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Made in us
Rough Rider with Boomstick






Hello all, figured I'd start a thread specifically for the Inquisition portion of the new Codex: Imperial Agents coming out.

Well I'll start with my thoughts: We've lost our Servo Skulls and Psykers, which saddens me greatly. Moving on from the bad news, now Inquisitors can take other units with them depending on their type. This seems like an incredibly cool, and very fluffy way to add a little punch to an Inquisitor's retinue, this is one of the new things I like.

One more piece of bad news though, the Henchman squads don't look like they'll be nearly as powerful, or flexible as they used to be.

So, thoughts everyone?

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in us
Sinewy Scourge




Boulder, Colorado

I think that Inquisition can benefit very easily from the best parts of the armies that are added.

I don't have the book yet, and I didn't know it was leaked, but dreadknights and kill teams seem amazing.

Also, there is still the Astra Telepathica, yeah? That's a gak ton of psychers available?

This message was edited 1 time. Last update was at 2016/12/12 18:19:38


   
Made in gb
Hardened Veteran Guardsman




Guildford

Losing Servo Skulls was a big hit, at a lot of people would bring in an cheap Inquisitor for the option of taking three skulls. The loss does remove the ability to lay down an immediate counter for a few oppositions, but it's not the end of the world. As a Guard player, I still intend on using Coteaz as a counter for deep striking units targeting my artillery and tank rears.

On the plus side, I think some of the formations attend to the fluffier desires of some players, myself included. I haven't seen anything beyond the book index and a rundown of what's in it, so I can't make a fully educated remark beyond that.

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AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
Made in us
Decrepit Dakkanaut




 slowclinic wrote:
Losing Servo Skulls was a big hit, at a lot of people would bring in an cheap Inquisitor for the option of taking three skulls.

This was a blessing in disguise for the game. Even Eldar players did this to ensure you couldn't get close enough to their Bikers and in other instances Warp Spiders.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Quick-fingered Warlord Moderatus






Man, no Skulls?! that's kinda weird. they are really prevalent in the fluff too, and now they are not anywhere in the game. I think they should have at least re-worked it to be something like the Cyber-Occularus upgrade in HH. (Draw LOS for barrage weapons, no scatter, interceptor and -1 cover within 12" of the skull)

But, anyways, I like this book's idea a lot. I may pick myself up a copy to play that enginseer with an onager squad so they could splitfire with POTMS, and take some servitors for meatshields I guess.

413th Lucius Exterminaton Legion- 4,000pts

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Made in gb
Hardened Veteran Guardsman




Guildford

Slayer-Fan123 wrote:
 slowclinic wrote:
Losing Servo Skulls was a big hit, at a lot of people would bring in an cheap Inquisitor for the option of taking three skulls.

This was a blessing in disguise for the game. Even Eldar players did this to ensure you couldn't get close enough to their Bikers and in other instances Warp Spiders.


Yeah, this is true. There are some ups to it when you look at it that way. I've never played against anyone doing that, and now I never will!

3,500 (and building) ASM
3,000 Blood Angels
1500 Eldar (abandoned)

AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

 Tiger9gamer wrote:
Man, no Skulls?! that's kinda weird. they are really prevalent in the fluff too, and now they are not anywhere in the game. I think they should have at least re-worked it to be something like the Cyber-Occularus upgrade in HH. (Draw LOS for barrage weapons, no scatter, interceptor and -1 cover within 12" of the skull)

But, anyways, I like this book's idea a lot. I may pick myself up a copy to play that enginseer with an onager squad so they could splitfire with POTMS, and take some servitors for meatshields I guess.


Servo Skulls still exist, they are all over the Skitarii and Cult Mechanicus books as infoslave and scryer skulls. Plus theres tons of models that have them in game but do not have rules to acoompany, like Scions and Guard Commanders

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-Imperial Guard Uplifting Primer 
   
Made in us
Rough Rider with Boomstick






 gummyofallbears wrote:
I think that Inquisition can benefit very easily from the best parts of the armies that are added.

I don't have the book yet, and I didn't know it was leaked, but dreadknights and kill teams seem amazing.

Also, there is still the Astra Telepathica, yeah? That's a gak ton of psychers available?


From some of the leaked pictures I've seen it looks like the Astra Telepathica will be essentially composed of the Imperial Guard's "Psykana Division" detachment. It's expensive, but useful.

It's really a shame with the Servo Skulls not being an official unit... I literally just built three of them for use on the tabletop.




