Need opinion from experienced Inquisitor players

By ThatJakeGuy, in Imperial Assault Skirmish

The Inquisition (15/15/40)

========================

[9] The Grand Inquisitor

[5] Elite Probe Droid

[5] Elite Probe Droid

[9] Elite Stormtrooper

[9] Elite Stormtrooper

[1] Zillo Technique

[1] Rule by Fear

[1] Motivation

-------------------

[2] Reinforcements

[2] Reinforcements

[2] Force Surge

[1] Negation

[0] Force Rush

[1] Hunter Protocol

[1] Camouflage

[1] Hit and Run

[3] Force Lightning

[2] Hunt Them Down

[0] Take Initiative

[0] Urgency

[0] Element of Surprise

[0] Rally

[0] Devotion

I've played many Troopers and many eProbes in the past, but I've never used the Inquisitor. Is this list any good? Should I replace RBF and Motivation with an Officer to bring my acts to 6? How is my command deck? I'm stuck between Force Lightning, Lure of the Dark Side, and Grenadier.

I played the Inquisitor at the GenCon Championships with good results (6-1, and 3rd place after Swiss, winning my Top 16 game but then losing in the Top 8 to Brian-the-eventual-and-well-deserving-Champion).

I think this squad has promise! It has 5 solid attacking groups, and those eProbes can be nasty. But yes, I would definitely suggest dropping RBF and Motivation for a rOfficer...that will bring you up to 6 activations (which IMHO is very important right now) and just as importantly, it gives you a cheap activation that can hold terminals and that be canned for Take Initiative...and also, with the Inquisitor you'll often be wanting to move long distances (Urgency with Force Rush with Force Surge when you can string them together are a thing of BEAUTY!), and so the Officer's Order ability can make a big difference.

The command deck looks solid too, but I'm not sold on Devotion...using an action from a main attacker (an eProbe) to draw the Inquisitors card...that's just not enough value IMHO. I'd drop it for something like Fleet Footed (movement is always key) or even Of No Importance (makes it less daunting to use the Probe's Self-Destruct ability).

Have fun with it! I'm interested to know how it goes!

Thanks for the feedback! I probably won't be bringing it to Regionals but I think it's a pretty fun list to try out. What's your opinion on Lightning vs Lure vs Grenadier?

I'll definitely be using the Officer, though.

I still think Temp Alliance/Bossk > TGI.

*shrug*

~D

I still think Temp Alliance/Bossk > TGI.

*shrug*

~D

Sell me on this. In my experience fighting against Bossk, he tends to go down like a sack of bricks. They're both high mobility, high damage characters with access to aoe damage and similar traits. Inquisitor gets the Force User trait while Bossk has a mild regen.

DISCLAIMER!!!

I've only played skirmish for fun and then mostly vs. the same guy. That said:

[8] Bossk

[8] General Sorin

[8] Royal Guard

[5] eProbe

[5] eProbe

[3] Probe

[1] Temp Ally

[1] Zillo

[1] Advanced Comm

Had Bossk placed so he was the only target, until my friend moved past him to get at a Guard. So, two static defense with a possible third. When my friend used Pierce, I exhausted Zillo. Moving around to attack the guards let Bossk heal up some. Don't remember the command cards.

I've been forbidden playing Bossk and Zillo together.

I still think Temp Alliance/Bossk > TGI.

*shrug*

~D

Sell me on this. In my experience fighting against Bossk, he tends to go down like a sack of bricks. They're both high mobility, high damage characters with access to aoe damage and similar traits. Inquisitor gets the Force User trait while Bossk has a mild regen.

I just think he has a better chance of surviving. Now, you're right, he can go down quickly when focused, but I can say that about a lot of figures. I guess I use him more for assassin type style play then bull charge (maybe you do too and that's why you like TGI). Do the damage with Troopers/Droids, clean up with Bossk. When it comes to that, I think he does better than TGI. TGI can output some massive damage IF you get the right rolls, but just overall, I think Bossk can do better guaranteed damage for clean up.

Now when it comes to tanking, I think Cpt Terro will be heads above the rest.

~D

Bossk is great, but like most unique characters, you kind of want to use him towards the end of the round to get the right punch, and then you want to move to the back of the ranks

Grenadier is better(more consistent) than Lure or Lightning mainly because there is more than one figure who can activate it (ie. 6 stormtroopers vs 1 Inq) Usually your unique figure is going to have some pretty snazzy abilities anyway where a Ho-Hum trooper is probably going to do better with a grenade than his regular weapon. If there were cheaper generic force users, Lightning would be better. If you knew you were going to have multiple 3dice attackers on the board (this may change in the future with Jettroopers, more unique scum and Rebel figures other than troopers) then the Lure would be better. But the big kicker is that a lowly stormtrooper can trigger a non-blockable grenade which makes it better imo.

