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In
case you don't want to get your Inquisitor's hands dirty,
this Inquisitor Lord and Retinue will have you praising the
Emperor and passing the ammunition. Since Stormtroopers and
Sisters are better at shooting, this Inquisitor Lord and his
Retinue can fill gaps in the firing line. This role is mainly
useful in a Sisters of Battle army that needs longer range,
high-AP shots from Plasma weapons. In a Stormtrooper-heavy
force, the Retinue can provide heavier firepower with Heavy
Bolters and Storm Bolters.
• Inquisitor Lord
• (3x) Acolytes
• (3x) Warrior Henchmen (Gun Servitors or Veterans)
• (2x) Sages
• (2x) Chirurgeons
Regardless of how you fight, the Chirurgeons are always
a good choice for their awesome ability to soak up 1 Wound
per turn. While you may think the 24 points for two of them
could be better used on other gear, Chirurgeons really prove
their worth when you have at least two of them. All they have
to do is save your 105-point Inquisitor once to make you glad
you took them.
On a similar note, the Acolytes are still valuable to catch
a bullet for your Inquisitor, though they will be better used
to make the other poor bastard die for his cause. With that
role in mind, Power armour isn't needed to make sure your Acolyte
stays around. Carapace armour lets you take a few Wounds and
still have enough points left to afford a Storm Bolter. Otherwise,
another choice is to give your young and faithful charge a
Bolter/Plasma Combi-Weapon. However, when wielding such a
rare item, your Acolyte can't take any armour upgrade. This
lack of armour is unfortunate, since your Acolyte probably
won't survive all those wounds you allocate to him (especially
after he draws fire from shooting their plasma shot)!
Sages are a no-brainer for this type of group, as they enhance
the Inquisitor's shooting. When you have more than one of
them, they help out the entire Retinue, which is helpful for
making sure that young Acolyte Smith's plasma shot finds the
target rather than cooking the poor lad.
Warrior Henchmen have a plethora of weaponry available
to them that is well suited for longer-ranged combat.
For some
real "reach out and touch someone" firepower, Gun
Servitors fit the bill nicely. Multi-Meltas are handy if
you
expect to see enemy armoured vehicles, Heavy Bolters have
decent strength and enough shots to make even Space Marines
pause,
while the token Plasma Cannon is worth taking just for that
AP2 template. If you plan on having a more mobile firebase,
Veteran Guardsmen can be equipped with all sorts of Special
Weapons such as Shotguns, Flamers, and Meltaguns to stay
on
the move and still lay down some impressive fire.
For the Inquisitor Lord, Puritans are limited to Storm Bolters
or Combi-Weapons to maximize their shooting, while Radicals
can take Divine Pronouncement, Hammer of the Witches, or Scourging
to smite the enemy from afar. Word of the Emperor may also
prove to be useful, especially for Retinues that have many
rapid-fire weapons, since this power leaves the enemy helpless
within prime dakka-dakka range.
A Retinue specializing in hot plasma death could be especially
frightening, blasting away with six shots from Plasma Guns
and Combi-Weapons (12 shots at close range) and one Plasma
Cannon template all in one apocalyptic turn.
A Retinue such as this one would benefit from a Chimera
or even a Land Raider (with Retinues numbering 10 or less,
of course) for transport or to act as another set of guns.
The Land Raider, while being an exorbitant point-drain, is
the only way a pure Witch Hunter force can take Lascannons,
which are Twin-Linked, no less. The high armour value of the
Land Raider may prove to be useful as well by scaring opponents
into wasting shots on it rather than more fragile targets
such as your Inquisitor Lord and his Retinue.
For
the Inquisitor on a budget (or who came as an Elite choice)
the Chirurgeons again are taking slots that could be better
used on someone who knows which is the business end of a bolter.
Sages could be thinned down to one or none as the Inquisitor's
BS of 4 will most likely be suitable. This swap leaves you
with two or three members left to fill in your little hunting
party with Acolytes or Warriors as you see fit.
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