Automatically Appended Next Post:
 slowclinic wrote:


On the plus side, I think some of the formations attend to the fluffier desires of some players, myself included. I haven't seen anything beyond the book index and a rundown of what's in it, so I can't make a fully educated remark beyond that.


Yeah, this is one of the definite plus sides for me.

Also, I found this one the interwebs, a rough approximation of what's in the new codex:

https://www.frontlinegaming.org/2016/12/10/codex-imperial-agents-review/

This message was edited 1 time. Last update was at 2016/12/13 02:02:28


You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in us
Longtime Dakkanaut




Wichita, KS

I just finished painting my 6 Inquisition Psychers. It's a real bummer to me that this book changed the makeup of the henchmen squad to make it less flexible. Sisters and Inquistion got the Tyranid / Ork / Dark Eldar treatment it would seem.

I'm still interesting in finding a way to make use of my 3 Ordo Malleus inquisitors in Termie armor, my 6 Inquisition Chimeras, and my 20 or so Acolytes of various persuasion, and all of my other built but not painted inquisition stuff.

The original thought was to combo them with my Militarum Tempestus and run this:

Spoiler:
Militarum Tempestus CAD:
Scion Command Squad (4 Plasmaguns) in a Taurox Prime (Taurox Missile Launcher)

Scion Squad (2 Plasmaguns) in a Taurox Prime (Taurox Missile Launcher)
Scion Squad (2 Plasmaguns) in a Taurox Prime (Taurox Missile Launcher)
Scion Squad (2 Plasmaguns) in a Taurox Prime (Taurox Missile Launcher)


Inquistion Detachment #1
Coteaz
Ordo Malleus Inquisitor (3 Servo Skulls, Terminator Armor Psycannon)

2 Acolates w/ Melta Guns + psykers in a Chimera (2 Heavy bolters, Psybolt)
2 Acolates w/ Melta Guns + psykers in a Chimera (2 Heavy bolters, Psybolt)
2 Acolates w/ Melta Guns + psykers in a Chimera (2 Heavy bolters, Psybolt)

Inquistion Detachment #2
Ordo Malleus Inquisitor (3 Servo Skulls, Terminator Armor Psycannon)
Ordo Malleus Inquisitor (3 Servo Skulls, Terminator Armor Psycannon)

2 Acolates w/ Melta Guns + psykers in a Chimera (2 Heavy bolters, Psybolt)
2 Acolates w/ Melta Guns + psykers in a Chimera (2 Heavy bolters, Psybolt)
2 Acolates w/ Melta Guns + psykers in a Chimera (2 Heavy bolters, Psybolt)


Now that the psykers and servo skulls are gone, and it looks like I'm going to be capped to 1 Inquisitor per detachment, I'm thinking comboing with Militarum Tempestus might not be the best way to go.

Lots of MSU Psychic Shrieks is no longer something that Inquisition does well. What do they still do well? Deathstar up? Is there anything they gained?
   
Made in us
Preacher of the Emperor





Denver, CO, USA

It seems like some of the old combos may still work with new limitations as to how big you can go. An inquisitor could lead a unit of acolytes with plasma guns, a crusader, and a couple of jokaero in a tough little shooty unit. In a transport they could choose between plasma, melta, and flamers and scout with the liber which appears to have remained. The larger dca crusader combo is toast, though... I can't imagine that working on a small scale with just one of each. I can see the affiliated sisters squad being a source of cheap power armor and special weapons. Get a pile of melta shots between them and the acolytes, use the 3+ armor to tank shots, and hope for the old jokaero range enhancement.

I'm bummed about the skulls. I know they were being abused, but I used mine to guide units of seraphim down into perfect flamer range, with or without Celestine. The final motivation I needed to boost my White Scars into full production...

   
Made in us
Longtime Dakkanaut




Wichita, KS

It doesn't read to me that the Sisters / DW / GK join the same unit as the Acolytes, and the other Henchmen in that formation. Am I wrong?

As I see it, you get 3 units.
- Inquisitor
- Acolytes and other henchmen
- Sisters / DW / GK

This message was edited 1 time. Last update was at 2016/12/13 20:51:31


 
   
Made in ca
Regular Dakkanaut




 MacPhail wrote:
It seems like some of the old combos may still work with new limitations as to how big you can go. An inquisitor could lead a unit of acolytes with plasma guns, a crusader, and a couple of jokaero in a tough little shooty unit. In a transport they could choose between plasma, melta, and flamers and scout with the liber which appears to have remained. The larger dca crusader combo is toast, though... I can't imagine that working on a small scale with just one of each. I can see the affiliated sisters squad being a source of cheap power armor and special weapons. Get a pile of melta shots between them and the acolytes, use the 3+ armor to tank shots, and hope for the old jokaero range enhancement.

