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First army ever! 1500 Inquisitors with friends.

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First army ever! 1500 Inquisitors with friends. Empty First army ever! 1500 Inquisitors with friends.

Post by Kotagg Tue Oct 30, 2012 9:36 pm

Hey brothers, I'm new - to everything! The forums, Grey Knights, the game...I haven't even purchased a model yet.

I'm more of a fluff-fan, but within those bounds I do like to win sometimes, so any advice would be appreciated (on the main 1500 and on the optional expansion to 2000 points.) Thanks for anything, and don't worry about my feelings!

HQ
Inquisitor Crystis Barahaz (Ordo Xenos) - Power Armor, Conversion Beamer, Psychotroke Grenades, Plasma Pistol, 2 Servo Skulls
6 Psykers
1 Jokaero Weaponsmith
2 Inquisitorial Servitors - Multi-Meltas
2 Inquisitorial Servitors - Plasma Cannons
1 Chimaera - Searchlight

Troops - Grey Knight Terminator Squad
1 Justicar Terminator - Mastercraft Nemesis Falchions
1 Terminator - Brotherhood Banner, Psycannon
3 Terminators - Nemesis Falchions

Troops - Grey Knight Terminator Squad
1 Justicar Terminator - Mastercraft Daemon Hammer
1 Terminator - Psycannon
3 Terminators - Force Halberd

Elite - Purifier Squad
1 Knight of the Flame - Mastercraft Daemon Hammer
2 Purifiers - Force Halberd
2 Purifiers - Psycannon
1 Razorback - Psybolt Ammunition

Elite - Vindicare Assassin

HQ
Inquisitor Anton Barahaz (Ordo Malleus) - Psyker 1, Daemonblade, Power Armor, Empyrean Brain Mines, Combi-Flamer, 2 Servo Skulls
5 Crusaders
5 Death Cult Assassins
1 Banisher - Eviscerator
1 Chimaera - Searchlight, Heavy Flamer

Now for the possible expansion to 2000, I'm not sure which of the two is better:

Option 1
- Add Stormraven w/Twin-Linked Multi-Melta, Twin-Linked Plasma Cannons, Search Light
- Add Dreadnought (in Stormraven) w/Twin-Linked Autocannon, Psybolt Ammunition
- Add Nemesis Dreadknight w/Psycannon, Greatsword
- Add a 6th Death Cult Assassin to Anton's unit
- Add a 5th Purifier to the Purifier Squad
- Remove Anton's Chimaera and put his unit in the Stormraven
- Remove one Servo Skull from Anton

Option 2
- Add 1 Servo Skull to each Inquisitor
- Add Nemesis Dreadknight w/Greatsword, Heavy Psycannon, Heavy Incinerator
- Add Nemesis Dreadknight w/Greatsword, Heavy Psycannon, Personal Teleporter (for Reserve)

Kotagg
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Post by DOMIN4TRIX Tue Oct 30, 2012 10:14 pm

Welcome to the forum

With the henchman squads.... you can only have 3 heavy weapons Servitors, so the first squad with 2 multimelta and 2 plasma cannons needs to be modified.

Also you have a Banisher with eviscerator in the second squad, he will give you a S6 attack in CC. Seeing as he is part of an Inquisitor led squad why not take a Servitor with servo arm instead - gives you a S8 CC attack for less points. Yes you lose the bonus d6 armour penetration, I guess it depends if you plan to be assaulting Landraiders.

If your running an assault squad you might want to invest in an assault vehicle for them rather than a Chimera so they can jump from vehicle to assault in the same phase.

Im not a huge fan of falchions - halberds/hammers/swords are all better on terminators and free.

Save the banner for a 10 man squad - more cost effective
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Post by Kotagg Tue Oct 30, 2012 11:39 pm

DOMIN4TRIX wrote:Welcome to the forum
With the henchman squads.... you can only have 3 heavy weapons Servitors, so the first squad with 2 multimelta and 2 plasma cannons needs to be modified.

D'oh! Thanks, I'll get rid of a Plasma guy.

Also you have a Banisher with eviscerator in the second squad, he will give you a S6 attack in CC. Seeing as he is part of an Inquisitor led squad why not take a Servitor with servo arm instead - gives you a S8 CC attack for less points. Yes you lose the bonus d6 armour penetration, I guess it depends if you plan to be assaulting Landraiders.

Done! Thanks, I totally overlooked that inadequacy.

If your running an assault squad you might want to invest in an assault vehicle for them rather than a Chimera so they can jump from vehicle to assault in the same phase.

Im not a huge fan of falchions - halberds/hammers/swords are all better on terminators and free.

Save the banner for a 10 man squad - more cost effective

These things all go hand in hand, I think. What if I were to remove the Purifier Squad, make the Termie groups a combined 10-man, and add a Strike Squad to satisfy the other troop requirement? I guess I really like the idea of a squad just making a billion attacks with Falchions and a Banner, and you're certainly right that a banner works best in a 10-man group.

