with : psyker mastery level 1( hammerhand), power armor, rad granades, psychostroke grenades. hes cheap and he brings a good punch to any squad he joins. let him join a unit of GK and let both use hammerhand. the result will be S6 for the GK and T3 for most of your enemys. meaning you will punch most things to death without even activating force weapons.

as for the warband. i played 4 setups so far:

setup 1:
8x DCA 4x crusaders.
add the OX inquisitor with hammerhand to that and you get the following on the charge:
32 WS5 S5 powerweapon attacks at I6
5 attacks WS4 S4 powerweapon attacks at I5
8 powerweapon attacks as WS4 S4 powerweapon attacks at I4

thats some serious punch right in the enemys face and some survivability thanks to the inquisitors power armor and the crusaders stormshields. the psychostroke grenades and rad grenades not even counted in so far. the only problem for this list is, you will need a landraider or stormraven to be able to savely bring your attacks in. however, whatever they charge, they will obliterate it. even the toughest units.

setup 2:

3 servitors with plasma cannons
2 jokaero weaponsmiths
3-7 crusaders (i find that 4 is optimal) or 7 warrior acolytes with bolters/hotshot lasguns
OX inquisitor with conversion beamer ( you may take rad and psychostroke grenades out of his setup)

this unit will stands behind, in some good piece of terrain and shoot the hell out of it. it has some serious damage potential for most things you will face on the field. the crusaders will only be used to soak up some heavy fire and high ap weapon shots directed at you so you can have a few rounds of save shooting with them. if you got some good cover you also can field warrior acolytes with no upgrades. those guys just count as extra lifepoints for your firing station. you may put some bolters in there for a few extra shots though.

OX inquisitor sticks to the squad and shoots with his conversion beamer as addition to your plasmacannons/MM/lascannon shots.

setup 3:
12 warrior acolytes with 3 plasmaguns/meltaguns and 9 hotshot lasguns/bolter

let them drive in a chimera. get up close and fire away. those guys will be used much like a fast forward cruising tactical marine squad or vet squad with meltaguns to blow something up. they will die at some point but are able to dish out serious amounts of damage to your opponent. on top of that, as firing base in cover they will live longer as many may expect if things dont go the way you want them to. whats good is that those guys dont really need an inquisitor to become awesome. they are dirt cheap and dish out hard.
with coteaz in your army you may want multiple of those units.

setup 4:
psykers 5-8

gives you a large blast plasma explosion or a S10 AP 1 large blast. the problem with those guys is. if you got a perils of the warp. all psykers in the squad die. in addition to that if the enemy got a psychic hood or any gear/abilitys that lets you roll an additional D6 for the psychic test those guys will get shot down really fast without them acting at all.


out of the games i played so far only the first 3 setups were viable. they all are different approaches. melee, midrange firing and longrange firing. i like all 3 of them and you may test them against a friend. just use some proxy models and up you go. hope this helbs a bit Smile
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A little advice needed Empty Re: A little advice needed

Post by DonFer Wed Jul 06, 2011 7:07 am

I'm with Brother S. on the three first setups. DCA are great and the Devs team with Jokaeros is awesome (though I use it with three MM servitors, but that'll depend on your metagame).

I really don't like psykers since they commit suicide more often than not, and with so many psychic hoods running around out there they actually turn into a liability more often than not.
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Post by GMKDynamis Wed Jul 06, 2011 11:24 am

I agree with every thing you said, but take into consideration a OH inquisitor with PA, Psyocculum, 3 servoskulls(for 1D6 scatter), nullrod(for your psychic protection), with 5 x Psykers, 1 jokaero(for 12" extended range on a roll of 2). That's a 48" S8 AP1 assault, large blast, BS10 at psyker units. Keep them in a bunker or rhino(+40). Not bad for a mini vindicatorish unit (177pts). Twisted Evil Bring the pain, brother.
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A little advice needed Empty Re: A little advice needed

Post by Jambo Thu Jul 07, 2011 1:00 am

thanks brothers for the advice much appreciated

@aubec prob a cc squad ill back it with shooty units

@souba thanks for the info will be great help advanceing my ranks
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Post by Aubec le noir Thu Jul 07, 2011 1:12 am

ok like said before ... for cc a mix of DCA + Crusaders ... with some inquisitors is really impressive (put in an assault vehicle of course) !! affraid affraid
after that ... you'll have to find your own truth : how much DCA for how much Crusaders... it's up to you.

for shooty units ... i didn't took a decision yet ... i'm not found of servitors (but...) i think i prefer acolytes, i'll put 2 jokaeros for sure, and maybe crusaders for survivality ... scratch

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Post by TheCrimsonGlass Thu Jul 07, 2011 10:14 am

How do you guys feel about a unit with 5 or 6 psykers, 2 jokaeros, a couple servitors, and OX inquisitor? I've always kind of felt like if you have a shooty unit that simply contains psykers (as opposed to being completely made of psykers) then it might be more viable.
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Post by DonFer Thu Jul 07, 2011 10:35 am

While tempting, I'd add more servitors instead of psykers, perhaps even warrior acolytes.
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A little advice needed Empty Re: A little advice needed

Post by GMKDynamis Thu Jul 07, 2011 1:40 pm

Just a shot in the dark brothers, talking about shooty Inq units. The "By any means necessary" rule of Inq Karakazov, it says the shot does not scatter if temmplate is placed on a friendly unit... would that mean servoskulls as well? 3pts to hit directly with a orbital strike relay on foes is better than missing once with a vindicator anyday. Any take on this one? Question scratch
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Post by TheCrimsonGlass Thu Jul 07, 2011 1:50 pm

Does the wording specifically say "unit"? Sorry, but I don't have my codex with me at the moment. If it does say "unit" then it will not work. The servo skull is specified as being a "token" and not a "unit".
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Post by GMKDynamis Thu Jul 07, 2011 2:28 pm

Good catch brother, it says " friendly model". It might be arguable that a servoskull is a token but there is a model of the servo skull. I'd hate to spend 10 minutes explaining this instead of playing. Neutral
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Post by Souba Thu Jul 07, 2011 2:30 pm

yeah brother BrentK is right. you have to hit a friendly model. as servo skulls arent models but tokens it wont work.
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Post by TheCrimsonGlass Thu Jul 07, 2011 2:32 pm

Yeah I'm inclined to say a "token" isn't a "friendly model", and I'm sure most tournament rulings would agree. Although I don't actually see the purpose of trying to do such a thing. A large blast has a 5" diameter (2.5" radius), and if it doesn't scatter, then it's sitting right on top of the servo skull. If the servo skull is on the field, then there isn't an enemy within 6" of the skull (because if there were, then the skull would be removed from play).

It also says that the skull cannot be attacked. I would imagine being the target of a blast weapon counts as "attacked".
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Post by GMKDynamis Thu Jul 07, 2011 2:43 pm

Thanks for the clarification brother. I'm thinking along the lines of last ditch effort of survivability. Maybe due to watching too many zombie movies. If an enemy came within 6" of the servoskull on the movement phase, you'd have to take it out of play before shooting the orbital strike relay. So it would be a no go," Houston we have a problem." Neutral
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