I'm bummed about the skulls. I know they were being abused, but I used mine to guide units of seraphim down into perfect flamer range, with or without Celestine. The final motivation I needed to boost my White Scars into full production...


The DCA / Crusader combo is still there, in fact you can have up to 10 of each in one unit if you really wanted, which is more than you could do before.
   
Made in us
Preacher of the Emperor





Denver, CO, USA

tag8833 wrote:
It doesn't read to me that the Sisters / DW / GK join the same unit as the Acolytes, and the other Henchmen in that formation. Am I wrong?

As I see it, you get 3 units.
- Inquisitor
- Acolytes and other henchmen
- Sisters / DW / GK


As I reread it, I think the inquisitor, acolytes, and assorted henchmen are a single unit, and the requisitioned chambers militant squad another within the formation.

Also, my reading is that you can have multiple daemonhosts and jokaero, but just one of each other henchman type, although there's a healthy discussion about that in the rumors thread. I don't know how the sisters list handles dca and crusader combos... Haven't seen those pages yet.

   
Made in jp
Regular Dakkanaut





Solomon Lok has the last servo skull!
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

peirceg wrote:
Solomon Lok has the last servo skull!
For now. But when he forgets it on the battlefield, he is going to be pissed as hell when he finds out that the rest of the Inquisition pawned the entire supply of servo skulls to pay for hookers and blow.

This message was edited 1 time. Last update was at 2016/12/14 07:36:28


5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

If you are taking coteaz, you could always take either three minimum acolytes or three daemonhosts for some cheap obscene to hide out of line of sight.

I mean, coteaz + 3 Daemonhosts is 130, which isn't bad considering coteaz is already underpriced for what he provides.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Sword-Wielding Bloodletter of Khorne





I'm confused about the detachment and unit stuff.... let me see if I understand correctly..

- You cannot take more than 1 inquisitorial warband per detachment
- Jokero, death cult assassins, crusaders, etc, are all their own units. Meaning the only way to include them in a single unit as before would be use the warband, which you only get one of.

Why would they do this? Aren't jokero meant to upgrade units, not just be a unit on their own? And what about the warband? Why destroy the ability to create a full army of various hybrid units that are servants of the inquisitor?

I guess you can, but you need to take, like 6 detachments. Not possible for events with set rules. Great.
   
Made in ca
Been Around the Block




New Deathwatch player here, losing the Servo Skulls probably takes away the biggest benefit for DW of taking an Inquisitor, no?

Are they even worth considering now?
   
Made in us
Rough Rider with Boomstick






Found this info on the main Codex: Imperial Agents thread:

Spoiler:
 GoonBandito wrote:
Codex in hand, ask away. Things I can quickly confirm:

Canonness Veridyan has a dataslate with rules. She gives out a Precision Shot/Precision Strike bubble to Adepta Sororitas units within 12". Otherwise same as a regular Canoness, but comes with a Power Sword, and she costs 85pts. My first thought - sit her near a unit of Retributors for pseudo-Snipers (ie Rending Heavy Bolters with Precision Shots). Incidentally, the cast on my model looks good - only a very minor bubble on the back of the cloak where you'll never see it. It's also got a 2016 copyright for those interested.

All the armies in the book are their own Factions, with all the implications that carries. The Valkyrie in particular is listed as-is from the Astra Militarum codex (with Faction: Aeronautica Imperialis instead). BUT, Acolytes *can* take a Valkyrie as a Dedicated Transport (as well as Battle Sister Rhinos and Grey Knight Land Raiders). Games Workshop just borked their own FAQ as far as I can tell :s

The Canoness still has the Eviscerator and Inferno Pistols as a wargear option on her dataslate for those who were worried.

The Exorcist Missile Launcher is specifically ruled as a Turret Mounted weapon with 360-degree arc of sight.

Condemnor Boltguns and Immolators have the modified FAQ rulings (ie Condemnor Boltguns only need to hit a unit with a Psyker in it to cause Perils, and Immolators have a Fire Point).

Warlord Traits/Relics are unchanged for both Sororitas and Inquisition

Grey Knights Formation (Demonhunter Strike Force) is 1 Troop, 1 Fast Attack, 1 optional Heavy Support and all units can start making Deep Strike reserve rolls from turn 1 as well as Running and Shooting the turn they Deep Strike. Basically its a slightly different Nemesis Strike Force

Acolytes are 3-9 Acolytes with same statline and upgrade options as before (though Carapace and Power Armour got cut in cost by half). Additionally, any Acolyte can be upgraded to a Mystic with the same No Deep Strike Scatter rule as before. The unit can take Chimeras, Soroitas Rhinos, Land Raiders of all 3 types and Valkyries as Dedicated Transports.

