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Made in tr
Death-Dealing Dark Angels Devastator






Hey all,

I should preface this by saying that I do not own Codex Inquisition, but the basics as I understand it are that you can now take one or two inquisitors just like the ones in the GK codex in any Imperium list without necessarily having to take any troops.

I played a quick 40k game today and so I just took Marbo out of my IG list, replaced him with a psyker inquisitor and put him in a blob.

As soon as the game got going it hit me. If I can have a Stubborn three-wound inquisitor with divination with a base cost of 55 points that is already better in every possible way than a 35-point commissar, why would I ever take a commissar again? The unit still gets stubborn and is usually near an RS so I don't really need the commissar to start BLAMing sergeants, I get the re-roll if necessary anyway. I usually only run with two big guardsman blobs anyway, and the new Codex allows me to take at least that many Inquisitors. Add in a GK detachment and I can have more, albeit with the mandatory GK troops as well.

Did the new Codex just kill commissars?

2,500 points

2,500 points

1,500 points

41-31 since returning to the game.

 
   
Made in us
Boom! Leman Russ Commander






I wouldn't say it kills them but it will make them seen less often.
Take the commissar lord aside as he has different rules and better stats.
The basic commissar, you can still have in the squad with the inquisitor to have an extra guy with a plasma pistol/power weapon. In a blob squad, you can have up to 5 of them armed this way plus the inquisitor or still have the option of deploying them separately while still using the same army list (handy in tournaments I've found.
Now I'm not saying that's the way to go by any means, I'm just showing other creative ways to keep our beloved hard ass in the game.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Commisars have already been almost-useless since guard blobs are now uncommon in favor of mechvet lists. This is just one more kick in the nads for them.
   
Made in us
Boom! Leman Russ Commander






Like I said, I wasn't saying that was the way to go. lol
I had already stopped using them except for the commissar lord. Now have like 5 or so nicely converted "troop" commissars collecting dust.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Better that toggle switch thinking is the "And also" type thinking. Yet another way to protect against challenges when you have the commissar, more melee firepower and more shooting firepower per unit if thats what you NEED.

So like a lot of upgrades, Commissars remain one for the taking.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
Stealthy Grot Snipa






New England

Well, looking at the two I find them to be redundant.

You take the Inquisitor to boost the power of your Blob considerably. The Inquisitor, being able to handle the morale issues, takes that job over while he is at it. So I see the commissar and just see a redundant model that If I take him and his cousins out can take some more Sentinels or Vendettas since the Inquisitors do his job and more.

   
Made in us
Boom! Leman Russ Commander






Than by all means do just that. Different players use different tactics and playstyles. Work out what best works for you and do it. Keep ahold of the models though, down the road, you might find you want to use them again. I often use mine mixed with spare sergeants and all to represent "naked" acolytes for my inquisitors.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in gb
Rough Rider with Boomstick





England

In WAAC games, the Inq has more variety and power most likely. They're able to get better armour and weapons, and psychic powers.

However, I will always want a Commissar. They're fluffy for one, and they're reliable. Plus you can take a Commisar and Inq for the cost of 1 Lord Commissar

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

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Made in gb
Junior Officer with Laspistol





 BlaxicanX wrote:
Commisars have already been almost-useless since guard blobs are now uncommon in favor of mechvet lists. This is just one more kick in the nads for them.


Meh, not really. Guard foot lists are still very common. Especially with allies.

The Lord Commissar serves a very important role still: Ld 10 bubble to sabre based armies. While not mandatory; it's really a great way to go, plus having a T7 equivalent Warlord is pretty great.

However, codex Inq pretty much makes them useless.


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FAQs 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

A standard ordos xenos inquisitor with lvl 1 psy, rad and trok grenades plus power armor cause why not is under 100 points.

Attach to blob of guardsmen. Now they re-roll to hit, can hammerhand, gey psykeout and troke grenades plus divination for re-roll to hit. We GK now!

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Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

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Made in au
Terrifying Treeman






The Fallen Realm of Umbar

IIRC You can't use attached BBs for Ld when testing for orders, if that is correct, then a Commissar does give you Ld 9, so there is that.

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Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in se
Honored Helliarch on Hypex




Sure, but any squad with a Commissar already had sergeants for testing on Ld8. I certainly wouldn't pay 35 points for +1 leadership on orders tests.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Its also a weapons caddy

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
Decrepit Dakkanaut





The Golden Throne

 BlaxicanX wrote:
Commisars have already been almost-useless since guard blobs are now uncommon in favor of mechvet lists. This is just one more kick in the nads for them.


Are you playing 6th edition? Your comment seems very 5th edition.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

BlaxicanX wrote:Commisars have already been almost-useless since guard blobs are now uncommon in favor of mechvet lists. This is just one more kick in the nads for them.

Exactly.

The thing here isn't that inquisitors are better at being commissars than commissars, it's that commissars are useless. Being better at something useless doesn't make an inquisitor worth taking. Of course, the fact that they can throw around prescience is another matter, but an unrelated one.

Foot guard hide behind ADLs and hope not to get into close combat (and if they do, they speedbump). Commissars don't help this, and, as mentioned, you already have an access to morale rerolls without them. Meanwhile, commissars or inquisitors come nowhere near what's required to make guard decent in close combat again.


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Made in nz
Longtime Dakkanaut



New Zealand

 Byte wrote:
 BlaxicanX wrote:
Commisars have already been almost-useless since guard blobs are now uncommon in favor of mechvet lists. This is just one more kick in the nads for them.


Are you playing 6th edition? Your comment seems very 5th edition.

One thing I have noticed with Guard is that there really seems to be wildly different level of success with the two core builds (Mech Vets and Foot) in different areas. I can only really put this down in part to player skill and the local meta, but mostly I think its due to the play style preference of the main Guard players in the area (some people can win tournaments with aggressive style armies and then fail horribly with finesse lists, the way they play means their instinctive moves can be completely wrong for a different style list). In my experience both Mech and Foot are very solid armies, Mech struggles against fast assault lists (FMCs, Daemons etc) but can still crush people when played well due to the relative reduction in anti tank compared with 6th combined with their very respectable firepower (light mech is worse, but AV12 is the tipping point where most high ROF heavy anti infantry weapons can't hurt you). In my experience Foot is both more common and more successful than Mech, they can easily be played very aggressively and can usually win assaults against anything they can wound (which is usually anything that doesn't have a re-rollable save thanks to Power Axes and Melta Bombs) purely through attrition. You usually lose one blob over the course of the game, but no matter what clog up any advances in the midfield, which gives you enough board control to win with the rest of your army. Its also worth noting that is a difficult army to lose with, ie its hard to get wins against it because you usually need to kill 100 Guardsmen to do it. In a tournament if you can win 4-5 and draw the other 1-2 you are usually going to be on the podium.
   
 
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