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Made in us
Stealthy Sanctus Slipping in His Blade






I like lists that take full advantage of the scout and infiltrate USR's. I have the feeling that (at least locally) I'll be seeing a near constant run of double Inq's with three servo skulls.

Six skulls allows a player to easily cover the full width of a 6' deployment zone close enough to deny any scout moves, while still allowing them to deny two decent infiltrate hides with the remainder.

I know there is still outflanking, other than that, I'm not seeing anything that can be done about it other than to avoid the issue entirely and move away from the USR's entirely with my unit choices.

Drop Pods aren't affected, which is fine, just another nail in my RG Chapter Traits coffin. Doesn't do much for my WS's and Huron CSM's either.

Other than avoiding builds that rely on the USR, am I missing some way to counter the skulls?

A ton of armies and a terrain habit...


 
   
Made in se
Honored Helliarch on Hypex




"I like using grav weapons, but my opponent brought daemons."

Sorry, but there's really not anything you can do about this. If you go first, you can still use your scout and infiltrate moves to respond to your opponent's deployment, but otherwise you're not going to get much out of this.

Servo skulls exist to reduce the impact of scout and infiltrate deployment strategies. That's what they do. They don't completely mitigate your ability to use the USRs, but they are going to protect key units. That's just how they work.

When people discuss grav guns, I recommend bringing a diverse set of special weapons in your army. I think the same argument holds here. Have you considered other deployment strategies? I hear drop pods are popular, and Space Marine assault squads get them very cheaply.
   
Made in us
Judgemental Grey Knight Justicar






Yup, no way around it. To make it worse, your opponent really doesn't even need more than 3. I use them with my GK now, and I can typically very effectively bottle your scouts in your deployment zone with just 3, and keep infiltrators out of useful places. Servos are just super effective and cheap as all get out.


 
   
Made in us
Stealthy Sanctus Slipping in His Blade






That was my thought. Question then becomes, does one Inq/Psyker with 3 skulls become an auto-take since they don't come with a troop tax or take up your Allied slot?

A ton of armies and a terrain habit...


 
   
Made in se
Honored Helliarch on Hypex




Depends. Inquisitors are harder to fit into armies than they look at first glance. Remember:

(1) They're only battle brothers for Imperial armies.
(2) They can't embark into allied transports.
(3) They have no upgrade options to enhance their mobility.

So you need an army that contains an Imperial infantry unit that doesn't intend to use a transport. Without a unit like this, they won't have a squad to reallocate wounds to. If they're already taking Coteaz, now they need two such units. And if they intend to make the second inquisitor a psyker as well, they now need at least 2 units deserving of divination support.
   
Made in us
Stealthy Sanctus Slipping in His Blade






Corollax wrote:
When people discuss grav guns, I recommend bringing a diverse set of special weapons in your army. I think the same argument holds here. Have you considered other deployment strategies? I hear drop pods are popular, and Space Marine assault squads get them very cheaply.


I own 13 drop pods, and yes love putting five strong ASM squads with two flamers in pods. I've just been attempting to make more use of my Raven Guard chapter traits with squads in rhino's and Shrike infiltrating some VV's. Pretty sure I'm just going to find some Chapter Traits that actually have some synergies with drop pods. And begin including Inq's in my armies that don't get the chance to deploy all in pods.

Corollax wrote:
Depends. Inquisitors are harder to fit into armies than they look at first glance. Remember:

(1) They're only battle brothers for Imperial armies.
(2) They can't embark into allied transports.
(3) They have no upgrade options to enhance their mobility.

So you need an army that contains an Imperial infantry unit that doesn't intend to use a transport. Without a unit like this, they won't have a squad to reallocate wounds to. If they're already taking Coteaz, now they need two such units. And if they intend to make the second inquisitor a psyker as well, they now need at least 2 units deserving of divination support.


Div may not always be necessary I guess, depending on your specific army. But even if you can't get battle brothers with them, and you don't want to add henchmen squads. Who wouldn't benefit from a 34 point inquisitor brought along just to put three servo-skulls on the table? Perhaps my local meta skews my impression, but a lot of my local players make use of the scout/infiltrate USR's.

This message was edited 1 time. Last update was at 2013/11/18 07:14:46


A ton of armies and a terrain habit...


 
   
Made in se
Honored Helliarch on Hypex




That sounds like a really cool meta. Tons of movement shenanigans. I'm envious.