Demonhosts are a unit of 1 - and now have the actual Demon rule too! - but are otherwise unchanged.

Jokearo are a unit of 1, and are unchanged.

Psychotroke and Rad Grenades are unchanged.

Edit: Here are some PICTURES

Edit2: So after looking through the Adepta Sororitas and Inquisition lists, here are the changes I can see from the e-dexs. If I didn't mention it, it didn't change as far as I can see.


Adepta Sororitas:

St Celestine removed

Ecclesiarchy Battle Conclave removed (ie the mixed Arco-flagellent/Crusader/Death Cult Assassin unit)

Sororitas Command Squad moved to the Elites section


New unit: Arco-flagellants (Elite). 3 Arco-Flagellants for 30pts, can buy up to 7 more. Rhino or Immolator as DT.

New unit: Crusaders (Elite). 2 Crusaders for 30pts, can buy up to 8 more. Rhino or Immolator as DT

New unit: Death Cult Assassins (Elite). 2 DCA's for 30pts, can buy up to 8 more. Rhino or immolator.


New detachment: Ministorum Delegation. 1 HQ (must be a Ministorum Priest) and 1 optional Elite, all units in the detachment gain Shield of Faith.

New detachment: Vestal Task Force. 1 HQ, 2 Troops, 1 Elite, optional 1 HQ, 4 Troops, 2 Elites, 3 Fast Attack, 3 Heavy Support. Once per game all units can re-roll saving throws of 1 until the end of the turn. Warlord can re-roll Walord Trait if Primary Detachment.

New formation: Ecclisarchy Battle Conclave. 1 Ministorum Priest or Uriah Jacobus. 3-10 units in any combination of Arco-flagellants, Crusaders or Death Cult Assassins. All models in the Formation form a single unit, and all models get the Shield of Faith rule.


Immolator: Gained a Fire Point on the top hatch (as per the draft FAQ).

Condemnor Boltgun: Only requires you to hit an enemy unit with a Psyker to cause Perils, rather than having to cause an Unsaved Wound (as per the draft FAQ)

Acts of Faith: They all now last until the End of the Turn, rather than the End of the Phase. This means some slight buffs, eg Battle Sister Squads can now carry their Preferred Enemy Act of Faith from the Shooting Phase into the Assault Phase of the same turn.

Exorcist: Exorcist Missile Launcher clarified to be a turret mounted weapon with a 360-degree arc of sight.


New Tactical Objectives:

* Slay the Heretic: Score 1 VP at the end of your turn if you killed any enemy characters during the turn

* Armour of Contempt: The next time one of your Adepta Sororitas makes a successful Shield of Faith save or Deny the Witch roll, immediately score 1 VP.

* Reclaim Lost Relic: Roll a D6 - Score 1 VP at the end of your turn if you control the objective that corresponds to the D6 result.

* Trust in the Emperor: Score 1 VP at the end of your turn if a unit with the Act of Faith rule destroys an enemy unit. If the unit was under the effects of an Act of Faith, score D3 VPs instead.

* The Blood of Martyrs: Next time one of your Adepta Sororitas characters is slain, score 1 VP. If the model as the Martyrdom rule, score D3 VPs instead.

* A Leap of Faith: Score 1 VP at the end of your turn if you pass at least 1 Act of Faith test during the turn. If you pass 3, score D3 VPs instead. If you pass 6 or more, score D3+3 VPs instead.


Inquisition:

Inquisitors - lost the cheaper power weapon, power fist and plasma pistol options which are now standard price (with the exception of the Ordo Xenos Inquisitor, who can still take 10pt Power Swords but still can't take Power Fists or other Power Weapons).

Inquisitors - Power Armour upgrade reduced to 3pts from 8pts

Inquisitors - lost Servo Skulls

Inquisitors - can now only take the Inquisitorial Relic associated with their Ordos.

Inquisitors - Psyk-Out grenade rules changed to match the updated Grey Knight rules

Ordo Malleus Inquisitors - Can generate from Demonology (Malefic). Does not extend to Coteaz.... (heresy).

Inquisitor Coteaz - Gained the Lord of Formosa special rule. All units in the same detachment as Coteaz are Objective Secured.


