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Made in fi
Courageous Space Marine Captain






 Krellnus wrote:
And yet, the issue has arisen, making GW incompetent (at worse) or hopelessly naive (at best). They shouldn't assume this issue won't arise, they should make sure it cannot.

They should but they won't. There are many important rules questions that have gone without a FAQ answer for ages. And I mean ones where it actually is unclear what the intent is an how the rule is supposed to work, unlike here.

   
Made in us
Executing Exarch





McKenzie, TN

Actually if you look at similar cases such as in the supplements you will see that they are usually aware and restrict such from happening.

Now whether this is a GW oversight or inquisitors have some sort of shadow duplication technique is up in the air.
   
Made in us
Fixture of Dakka





Steelcity

eh I don't see the huge benefit of 2 coteaz anyway.. He's a good pysker for sure, unless you're playing against a drop pod army 2x of him doesn't overlap especially well.

Might as well get some rad grenades or karamazov

Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
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Made in us
Bloodthirsty Chaos Knight






Rynner wrote:
 ace101 wrote:
Rynner wrote:
 ace101 wrote:
I just got grav-cannon centurions, so now I am really intrigued by this. Thinking of sticking one in my Grav Cents and have my Librarian go biomancy while the inquisitor(s) take divination, can someone say Grav Cents overwatching at full BS (and scouting too)?


Centurions can't overwatch, they are slow and purposeful.
Endurence, however, gives them relentless, on top of FNP and IWND, which is why i have the librarian on biomancy.


Ya but does Relentless override SNP?


I don't see why it would. Just because you have Relentless doesn't mean Slow and Purposeful magically goes away.

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Made in no
Boom! Leman Russ Commander






Oslo Norway

C:I seems like it will make gunlines even better. Everyone gets easy access to anti-scout, infiltrate and ds/outflank stuff, and of course, you get great shooting-buff powers at the same time. I like the idea behind this book, but the followthrough is poor

   
Made in us
Fixture of Dakka





 Krellnus wrote:
And yet, the issue has arisen, making GW incompetent (at worse) or hopelessly naive (at best).

Point your incompetency finger back at your own reading comprehension.

See the Unique rule on pg 110 of the main rules.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Regular Dakkanaut





Can you take an inquisitor as your mandatory hq choice for your primary army as long as it is an imperial army?

 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

 Illumini wrote:
C:I seems like it will make gunlines even better. Everyone gets easy access to anti-scout, infiltrate and ds/outflank stuff, and of course, you get great shooting-buff powers at the same time. I like the idea behind this book, but the followthrough is poor


Which of course in turn also makes it important for the armies that rely on Scouting etc. to use C:I to stop other armies with C:I stopping their Scout. It's a rather complicated and vicious cycle.

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Fireknife Shas'el





United States

toocool61 wrote:
Can you take an inquisitor as your mandatory hq choice for your primary army as long as it is an imperial army?
No. The Inquisitor and Co. Is part of his own attachment. He can't be taken as part of a primary space marine detachment, but he can be the warlord in his own detachment.
   
Made in us
Longtime Dakkanaut





 tuiman wrote:
Super Newb wrote:
Tuiman, why would you think a new Inquisition codex would have made GK gain *anything* relative to other armies? Seriously, what did you expect? A separate Inquisition codex would obviously help you less than anyone else, since you (just like me) already have the inquisition in your army.

Just a very strange thing to get upset about.


Thats just my counter arguement to anyone that says "well gk can now take 4 inquisitors so stop complaining"

I just dont like how everybody can now take coteaz+ a second inquisitor form our codex for no tax what so ever.


Well sure as a counter argument to a silly argument presented to you, sure, I guess you can match one bad argument with another. But to think GK would come out *ahead* or even stay the same relative to everyone else from this release is a bit silly, that's all I'm saying.
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

 Godless-Mimicry wrote:
 Illumini wrote:
C:I seems like it will make gunlines even better. Everyone gets easy access to anti-scout, infiltrate and ds/outflank stuff, and of course, you get great shooting-buff powers at the same time. I like the idea behind this book, but the followthrough is poor


Which of course in turn also makes it important for the armies that rely on Scouting etc. to use C:I to stop other armies with C:I stopping their Scout. It's a rather complicated and vicious cycle.


