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Monday, March 14, 2011

Email in: Grey Knights Inquisitor Spam


"Hi Kirbs. I have a list I want someone to look at. Hard to find someone who has read the codex and knows enough to say something meaningful. Chatbawks has been pretty useless, so here we go.

The idea is to put out plenty of high-threat targets. It has 3 Psycannons, 5 Str8ap2 large blasts from the psykers, and lascannons from the Jokaeros. The Xenos inquisitor goes with the Crusaders to provide Rad nades and Hammerhand, causing them to hit at effective Str5. There is room to throw in Coteaz with them too, which would add another hammerhand up to Str6. If they get the charge off, they get 20 Str6 attacks at WS4. Power weapons on all of them makes the damage stick, and their stormshields help them return some damage or weather a bit of fire in case they get stranded. All together they are rather cheap, and you also get the Psychotroke nades, increasing their chances at being effective in the assault. It seems like a lot of work to get some crappy units to be effective, but they are cheap enough to really leave them a threat. Worst-case scenario, you just use them as a counter-assault unit, and they are scoring.


The chatbawks is sad. This is a list very similar to what I'm looking and fiddling with currently. The biggest issue with Hench-based lists I've found is making durable scoring. I've played around with Psybunkers (Psykers in Rhinos), Monkeymobiles (Jokaeros in Rhino/Chimera), passbacks (Warriors in TL-AC RBack w/Psybolts), Crusaders + Inq and a combination of the bunch. The skinny of it is as you said, they either become really fiddly (Crusaders + Inq though I do like the combo) or are simply laughable in terms of survivability. Sure they are all in metal bawks but T3/5+ only goes so far. The problem then with GK is they are either too expensive to fit in what you want to or simply 5 MEQs and whilst better than GEQs, you're losing out in comparison to other MEQ armies. Anyway let's check out what you've got.



So, what do you think?

Ordo Xenos Inquisitor- 25 [85]
Rad Grenades, Psychotroke Grenades- 30
Hammerhand, Force Sword- 30

Inquisitorial Henchmen Warband [205]
Crusaderx10- 150
Inquisitorial Chimera- 55
Scatterlaser, Heavy Flamer

Inquisitor Coteaz-100

Inquisitorial Henchmen Warband [140]- x5=700
Jokaero Weaponsmith-35
Psykerx5-50
Inquisitorial Chimera- 55
Scatterlaser, Heavy Flamer

Inquisitorial Henchmen Warband [140]
Jokaero Weaponsmith-35
Psykerx5-50
Inquisitorial Chimera- 55
Scatterlaser, Heavy Flamer

Inquisitorial Henchmen Warband [140]
Jokaero Weaponsmith-35
Psykerx5-50
Inquisitorial Chimera- 55
Scatterlaser, Heavy Flamer

Inquisitorial Henchmen Warband [140]
Jokaero Weaponsmith-35
Psykerx5-50
Inquisitorial Chimera- 55
Scatterlaser, Heavy Flamer

Inquisitorial Henchmen Warband [140]
Jokaero Weaponsmith-35
Psykerx5-50
Inquisitorial Chimera- 55
Scatterlaser, Heavy Flamer

Purifiersx8-192 [270]- x3= 810
4x Nemesis Force Halberd- 8
2x Nemesis Daemon Hammer- 10
2x psycannon-20
Rhino- 40

Purifiersx8-192 [270]
4x Nemesis Force Halberd- 8
2x Nemesis Daemon Hammer- 10
2x psycannon-20
Rhino- 40

Purifiersx8-192 [270]
4x Nemesis Force Halberd- 8
2x Nemesis Daemon Hammer- 10
2x psycannon-20
Rhino- 40

I might need to add a psyker to each squad to do str9ap1 shots with those squads, which would require that I would kit the paladins down 50 points. Don't know if it would be worth it. "


It looks very similar to mine that's what I think but at 1900 points and no Psyfledreads. So let's get some discussion rolling. I both like and dislike Chimeras as bunkers for Jok's. I think for just a couple (i.e. 2 squads of 3 Joks in Chimeras) you can get some excellent support firepower which can sit in the backfield and score. Problem is...it's in the backfield so the AV12 isn't helping your AV11 Rhinos/Razorbacks; not really an issue but you're not taking advantage of that AV12 up front. If you use them more aggressively they are going to benefit the army more overall but then you can't really run Jok's in them as you are moving and with the limitation of three specials for Warriors, you're not going to take full advantage of the five fire points available. Digressing... I'd rather not see Chimeras spammed in a GK army. Fortitude for five points on Rhinos is amazing. Yes that top-hatch is firing more often than not. The extra weapons and firepoints from a Chimera are nice so a couple of them aren't really amiss but you generally have the S6 firepower covered with Psycannons.

With that being said I don't like having single Joks. Two at a minimum to get that 'reliable' anti-tank hit and then having one Jok in every Troop gives you a pretty large opportunity cost for moving. You either get your 5 LC/MM or you move and have the large blasts from the Psykers. Now the Psykers...if you're going Psykers get to the AP1 point at least and take Servo Skulls. D6-3 scatter is...well it's fucking accurate. Ya I swore. The problem with psykers is they don't shoot half the time against most psychic defenses (Ld 8 hurts) and if they suffer perils, the squad goes poof. I like Psykers but just not sure having high strength/low ap/accurate blasts overcomes their weaknesses. They certainly give you bodies though.

That all being I'd aim to change things around. Rather than go for so-so duality put all Pyskers in a Rhino and Joks in Chimeras. You become a bit specialised but your Purifiers can cover the slack. You're still a bit iffy on reliable scoring though so make sure you watch that. 

I'm happy with the Crusader unit and have been toying around with one of my own. With the Purifiers as strong assault units themselves, the Crusaders can help support them and act as a buffer against beater/hammer units (though Purifiers do well against them anyway). The combination of Hammerhand, psychotroke and rad grenades makes the unit pretty point efficient if a bit 'fiddly.' Not sure I'd take Hammerhand on the Inquisitor though as Coatez already has it (and honestly, how often are you casting three powers a turn?). It certainly gives you a safety net against psychic powers but having more utility options is better and psychic communion just rocks as reliable reserve manipulation. 

Anyway overall I think you need to give more focus to what you want your Troops to do. Purifiers are a great example of a 'do-it-all' unit but the Henchmen really don't need to be. Look for them to be reliable scoring whilst also providing for the army as a whole (i.e. ranged firepower). Also be careful in balancing scoring prowess and game impact. Henchmen can be awesomely cheap for game impact but terrible for scoring and quickly go in the other direction as well. Note that overall your list really lacks in the ranged firepower department. Joks + multi-lasers are nice but Psyfledreads are a bargain at 135 points and are very hard to stop shooting.

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