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Made in us
Powerful Phoenix Lord





Dallas area, TX

I recently played a game (or rather 1 turn of a game) vs a Scouting Gladius and really want some Servo Skulls to prevent them from Scouting all those Rhinos into my face. Other than against that specific list (and FleshHound Spam) are there any other uses for an Inquisitor with no other upgrades but Servo Skulls? Has anyone encountered other lists that have Infiltrators or Scouts that would make this a worth while 35pt investment?

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This message was edited 2 times. Last update was at 2016/03/30 18:52:12


   
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Plummeting Black Templar Thunderhawk Pilot





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Tunneling Trygon





NJ

 Galef wrote:
I recently played a game (or rather 1 turn of a game) vs a Scouting Gladius and really want some Servo Skulls to prevent them from Scouting all those Rhinos into my face. Other than against that specific list (and FleshHound Spam) are there any other uses for an Inquisitor with no other upgrades but Servo Skulls? Has anyone encountered other lists that have Infiltrators or Scouts that would make this a worth while 35pt investment?

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It's situational. In some scenarios, it's VERY worth it. In others, it doesn't matter. If you have better things to do with your points, go for it. But usually, it's worth taking. Anything that can scout or infiltrate will have its day ruined by servo skulls. I would say take it. Any army that wants to get in your face can roll for master of ambush (1/3 chance) so any army could find some use against it
   
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Esteemed Veteran Space Marine




UK

I've found servo skulls to be pretty invaluable, they don't just effect opposition scouting. They help with your own blast weapons and deep striking too.

 
   
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Fully-charged Electropriest






It's a cheap investment that can have a huge payoff for your army. If you want to build a true TAC list you should consider an Inquisitor. Things like Skyhammer (or even Centstar!) could benefit massively from more accurate DS and if the Stealer Cult becomes a thing you definitely want to block their infiltrates unless you like getting charged on turn 1.

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7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in us
Tunneling Trygon





NJ

 Lammikkovalas wrote:
It's a cheap investment that can have a huge payoff for your army. If you want to build a true TAC list you should consider an Inquisitor. Things like Skyhammer (or even Centstar!) could benefit massively from more accurate DS and if the Stealer Cult becomes a thing you definitely want to block their infiltrates unless you like getting charged on turn 1.


WELL I DO LIKE GETTING CHARGED ON TURN ONE

   
Made in gb
Pyromaniac Hellhound Pilot






My guard infantry list can use the inquisitor in place of a commissar to provide high LD for a blob, so very worth it if you can use his other benefits too I reckon

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Made in us
Powerful Phoenix Lord





Dallas area, TX

Ya know, I was think of adding this to my Eldar/GK list and I think the reduced DS scatter rule is enough to make me want to play this. It might help my mandatory Termie + Libby unit actually do something in a game.

Any suggestion on placement of the Servo Skulls when the enemy DOESNT have scouts or Infiltrators. I was think one on each flank and the third somewhere in the middle.

   
Made in us
Tunneling Trygon





NJ

 Galef wrote:
Ya know, I was think of adding this to my Eldar/GK list and I think the reduced DS scatter rule is enough to make me want to play this. It might help my mandatory Termie + Libby unit actually do something in a game.

Any suggestion on placement of the Servo Skulls when the enemy DOESNT have scouts or Infiltrators. I was think one on each flank and the third somewhere in the middle.


You have the turn 1 deep strike formation right?

Generally, you want to be careful because your opponent can just walk up to the servo skulls and they disappear. So if you want to use it as a deep strike beacon, just be careful if they get to move before you come in, that could mess up your plans. But you could also do what you suggested and put one or two on the flanks, which could get them to move towards it to deny the deep strike, which might move them out of position/out of cover.

Obviously, there's no "one size fits all" but you just want to consider the pros and cons of each placement.

This message was edited 1 time. Last update was at 2016/03/30 20:53:24


 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





 Galef wrote:
Ya know, I was think of adding this to my Eldar/GK list and I think the reduced DS scatter rule is enough to make me want to play this. It might help my mandatory Termie + Libby unit actually do something in a game.

Any suggestion on placement of the Servo Skulls when the enemy DOESNT have scouts or Infiltrators. I was think one on each flank and the third somewhere in the middle.


Their movement range plus 7" in front of them is a good rule of thumb, since the skull works within 12" but gets destroyed if they move within 6". This also means that if you get 1st turn, you can still drop in 7" away and get that sweet -d6 scatter without the chance to mishap (unless they're rocking LSS's). That's how I run mine when I run skyhammer, should work roughly the same for gk since you want to be close enough to assault turn 2 and cast Cleansing Flame the turn you come down.

Given the 24" bubble a skull provides, you can easily cover the entire midfield even on Dawn of war, though some thought is required for vanguard. Ensuring that you can come down accurately onto objectives, even in the backfield is also a consideration if you're playing maelstrom.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
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Shunting Grey Knight Interceptor





 Galef wrote:
Ya know, I was think of adding this to my Eldar/GK list and I think the reduced DS scatter rule is enough to make me want to play this. It might help my mandatory Termie + Libby unit actually do something in a game.

Any suggestion on placement of the Servo Skulls when the enemy DOESNT have scouts or Infiltrators. I was think one on each flank and the third somewhere in the middle.


This is generally where I put them, weighted slightly to one side or the other. They don't need a whole lot of overlap, plus they have a large bubble of effectiveness. Radius of 12" in either direction plus the size of the base itself equals a little over two feet, so three of them can stretch over almost the whole table in most setups.

Also remember that you place them before anyone deploys, so sometimes you have to guess where your opponent will likely deploy. Usually this is determined by a combination of where the best cover is and where the most valuable objectives are located.

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