I still think Temp Alliance/Bossk > TGI.

*shrug*

~D

Sell me on this. In my experience fighting against Bossk, he tends to go down like a sack of bricks. They're both high mobility, high damage characters with access to aoe damage and similar traits. Inquisitor gets the Force User trait while Bossk has a mild regen.

I just think he has a better chance of surviving. Now, you're right, he can go down quickly when focused, but I can say that about a lot of figures. I guess I use him more for assassin type style play then bull charge (maybe you do too and that's why you like TGI). Do the damage with Troopers/Droids, clean up with Bossk. When it comes to that, I think he does better than TGI. TGI can output some massive damage IF you get the right rolls, but just overall, I think Bossk can do better guaranteed damage for clean up.

Now when it comes to tanking, I think Cpt Terro will be heads above the rest.

~D

Terro is going to be REALLY cool for this list (and many others) by providing some great crowd control. He'll require a full rework of the Command deck though...

Terro's Patrol (0/0/40)

=======================

[9] Elite Stormtrooper

[9] Elite Stormtrooper

[7] Captain Terro

[5] Elite Probe Droid

[5] Elite Probe Droid

[2] Imperial Officer

[1] Feeding Frenzy

[1] Rule by Fear

[1] Zillo Technique

-------------------

[3] Grenadier

[2] Cavalry Charge

[2] Reinforcements

[2] Reinforcements

[1] Camouflage

[1] Ferocity

[1] Hit and Run

[1] Hunter Protocol

[1] Negation

[1] Strength in Numbers

[0] Element of Surprise

[0] Take Initiative

[0] Urgency

[0] Fleet Footed

[0] Rally

Ooh, I like that Capt Terro. He's going to need the movement cards just as much if not more than the Inqy, I'm not totally sold on the regular Dewbacks, but Capt Terro with Zillo and Feeding Frenzy is going to be awesome.

You may look into single purpose or to the limit, instead of maybe Hunter protocol or Strength of Numbers just so you can flamethrower twice in one turn. Hunter Protocol is pretty good with probe droids, normally I love strength in numbers, but really you can only use it with the officer and someone or the 2 droids, as the rest of your deployments are too expensive. May be something worth trying.

Strength in Numbers can actually chain Terro into a droid (12 point limit). I realized after I made the list that To The Limit would be pretty cool to move, Flamethrower, attack, and run with remaining movement points. I could probably cut Rally for it.

Single Purpose is cool but it's only really useful on Terro himself in a corner case where he's already correctly positioned at the start of the turn, and in most cases if I'm in position to double Flamethrower I'd rather use Flamethrower then attack to take advantage of weaken, do more damage, and potentially recover with Feeding Frenzy

Strength in Numbers can actually chain Terro into a droid (12 point limit). I realized after I made the list that To The Limit would be pretty cool to move, Flamethrower, attack, and run with remaining movement points. I could probably cut Rally for it.

Single Purpose is cool but it's only really useful on Terro himself in a corner case where he's already correctly positioned at the start of the turn, and in most cases if I'm in position to double Flamethrower I'd rather use Flamethrower then attack to take advantage of weaken, do more damage, and potentially recover with Feeding Frenzy

You can't move after To the Limit, because you are stunned.

Unless you have something like Hit and Run or Urgency as your last action before you get hit with the stun, those will work.

A plain move just gives you movement points and leaves you stunned.

Strength in Numbers can actually chain Terro into a droid (12 point limit). I realized after I made the list that To The Limit would be pretty cool to move, Flamethrower, attack, and run with remaining movement points. I could probably cut Rally for it.

Single Purpose is cool but it's only really useful on Terro himself in a corner case where he's already correctly positioned at the start of the turn, and in most cases if I'm in position to double Flamethrower I'd rather use Flamethrower then attack to take advantage of weaken, do more damage, and potentially recover with Feeding Frenzy

You can't move after To the Limit, because you are stunned.

Unless you have something like Hit and Run or Urgency as your last action before you get hit with the stun, those will work.

A plain move just gives you movement points and leaves you stunned.

Edited by ThatJakeGuy

Strength in Numbers can actually chain Terro into a droid (12 point limit). I realized after I made the list that To The Limit would be pretty cool to move, Flamethrower, attack, and run with remaining movement points. I could probably cut Rally for it.

Single Purpose is cool but it's only really useful on Terro himself in a corner case where he's already correctly positioned at the start of the turn, and in most cases if I'm in position to double Flamethrower I'd rather use Flamethrower then attack to take advantage of weaken, do more damage, and potentially recover with Feeding Frenzy

I thought with Feeding Frenzy his cost went up to 8 making him too expensive. I'd like to know which is correct.

You can't use your remaining movement points after you attack as soon as you attack you are stunned.

Strength in Numbers can actually chain Terro into a droid (12 point limit). I realized after I made the list that To The Limit would be pretty cool to move, Flamethrower, attack, and run with remaining movement points. I could probably cut Rally for it.