How can you stop your enemy from messing with your scout/infiltrate with his servo-skulls?

And unrelated question - how many units of henchmen can you include in a C:I allied detachment if you bring Coteaz?

This message was edited 1 time. Last update was at 2013/11/18 15:49:36


   
Made in us
Fireknife Shas'el





United States

 Illumini wrote:
 Godless-Mimicry wrote:
 Illumini wrote:
C:I seems like it will make gunlines even better. Everyone gets easy access to anti-scout, infiltrate and ds/outflank stuff, and of course, you get great shooting-buff powers at the same time. I like the idea behind this book, but the followthrough is poor


Which of course in turn also makes it important for the armies that rely on Scouting etc. to use C:I to stop other armies with C:I stopping their Scout. It's a rather complicated and vicious cycle.


How can you stop your enemy from messing with your scout/infiltrate with his servo-skulls?

And unrelated question - how many units of henchmen can you include in a C:I allied detachment if you bring Coteaz?
The same as if you didn't - 3.
   
Made in us
Longtime Dakkanaut





 Illumini wrote:
How can you stop your enemy from messing with your scout/infiltrate with his servo-skulls?


Good question. Maybe by putting your servo skull in the proper spot first so he can't put his there? I don't actually know if that is how servo skulls work, but that's the only thing I could think of.
   
Made in se
Honored Helliarch on Hypex




Servo skulls aren't units, they're just counters. Servo skulls disappear if you put an enemy model within 6" of them, but since your own servo skulls aren't actually units, your skulls don't interact in any meaningful way.
   
Made in us
Longtime Dakkanaut





So that means a Scout army can't use servo skulls to stop the enemy from placing servo skulls to limit the effectiveness of Scout?

This message was edited 1 time. Last update was at 2013/11/18 16:59:32


 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Corollax wrote:
Servo skulls aren't units, they're just counters. Servo skulls disappear if you put an enemy model within 6" of them, but since your own servo skulls aren't actually units, your skulls don't interact in any meaningful way.


That was what I thought, unless they changed servo-skull rules in C:I, there is no way to actually counter them

   
Made in se
Honored Helliarch on Hypex




Super Newb wrote:
So that means a Scout army can't use servo skulls to stop the enemy from placing servo skulls to limit the effectiveness of Scout?
Nope, sorry. The enemy can put his servo skulls exactly where he wanted them, irrelevant of where you put yours. They're not units, so they don't remove each other.
   
Made in us
Longtime Dakkanaut





I think you meant "Yup, sorry." lol.
   
Made in se
Honored Helliarch on Hypex




Eh, depends on how your culture replies to a question in the negative.

"So X can't do Y?"
"No, X cannot do Y."
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

 Illumini wrote:
 Godless-Mimicry wrote:
 Illumini wrote:
C:I seems like it will make gunlines even better. Everyone gets easy access to anti-scout, infiltrate and ds/outflank stuff, and of course, you get great shooting-buff powers at the same time. I like the idea behind this book, but the followthrough is poor


Which of course in turn also makes it important for the armies that rely on Scouting etc. to use C:I to stop other armies with C:I stopping their Scout. It's a rather complicated and vicious cycle.


How can you stop your enemy from messing with your scout/infiltrate with his servo-skulls?


Maybe I'm recalling things incorrectly as I haven't played with my GKs in some time, but I thought Servo-Skulls couldn't be placed within a certain distance of other Servo-Skulls?

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in se
Honored Helliarch on Hypex




Anywhere on the battlefield outside the enemy's deployment zone. No other restrictions, as far as I can tell.
   