But yeah, I can see where Codex: Inquisition would be upsetting, given such an environment.
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

Corollax wrote:Depends. Inquisitors are harder to fit into armies than they look at first glance. Remember:

(1) They're only battle brothers for Imperial armies.
(2) They can't embark into allied transports.
(3) They have no upgrade options to enhance their mobility.

So you need an army that contains an Imperial infantry unit that doesn't intend to use a transport. Without a unit like this, they won't have a squad to reallocate wounds to. If they're already taking Coteaz, now they need two such units. And if they intend to make the second inquisitor a psyker as well, they now need at least 2 units deserving of divination support.

While it is important to note that they can't embark into allied transports, they can bring squads of henchmen with their own dedicated transports. It is a bit more of an investment and does make fitting them into mech lists not as simple, but there are some benefits there as well.

 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in se
Honored Helliarch on Hypex




Admittedly true. If you're intending to field your henchmen in an assault based role, a xenos inquisitor can be a good way to assist them. I certainly wouldn't make such an inquisitor my warlord, however.
   
Made in fi
Longtime Dakkanaut




As a BA player I thought I should try some of the SM chapters (Raven Guard and White Scars). I see both of them being negatively affected by this. It does not matter that Inq are only Allies of Convenience with Eldar, as they now get cheap infiltrate/scout protection.

I still have some eldar left, maybe I should buy 2 more serpents and 1 WK and go with them instead.
   
Made in au
Adolescent Youth with Potential




Western Australia

Yeah I'm really not happy about the new inq codex. Previouslyu deployment disruption was a strength of the GK codex. Now half the armies in the game will have it without using up any force organisation slots. I think the whole idea of Inquistors not taking up any ally slots leads to some fairly overpowered builds. On top of that I'm astonded they left servo skulls at 3 points each when they're clearly worth so much more (I would still take 3 at 15 points each).
   
Made in il
Warplord Titan Princeps of Tzeentch






Some things just don't match price to power.
Look at warrior acolyte armor/shield options for example-they just don't worth that many points.
To make things worse, the crusader costs less then half of a similarly equipped acolyte-in the very same squad!

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Judgemental Grey Knight Justicar






Heck, I don't play Ravenguard or any army that relies on infiltrating/scouting, and I don't like the Inquisition book either. One of my two armies is GK, so half of the things that made my codex "special", were just given out to literally EVERY imperial army. May as well rename my army Codex: Expensive Marines.

Whining done. There.


 
   
Made in us
Haemonculi Flesh Apprentice






 Homeskillet wrote:
Heck, I don't play Ravenguard or any army that relies on infiltrating/scouting, and I don't like the Inquisition book either. One of my two armies is GK, so half of the things that made my codex "special", were just given out to literally EVERY imperial army. May as well rename my army Codex: Expensive Marines.

Whining done. There.


Well until 5th inquisitors were available to all imperial armies so really they had more right to complain until now then you do. Heck GK used to be only terminators and were imperial agents that every (imperial) army could use until 3rd. The whole GK codex come to think of it was simply a compilation of imperial agents put into one book and hamfisted into an army.

   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Red Corsair wrote:
 Homeskillet wrote:
Heck, I don't play Ravenguard or any army that relies on infiltrating/scouting, and I don't like the Inquisition book either. One of my two armies is GK, so half of the things that made my codex "special", were just given out to literally EVERY imperial army. May as well rename my army Codex: Expensive Marines.

Whining done. There.


Well until 5th inquisitors were available to all imperial armies so really they had more right to complain until now then you do. Heck GK used to be only terminators and were imperial agents that every (imperial) army could use until 3rd. The whole GK codex come to think of it was simply a compilation of imperial agents put into one book and hamfisted into an army.


Ah yes...Inquisitors toting a psycannon and 2 mystics to make plasmacutioners tell everyone goodnight.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in gb
Sneaky Striking Scorpion




South West UK

I kind of said this in the other thread but who cares about protecting the Inquisitor or making use of him? For 34 points to get all that tactical benefit, I'll cheerfully shoot him myself.

This message was edited 1 time. Last update was at 2013/11/20 00:17:29


What is best in life?
To wound enemy units, see them driven from the table, and hear the lamentations of their player. 
   
