Nobody Expects... the Spanish Inquisition!


I am sure this title has been over used since the Grey Knight codex hit the shelves but I really have not had much time for posting anything recently. I really like Terminators (even if they are not the best value point for point) so having a codex where they are troops without needing a special character is nice to see. Of course twenty terminators and a HQ sets you back about 1000 points so does not leave a lot of room for other units. This is where the Inquisitors help as they give you a cheap leader that still adds value to your force. Sadly the new breed of Inquisitor can not purchase a psychic hood so all these armies have to rely on the Knights natural aegis. If I can keep the Terminators within 12" of one of the Dreadnoughts then enemy psykers are down to Leadership 6 which is a good defence.


Miles Militis Xenos @1500
64 Inquisitor; Psychic Communion, 3 Survo-Skulls
55 Inquisitor; Psychic Communion
36 Henchmen; 2 Multi-Melta Servitors, 4 Warriors
470 Terminators x10; 2 Psycannons, P-Ammo
470 Terminators x10; 2 Psycannons, P-Ammo
405 Rifleman Dreadnought x3; Quad Autocannons w/ P-Ammo
Kill Points: 8; 28 Men, 3 Vehicles

For less than the cost of a Grand Master I can have a pair of inquisitors with Psychic Communion and some ablative wounds with a pair of multi-meltas. The army also has Survo Skulls to stop the enemy from scout/infiltrating near the Inquision and they also assist with acuratly deep striking the Terminators. Three Rifleman Dreadnaughts are included for some long range fire power and open up some transports so the Terminators can assault.

Game plan is to hide the Inquisitors in terrain and then get a +2 reseves roll on second turn to bring the Terminators down. Four squads of Terminators two of them having a pair of Psycannons for anti-armour the other squad has five men with stregth 5 storm bolters & Inititive 6 Force Weapons for taking out infantry. Each squad also has one hammer for dealing with Dreadnaughts and Monsters.

Primo Squad - Psycannon/Sword, Psycannon/Halberd, Hammer, 2 Halberds
Secundus Squad - Hammer, 4 Halberds (including Justicar)

For 1750 I would give one of the Inquisitors a Conversion Beamer. Add a Chimera so there is more deployment options and also a Strike Squad in a Rhino to travel with the second Inquisitor (who may get grenades) and offer protection from enemy deep striking.


Miles Militis Malleus @1750
89 Inquisitor; TDA, Psycannon & Hammer, 3 Survo-Skulls
80 Inquisitor; TDA, Psycannon & Hammer
226 Purifiers x5; 2 Psycannons, 3 Halberds, Plasmaback
475 Terminators x10; 2 Psycannons, P-Ammo, MC Halberd
475 Terminators x10; 2 Psycannons, P-Ammo, MC Halberd
405 Rifleman Dreadnought x3; Quad Autocannons w/ P-Ammo
Kill Points: 9; 27 Men, 4 Vehicles

No reserve manipulation this time so everything is probably starting on the table. We get 22 Terminators (even if two of them are toughness three) but not a lot else so this is very much an elite army. The Inquisitors add extra Psycannons and Stubborn to the Terminators. The Purifiers bring even more Psycannons and anti-horde with their absurdly good cleansing flame power.

The Plasmaback is the only item I am debating. It does give low AP which is otherwise missing completely in the army. Other than that it is just a weaker (and cheaper) Rifleman that can transport some marines around. Leaving them in a cheaper APC though does not leave a lot of points for anything else. Maybe a Banner on the Terminators? However that is only really good if I am keeping them as a ten man unit.

I really like this army but it is a rock/paper/scissor build. Some opponents are going to cry facing twenty Terminators and other are just going to laugh as they unleash long range laser/plasma death.

Inquisitor Crowe @1500
150 Castellan Crowe
72 Xenos Inquisitor; Power Armor, Psychotroke, Rad grenades, 3 Survo-Skulls
72 Warriors Three with a Meltagun in Razorback w/ P-ammo
267 Purifiers x8; 2 Psycannons, Hammer, 5 Halberds, Rhino
267 Purifiers x8; 2 Psycannons, Hammer, 5 Halberds, Rhino
267 Purifiers x8; 2 Psycannons, Hammer, 5 Halberds, Rhino
405 Rifleman Dreadnought x3; Quad Autocannons w/ P-Ammo
Kill Points 13; 29 Men, 7 Vehicles

Now I know a lot of people do not like Crowe because he can not join units and does not have a force weapon. However he rends anything (Wraith Lords, Hive Tyrants, Thunderwolves) on a 4+ without needing any Psychic powers. He can also penetrate the armour of most vehicles, or glance Land Raiders, in melee. The issue is he can not buy his own transport so he has to hijack one. For 100 points you can get an Inquisitor with Power Armour and one of the special Grenades together with three henchmen in a Rhino. Crowe can take the Rhino and the Inquisitor enhances the Purifiers he joins and you get the really versatile Survo-skulls as an extra option.

Originally I was just going to leave the three warriors in reserves as a 12 point tax on getting Crowe a ride and if anyone wanted a kill point from them it would at least soak up some fire power. However I had a few points left at the end of list building and thought that with a Meltagun the unit offers some threat value so opponents can not ignore them completely.

So what does Crowe offer us for the extra 50 points over a normal Brotherhood Champion? We get +WS, +I, +W, Fearless, an extra Psychic power and Purifiers as troops. That seems a pretty good deal to me.  Occasionally he is going to give opponents Furious Charge.  I just do not see this as being too much of a problem since he is running around on his own anyway.  Once in a while it will be annoying if they get off a multi-charge.  At higher point levels though I think the Grand Master is a better choice since he can make your Purifiers score if you really need it and if not re-rolls to wounds, scouting or counter attack are so much more useful.

Grey Knights, Space Marines, Terminator Armor, Warhammer 40,000

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