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Inquisition Kill Team; Any advice ?
Topic Started: 30 Sep 2014, 06:09 PM (686 Views)
JustCabal

Newly started Inquisition player here!
I have put together my first team (planning on having a game in a week or so) and was wondering if people could give me some advice on the viability of this list and where to improve it ?
It is mostly made of models i actually have in my collection atm, i am working slowly on improving my availebility of models but it is an incredibly slow process hehe ^^
I have only listed the number of models and the cost plus any upgrades purchased as i figured noone really cares about the basic stuff the model already comes with.
I am using the old Gaunts Ghost set for my special choices and the Priest fitted best for Gaunt regarding equipment which is why he is now an Inquisitorial Commissar instead of an actual Priest =P
Anyway on to the list!

Team Leader Model

1 x Ordo Xenos Inquisitor - 63
- Power Sword
- Power Armour
- Refractor Field
- Auspex
- Bionics

Core Models

1 x Inquisitorial Servitor - 10

1 x Veteran Acolyte - 18
- Storm Bolter
- Melta Bomb

Special Models

1 x Inquisitorial Commissar (Ministorium Priest) - 46
- Bolt Pistol
- Power Weapon
- Bionics

1 x Inquisitorial Medic - 30
- Bionics

1 x Inquisitorial Storm Trooper - 21
- Bionics

1 x Inquisitorial Storm Trooper - 26
- Bionics
- Targeter

1 x Inquisitorial Storm Trooper - 36
- Plasma Gun
- Bionics

Total - 250
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Spiky Norman
Corporal
Hi there!

A late reply, but I thought I'd try and give you a few pieces of advice on how to improve your list.
I'm just going to take from the top down:

The Inquisitor needs a gun. Relying solely on a bolt pistol for ranged combat is too risky.
Also you don't need both Bionics and a Refractor field, as you can only use 1 invulnerable save. So ditch the Bionics.
Consider making him a psyker, since you don't have any other psykers.

The servitor is sort of useless on his own. I would ditch him.
The Veteran acolyte probably don't need melta bombs, as you probably won't go up against a whole lot of armour.
Consider taking some more veteran acolytes. The choice of stormbolter is good.

As with all the special models, I would consider if Bionics is really worth it. The Medic don't need it for sure, and the Medic can give Feel No Pain to all within 6", so the rest might not need it either.
The plasma gun on the Storm Trooper is good. Just be mindful that he has little armour, and gets killed easily. He should stay close to the Medic.

I would consider putting in some close combat guys. Maybe Death Cult Assassin, Arco Flagellant or a Crusader or two, and then letting go of some of the Storm Troopers to free space in Specials.


Hope it was helpful :-)
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Syrias
Member Avatar
Corporal
Your mileage may vary, as with everything in this game.

I hate to be so contradictory, but I am concerned with Spiky's advice. Bionics grants Feel No Pain 6+, which is not an Invul save. That means that those two stack; if someone brings a lascannon to the fight (Emperor forbid), your Inquisitor will still get that 5++, and if he fails, he then gets the FNP save. It IS a bit much for something on this scale, unless you WANT him to be so difficult to kill. In such a case, why not just keep him next to your Medic? The FNP that the Medic gives is 2x as superior as Bionics. Stick with one or the other, I think. However, he is absolutely right about the range thing. If you're going to have so many points invested in him, cut anything you think you won't use, and give him some range. Anything with such a huge point investment should be working for you every turn, not just some turns. Besides, he has so many great ranged options, it seems a shame to waste them, no?

While Inquisitors make phenomenal psykers with their Ld score, having a psyker is a pretty huge point sink in such a small point game. At a minimum, with no other upgrades, that makes your leader 20% of your entire force.

I disagree with the comment about the servitor being useless on his own (Unless you meant only having one?). Kill Team Servitors don't require a Techpriest according to RAW; it needs to be within 12" of your Team Leader. With its AP1 Servo-arm and 4+ save, it is potentially a solid meat shield at 10pt., or an solid bodyguard in melee. Invest that 20% of your points in servitor bodyguards around your Inquisitor and you can put a solid wall of bodies to block LOS that has four CCW's that are better than power sword in melee and can Instant Death any T3 models and ignore all armor, AND you get a free multi-melta to wipe out plodding Terminators or the equivalent, which are pretty common in the metagame, as I understand it. Although that can be different where you are. Don't underestimate their usefulness.

