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![[Post New]](/s/i/i.gif) 2014/10/26 22:35:45
Subject: Inquisition - Servo skulls - How to use them?
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Dakka Veteran
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I'm interested in how to use servo skulls effectively. Do they even worth it? 3pts a piece isn't much, they can protect from infiltrate, and help scatter shots amd DS a lot.
I want to use Inquisition as allies to my Imperial Guard army, so the main use would be to reduce scatter to one dice for blast weapons - LRBT would benefit a lot from 1D6 only scatter. My problem is, if I want to use them, they need to be within 12" of the enemy, and they are removed when an enemy moves into 6" range of it, so that's a single move from first use, and fast units like flyers, fast vehicles etc. can remove them without I can use them at all.
Still, if for 3 pts I can land a Battle cannon shot from 3" to -2" from where I wanted, it's really worth it. But since the enemy knows this too, it's more likely it's a single 1D6 shot for all the servo skulls (18pts, still not that much), and not where it really counts.
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![[Post New]](/s/i/i.gif) 2014/10/26 22:52:04
Subject: Inquisition - Servo skulls - How to use them?
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Prophetic Blood Angel Librarian
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They are one of the most broken things for points in the game.
Deploy 3 servo skulls in a line exactly 6" apart from each other. Deploy a second line exactly 6" behind each of your others.
Now unless the opponent has enough fast units to get rid of all 6 at once, if the opponent moves a unit forward to delete one, the unit is still within 6" of a servo skull (unless they are eldar or have jetpacks).
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![[Post New]](/s/i/i.gif) 2014/10/27 00:08:37
Subject: Inquisition - Servo skulls - How to use them?
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Sadistic Inquisitorial Excruciator
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Poly Ranger wrote:They are one of the most broken things for points in the game.
Deploy 3 servo skulls in a line exactly 6" apart from each other. Deploy a second line exactly 6" behind each of your others.
Now unless the opponent has enough fast units to get rid of all 6 at once, if the opponent moves a unit forward to delete one, the unit is still within 6" of a servo skull (unless they are eldar or have jetpacks).
A unit could also move forward and then run forward or back.
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![[Post New]](/s/i/i.gif) 2014/10/27 00:17:45
Subject: Inquisition - Servo skulls - How to use them?
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Prophetic Blood Angel Librarian
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That would also work, but then you have just denied them a shooting turn for a mere 3 pts, unlike jetpacks and battle focus.
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![[Post New]](/s/i/i.gif) 2014/10/27 09:53:31
Subject: Inquisition - Servo skulls - How to use them?
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Dakka Veteran
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Poly Ranger wrote:That would also work, but then you have just denied them a shooting turn for a mere 3 pts, unlike jetpacks and battle focus.
What's jetpack/battlefocus?
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![[Post New]](/s/i/i.gif) 2014/10/27 09:58:48
Subject: Re:Inquisition - Servo skulls - How to use them?
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Stubborn Dark Angels Veteran Sergeant
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Servo skulls are great. Use them for denying the opponent their scout move, making your blast weapons more accurate, and to deepstrike more reliably. The 34 point investment for 3 of these is really nothing.
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![[Post New]](/s/i/i.gif) 2014/10/27 10:02:21
Subject: Inquisition - Servo skulls - How to use them?
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Battleship Captain
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Rules that allow you to move, then shoot, then move again (so theoretically allowing you to move into range/line of sight, fire, then hide again to stop the enemy shooting back).
A second use for them:
You cannot scout within sensor range of them. Therefore, a 'skirmish line' of servo-skulls across the board in front of an enemy's deployment zone can essentially deny them use of the scout rule for not many points, especially on end-to-end boards. This is really, really annoying for things like white scar or ravenwing bike armies, who expect to be in rapid fire range turn one.
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Termagants expended for the Hive Mind: ~2835
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