Made in us
Longtime Dakkanaut




Man this servo skull issue is the first thing in a while that's legit bumming me out as a bike player. Usually most broken things have a way to work around. But there is literally nothing stopping a player from lining the edge of my deployment zone so I can't even redeploy with scout in my own zone without even advancing. I was hoping taking a chooser of the slain could be a way to counter this but like servo skulls they're basically tokens and won't counter anything. Also there is nothing from stopping someone from placing their servo skulls touching yours therefore shutting down scout/infiltrate everywhere. Oh well, looks like khan may be marginalized quite a bit. Although I will believe the scars are a solid list they just lost some luster is all.
   
Made in us
Regular Dakkanaut




You can still outflank, but it definitely cuts down on the alpha strike. The worse part for me is that Eldar can get that for a mere 33 points in their lists.

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Made in se
Honored Helliarch on Hypex




Wouldn't it be 34 points? 25+9 = 34.
   
Made in us
Longtime Dakkanaut




Yah outflank is great in a lot of situations. But having the flexibility of scout OR outflank was what made the army really roll. Oh well like I said I'll move on and figure it out its just one of those annoying things. And honestly I doubt "everyone" will use this but it will be quite prevalent I'm sure. Especially since most of my games nowadays are tournament games or practice for tournament games haha.
   
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Haemonculi Flesh Apprentice






Its a hard counter or at least delay to demons and their hounds. I feel like this codex is set in place to help make imperial armies be on par with all the psychic shenanigan crap xenos has had as of late.

   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

DarknessEternal wrote:
 Krellnus wrote:
And yet, the issue has arisen, making GW incompetent (at worse) or hopelessly naive (at best).

Point your incompetency finger back at your own reading comprehension.

See the Unique rule on pg 110 of the main rules.

You first I've been responding to this
Pyrrhus of Epirus wrote:Please tell me the (Unique) tag on Coteaz will prevent people from taking 1 Coteaz from C:I and 1 Coteaz from C:GK. Already seeing this on another board, surely this does not work. Do we have a precedent for the same unique IC existing in two codices?

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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.

 
   
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Chancetragedy wrote:
Man this servo skull issue is the first thing in a while that's legit bumming me out as a bike player. Usually most broken things have a way to work around. But there is literally nothing stopping a player from lining the edge of my deployment zone so I can't even redeploy with scout in my own zone without even advancing.
Yes and no. He can stop you from re-deploying in certain segments up to 6" inside your deployment zone. But if your opponent is foolish enough to put those servo-skulls within 6" of your deployment zone, you can just deploy within 6" of the it and pop goes the servo-skull.

Chancetragedy wrote:
Also there is nothing from stopping someone from placing their servo skulls touching yours therefore shutting down scout/infiltrate everywhere.
Yeah, but that is just system working as intended.


   
Made in us
Longtime Dakkanaut




Haha thanks for that, as I didn't even think about being able to deploy within 6" of a skull and blow it up. For some reason I had it set in my head that you have to "move" into 6".

And I understand it's the system working as intended. But most things are usually a roll off to see who places first then alternating placement with some sort of minimum distance between markers. Ie. Objective placement, deployment of infiltrators, and scout. If there was something in the servo skull system that allowed for this it wouldn't be nearly the inconvenience it is currently. But like I said I'll move on and be fine.
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

 Peregrine wrote:
 Krellnus wrote:
What do marines have worth spending 55 points to re-roll?


What don't they have to re-roll? Devastators, TFCs, grav centurions, sternguard that don't take transports, even basic tactical squads aren't all that terrible. And that's just shooting. Remember, prescience also gives a re-roll in assault, which means that every assault unit that doesn't get slowed down by the psyker is going to get 55 points worth of benefit. Finally, that's assuming you take prescience as a default, you've got a pretty good chance of getting something just as good (or even better) with your random roll. It's not hard to see how things like no-cover plasma cannon devastators or full-BS overwatch sternguard can be nice to have.


55 points to reroll to-hits on my missile launcher or lascannon devastators....

YES PLEASE!

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