Are Falchions really that much worse than Halberds? I'll take your word for it if you insist, as I'm still new to the system. Smile

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Post by DOMIN4TRIX Wed Oct 31, 2012 10:20 am

Falchions are not bad by any means - they are just more expensive. I have one terminator with falchions just because they look cool on the model. I dislike paying for weapons when the free options are so good to begin with. I also like the idea of mixed weaponry from a fluff perspective - they all look like specialists thay way.

I would also resist putting the hammer on the justicar in a terminator squad - you gain no additional attack like you would with a power armour squad and it means in challenges you fight at I1. Assuming you will be duelling some point in the game arm him either with a halberd to strike at I6 or a sword to gain the 4++ save in CC.

By placing the hammer on the psycannon model he becomes easier to protect with the other bodies in the squad. Personally I\'ve moved away from terminators completely. More a fan of purifiers and interceptors myself.
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Post by Kotagg Wed Oct 31, 2012 11:48 am

Good stuff! I don't mind moving away from Terminators, considering their rather high cost. It seems what I've read insists that they are the Beezkneez of Grey Knights, but most guides I've found are older than 6th edition.

I'll post a new Terminator-less list in a second. Relatedly, I have a rules question (not sure if I should post it here, but if not please let me know and I'll move it):

1. Can my Inquisitors leave their henchman groups and join a Purifier squad if they wish?

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Post by DOMIN4TRIX Wed Oct 31, 2012 11:56 am

They are independent characters so yes - the only downside is if you have servitors in the henchman squad... without an inquisitor servitors suffer mindlock (do nothing half the time) they will render their whole squad just as useless.

If you plan to run the inq with another unit dont take servitors in the henchman squad.
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Post by Amion Lightbringer Wed Oct 31, 2012 6:19 pm

you should consider playing Coteaz instead of your inq, has great skills!
your conversion beamer is useless in that squad... if you shoot to the long distance (42 to 72) the rest of your unit won't fire (!!!); more, maybe you could divide the psykers (with Coteaz they don't need to have an inquisitor in the warband) from the rest of the unit, so they can be more flexible (their power have assault 1, so they can move and shot, others have heavy, so they can't shoot if they moved)....
Hail brother!
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Post by Kotagg Wed Oct 31, 2012 11:40 pm

Thanks for all the help! I'm soaking this stuff in. Here's my last question, I promise.

Is it vital to have every unit in a transport? Or just assault-based units, and therefore put them in assault vehicles?

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Post by DOMIN4TRIX Thu Nov 01, 2012 10:22 am

Personal preference. For us transports are a good way to extend your threat range beyond 24".

That said they are not as durable in this edition with the change to glancing hits - dont expect any transports to last long.

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Post by Kotagg Mon Dec 10, 2012 2:06 pm

Okay, so after researching some more, using the advice given here, and looking at other lists here, I've got an updated version. This one has more units than I had before, and is more easily expandable to 2k and beyond. Also, the friend I am starting up with is building Tyranids, so I wanted to put some incinerators in there somewhere (without totally meta-hating him).

HQ
Inquisitor Crystis Barahaz (Ordo Xenos) - Power Armor, Conversion Beamer, Psychotroke Grenades, Digital Weapons, 2 Servo Skulls, Psyker
6 Psykers
1 Jokaero Weaponsmith
1 Inquisitorial Servitors - Multi-Melta
2 Inquisitorial Servitors - Plasma Cannons
2 Crusaders

Troops - Grey Knight Terminator Squad
1 Justicar Terminator - Mastercraft Nemesis Falchions
1 Terminator - Psycannon, Force Sword
1 Terminator - Daemon Hammer
2 Terminators - Nemesis Falchions

Troops - Grey Knight Strike Squad
1 Justicar - Mastercraft Force Halberd
1 Grey Knight - Psycannon, Force Sword
1 Grey Knight - Daemon Hammer
2 Grey Knights - Force Sword
add a 6th Grey Knight - Force Halberd

Heavy - Purgation Squad
1 Justicar - Mastercraft Force Halberd
2 Grey Knights - Incinerators
2 Grey Knights - Psycannons

Elite - Vindicare Assassin

HQ
Inquisitor Anton Barahaz (Ordo Malleus) - Psyker, Two Daemonblades, Power Armor, Empyrean Brain Mines, 3 Servo Skulls
4 Crusaders
7 Death Cult Assassins

Fast Attack - Stormraven w/TL Multi-Melta, TL Assault Cannon, Searchlight, Extra Armor

I'll likely put the Malleus Inquisitor and his henchmen in the Stormraven and try to drop with Shadow Skies, then assault. The 1999 list adds two Psyfleman Dreads and 5 more Termies to the Terminator unit (including the Brotherhood Banner and more Falchions because I just like them).

I think I have it right that at 2000+ you can add a third HQ? If so I want to add a Librarian to run with the Terminators.

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