The veteran acolyte with a melta bomb is a solid choice (can dispatch a Termie, but if there's no 2+ Sv units on the field, it's a bit of a waste), but I would ditch it in lieu of a Warrior Acolyte squad with boltguns. Same range, same strength, same AP, but with Rapid Fire, more models (means more bodies on the field, always helpful, and if they're helping with the blocking on that expensive Inquisitor, it's yet another sweet, cheap investment keeping him alive AND increasing your firepower vs. light infantry), and just overall a more solid investment.

Stormtroopers are a pretty divisive unit. Some folks think they're good, and they CAN be, but only in certain circumstances. That S3 is a killer. And is Infiltrate worth making a HSLasgun unit more expensive than a Space Marine? I'm not sure. It's up to you.

I REALLY agree with Spiky's comment about some of those other close combat units. Death Cult Assassins are always something that the Inquisition has got going for it; they're super cheap, have an invul save, and TEAR through units like nobody's business. I would recommend them instead of those Stormtroopers. You save on points, and they can be a nasty surprise if you stick 'em behind cover, let some cheap fodder get wrecked, and then rush the enemy line. Medic is great; keep that bugger.

Ditch Bionics on most of those units. You have six units with them; statistically, you will only get to save one of them with it (bad math; Inquisitor has multiple Wounds, but you get the rough idea), and that's 30 points. Wouldn't you rather have a pair of Death Cult Assassins than one extra Stormtrooper?

IMO, the high points of the Inquisition are that they can have a couple of squads that draw fire, provide cover for your awesome expensive units, AND output some solid damage in the meantime. You can even use the cheap guardsmen models (or some futuristic models purchased on the cheap from some generic brand store; there are some surprisingly awesome ones out there) to represent them if money is a concern. Have your rockin' Inquisitor who will be impossible to kill, some surprisingly durable Death Cult Assassins that wreck EVERYTHING in melee, a Medic that makes your opponent cry because your 5pt. Warrior Acolytes JUST WON'T GO DOWN and won't run away with that 10Ld from your Inquisitor, and you can fill it out with whatever else you think is cool.


...but that isn't really very cool to fluff, is it? Inquisiton and IG can be difficult lists to enjoy in Kill Team because it can be hard to get attached to them. You can wreck with a good list, but if you make your units memorable and fun in your head, they're going to get destroyed. Bitter reality, yeah? Just make sure you talk with whoever you're playing with to get a good feel for what direction you should go in. A challenging thing for newer players is the fact that learning what works and what doesn't means playing a lot of games, investing a lot of time, and getting your butt handed to you a whole lot. But if you stick with it through that, you'll have a great feel for things! Just take care not to stack FNP, and you'll do fine.
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bronx

Quote:
 
if someone brings a lascannon to the fight (Emperor forbid), your Inquisitor will still get that 5++, and if he fails, he then gets the FNP save.


Not unless Inquisitors are T5. FNP is cancelled by the Instant Death special rule, which is automatic if the weapon's S is twice the target's T. But replace Lascannon with Hotshot Lasgun in the above quote, and the point still stands.

Quote:
 
The veteran acolyte with a melta bomb is a solid choice (can dispatch a Termie, but if there's no 2+ Sv units on the field, it's a bit of a waste)


Meltabombs have zero effect against termies since they can't be used against anything except vehicles, buildings and monstrous creatures.


As for the OP, I'd suggest some more mobile units. I'm not particularly familiar with the Inquisition list, but they are usually rough equivalents to the Guard. I like bikes, cavalry and beasts in Kill Team. Especially Beasts for their ability to climb. Jet/Jump pack is good too. But I guess all that depends on the amount and type of terrain you use.

Also, consider switching the targeter to the plasma gun. Keeping him stationary and rerolling those 1s is pretty sweet, but that requires having LOS to enemies before your movement phase, which is rare in my gaming group (hence our use of 2E style Overwatch).
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