Single Purpose is cool but it's only really useful on Terro himself in a corner case where he's already correctly positioned at the start of the turn, and in most cases if I'm in position to double Flamethrower I'd rather use Flamethrower then attack to take advantage of weaken, do more damage, and potentially recover with Feeding Frenzy

I thought with Feeding Frenzy his cost went up to 8 making him too expensive. I'd like to know which is correct.

Edit: Just checked the 2.2 FAQ, and my assumption was correct. Therefore, Terro CAN Strength in Numbers chain into a Probe Droid. Delicious.

Edited by ThatJakeGuy

You can't use your remaining movement points after you attack as soon as you attack you are stunned.

Yeah, I already got corrected on that front unfortunately. That does mean I could still run 8 spaces and go for an Alpha Strike on someone though

The Inquisition (15/15/40)

========================

[9] The Grand Inquisitor

[5] Elite Probe Droid

[5] Elite Probe Droid

[9] Elite Stormtrooper

[9] Elite Stormtrooper

[1] Zillo Technique

[1] Rule by Fear

[1] Motivation

-------------------

[2] Reinforcements

[2] Reinforcements

[2] Force Surge

[1] Negation

[0] Force Rush

[1] Hunter Protocol

[1] Camouflage

[1] Hit and Run

[3] Force Lightning

[2] Hunt Them Down

[0] Take Initiative

[0] Urgency

[0] Element of Surprise

[0] Rally

[0] Devotion

I've played many Troopers and many eProbes in the past, but I've never used the Inquisitor. Is this list any good? Should I replace RBF and Motivation with an Officer to bring my acts to 6? How is my command deck? I'm stuck between Force Lightning, Lure of the Dark Side, and Grenadier.

I would drop a Probe and Motivation for 3 Officers. Someone cheap has to do all that Terminals / Crates / etc.

BTW: Grenade!

The Inquisition (15/15/40)

========================

[9] The Grand Inquisitor

[5] Elite Probe Droid

[5] Elite Probe Droid

[9] Elite Stormtrooper

[9] Elite Stormtrooper

[1] Zillo Technique

[1] Rule by Fear

[1] Motivation

-------------------

[2] Reinforcements

[2] Reinforcements

[2] Force Surge

[1] Negation

[0] Force Rush

[1] Hunter Protocol

[1] Camouflage

[1] Hit and Run

[3] Force Lightning

[2] Hunt Them Down

[0] Take Initiative

[0] Urgency

[0] Element of Surprise

[0] Rally

[0] Devotion

I've played many Troopers and many eProbes in the past, but I've never used the Inquisitor. Is this list any good? Should I replace RBF and Motivation with an Officer to bring my acts to 6? How is my command deck? I'm stuck between Force Lightning, Lure of the Dark Side, and Grenadier.

I would drop a Probe and Motivation for 3 Officers. Someone cheap has to do all that Terminals / Crates / etc.

BTW: Grenade!

I do like the 7 acts. I'll definitely be taking that under consideration.

The Inquisition (15/15/40)

========================

[9] The Grand Inquisitor

[5] Elite Probe Droid

[5] Elite Probe Droid

[9] Elite Stormtrooper

[9] Elite Stormtrooper

[1] Zillo Technique

[1] Rule by Fear

[1] Motivation

-------------------

[2] Reinforcements

[2] Reinforcements

[2] Force Surge

[1] Negation

[0] Force Rush

[1] Hunter Protocol

[1] Camouflage

[1] Hit and Run

[3] Force Lightning

[2] Hunt Them Down

[0] Take Initiative

[0] Urgency

[0] Element of Surprise

[0] Rally

[0] Devotion

I've played many Troopers and many eProbes in the past, but I've never used the Inquisitor. Is this list any good? Should I replace RBF and Motivation with an Officer to bring my acts to 6? How is my command deck? I'm stuck between Force Lightning, Lure of the Dark Side, and Grenadier.

I would drop a Probe and Motivation for 3 Officers. Someone cheap has to do all that Terminals / Crates / etc.

BTW: Grenade!

First thing's first--I found the command deck I used with my Inquisitor had too many Inquisitor action cards. Yours looks good actually, but I think grenadier is too good to not have especially where you 6 troopers who could potentially position to use it and their actions are much less important than the Inquisitor. Unless you plan to have the Inquisitor alone a lot, I think Force Lighting will be tough to use and not hit your guys. Lure of the Dark Side is fun IMO too.

Next, I like the idea of dropping a probe and motivation for 3 officers as mentioned, but I think it quickly changes the list to being squishie. I have run an Inquisitor list with droids, Sorin (+Advanced Com), Inquisitor, and Officers but I don't think I like it. I think it can't stand up to too many things as you need to group around Sorin to get much done.