Made in us
Potent Possessed Daemonvessel





 Red Corsair wrote:
 Homeskillet wrote:
Heck, I don't play Ravenguard or any army that relies on infiltrating/scouting, and I don't like the Inquisition book either. One of my two armies is GK, so half of the things that made my codex "special", were just given out to literally EVERY imperial army. May as well rename my army Codex: Expensive Marines.

Whining done. There.


Well until 5th inquisitors were available to all imperial armies so really they had more right to complain until now then you do. Heck GK used to be only terminators and were imperial agents that every (imperial) army could use until 3rd. The whole GK codex come to think of it was simply a compilation of imperial agents put into one book and hamfisted into an army.

Burn!

Fluff for the Fluff God!
 
   
Made in us
Longtime Dakkanaut




Get more Mindstrike missiles and make your opponent pay for taking so many a inquisitors.
   
Made in us
Long-Range Land Speeder Pilot





Army-wide scout is pretty bs so no sympathy from me, even though Tau/Eldar being able to take the skulls is even worse.

If they are castling, you can still Infiltrate behind the skull line, it just won't be very ideal. If they are spread over the table, you just forced him to spread out, which can be a good thing.

Hail the Emperor. 
   
Made in us
Stealthy Sanctus Slipping in His Blade






 Tyberos the Red Wake wrote:
Army-wide scout is pretty bs so no sympathy from me, even though Tau/Eldar being able to take the skulls is even worse..


Well, my Raven Guard being an army that was always portrayed as scout recon elements directing drop pods and assault marines to the target. I'd agree, though perhaps for different reasons.

 Tyberos the Red Wake wrote:
If they are castling, you can still Infiltrate behind the skull line, it just won't be very ideal. If they are spread over the table, you just forced him to spread out, which can be a good thing.


68 points get them two Inquisitors and six servo-skulls. They can blanket your deployment zone removing any scout movement, and still have 2-3 skulls to remove any cover based infiltration. Doesn't take much to cover any remaining area within their deployment zone to leave you nothing or just one spot right inside their intended killzone. They can cover a very large part of the table long before they put any models on the table.

A ton of armies and a terrain habit...


 
   
Made in gb
Sneaky Striking Scorpion




South West UK

 Tyberos the Red Wake wrote:
Army-wide scout is pretty bs so no sympathy from me, even though Tau/Eldar being able to take the skulls is even worse.

If they are castling, you can still Infiltrate behind the skull line, it just won't be very ideal. If they are spread over the table, you just forced him to spread out, which can be a good thing.


Yes, you can still infiltrate to some extent, but you can't infiltrate within 12" of one meaning three skulls can pretty much deny you all the best places to infiltrate and they'll probably still have a good chance of interfering with your scout move even if placed to focus on denying infiltration.

I've not even seen the book yet and already I get a grim feeling about this.

This message was edited 1 time. Last update was at 2013/11/20 08:46:43


What is best in life?
To wound enemy units, see them driven from the table, and hear the lamentations of their player. 
   
Made in us
Ork Boy Hangin' off a Trukk




Well, if they are stopping your turn 1 bonuses you get for RG, mainly the redeployment, then try and switch up your tsctics.

I play RG as well. And leven since fifth my sm army has not been too powerful but it has always had deployment options. This fact has made them competitve enough to dictate how I want the battle to unfold.

The Scout and Infiltrate USR let you outflank. That makes it tough but it will deny the opponent the chance to truly benefit from the skulls.
   
Made in gb
Prophetic Blood Angel Librarian




It looks like the sit in one spot and just roll dice for *fun* players, get yet another rule going their way. They really weren't liking opponents having the ability to be in their faces early on. Apart from pods they can breath a huge sigh of relief as they now have their 24" field of death back again, and there is nothing their opponent can do about it without reserving half their army for outflanking, hus giving the skilled dice roller chance to take apart one part of the army at a time.
7th edition advert... "New, improved and speedier 40k - with no movement phase. Dont like the hassle of moving models? Great- the rules are set up just for you! Now you can leave your models in one spot and roll dice to your hearts content! Out now."
   
Made in nz
Disguised Speculo





Yeah, feth the skulls. 34 points is nothing for the effect it has on armies that like to infiltrate and scout.

Infiltrate was one of the most tactical elements of the game IMO, and it's been nerfed into oblivion by somethat that literally adds nothing of value to the game.

Might as well give out a 34 point "you are now invincible to melee" upgrade while they're at it, or "for 34 points, nothing can move more than 6 inches per turn". All sorts of bs they can add in if they put their minds to it.
   
 
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