Dedicated Transports - Lost Razorbacks and Rhinos, but gained Sororitas Rhinos. Chimeras are still only 55pts, but lost the 5 Fire Points (now work the same as Codex: Astra Militarum ie 2 Fire Points and the Lasgun Arrays rule). Lost the ability to give Inquisitorial Vehicle Upgrades to anything but the Chimera - this means no more Psybolt Land Raider Crusaders. This is because Land Raiders, Sororitas Rhinos and Valkyries come from the Grey Knight, Adepta Sororitas and Aeronautica Imperalis lists respectively, and can only take the Vehicle Upgrades listed in those sections.


Inquisitorial Henchman Warband unit removed.


Psykers Removed (ie no longer an option as a Henchman. Effectively moved to the Adepta Astra Telepathica section, where you can grab Primaris Psykers, Astropaths and Wyrdvane Psykers). Astropaths btw are 25pts for ML1 (Divination and Telepathy), same statline as the Astra Militarum Regimental Advisor. However you can upgrade this one to ML2 for 25pts, give him a Refractor Field for 10pts and also gets a rule where if he manifests a Psychic Power you can re-roll Reserve Rolls in your next turn. Basically a mini Primaris Psyker


Servitors Removed (moved to the Cult Mechanicus section of the book. Plasma Cannon option increased to 15pts from 10pts)


New Unit: Acolytes (Elite). 3 Acolytes for 12pts and can buy up to 9 more for 4pts/model. Same statline and wargear options as previous codex, however the cost of Carapace/Power armour upgrades are cut in half (2 and 5pts respectively). Any Acolyte can be upgraded to a Mystic for 6pts, and gain the same Psychic Beacon rule. Can take Chimeras, Sororitas Rhinos, all 3 Land Raider types or Valkyries as transports.


New Unit: Demonhost (Elite). 1 Demonhost for 10pts. Gains the Demon rule, otherwise identical to previous codex.


New Unit: Jokaero Weaponsmith (Elite). 1 Jokareo Weaponsmith for 35pts. Identical to previous codex.


New Unit: Chimera (Heavy Support). Also lost the 5 fire points, and now works the same as the Astra Militarum one.


New Detachment: Inquisitorial Representative. 1 HQ, optional 3 Elites. One Inquisitor from the formation (including Unique models) can generate a Warlord Trait even if they are not the Warlord.


New Formation: Inquisitorial Henchman Warband. 1 Inquisitor (including Unique models), 1 Unit of Acolytes, 0-1 Ministorum Priests, 0-1 Crusaders, 0-6 Demonhosts, 0-1 Arco-flagellents, 0-1 Death Cult Assassins, 0-1 Tech-Priest Enginseer, 0-6 Jokearo Weaponsmiths, 0-1 Astropaths. All units except the Inquisitor must form a single Unit. Inquisitor can generate a Warlord Trait even if they are not the Warlord. Can include either a Battle Sister Squad, Grey Knight Terminator Squad or Deathwatch Veteran squad in the formation as per your Inquisitors Ordo.


One thing I noticed was that the Acolyte Carapace Armor cost has been cut in half, this might just make properly equipped "Inquisition Storm Troopers" viable. As it currently stands (if I remember correctly, it's been a little while), an Inquisition Storm Trooper with Carapace and Hotshot Lasgun costs 12 points, only two points less than a Scion but without the advantages of BS 4 and deepstrike. The cheaper Acolyte body armor will bring the cost down to around 10 points a model, which is actually very appealing. Finally, I can field proper Inquisitional Storm Troopers!

(Aight I'll admit, still expensive, but definitely more viable for casual games.)


You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in gb
Missionary On A Mission






 Cothonian wrote:
One thing I noticed was that the Acolyte Carapace Armor cost has been cut in half, this might just make properly equipped "Inquisition Storm Troopers" viable. As it currently stands (if I remember correctly, it's been a little while), an Inquisition Storm Trooper with Carapace and Hotshot Lasgun costs 12 points, only two points less than a Scion but without the advantages of BS 4 and deepstrike. The cheaper Acolyte body armor will bring the cost down to around 10 points a model, which is actually very appealing. Finally, I can field proper Inquisitional Storm Troopers!

(Aight I'll admit, still expensive, but definitely more viable for casual games.)



The old ISTs came with Hellguns, which were just AP5 lasguns, not Hot Shot Lasguns, and the only time you saw them was as min squad Troops choices or Plasma-carriers. If you want to recreate them, I reckon Carapace Armour, three Plasma Guns, two Boltguns and a transport would be the way to go.

- - - - - - -
   
Made in us
Ragin' Ork Dreadnought




Okay, probably-not-competetive-but-still-fun-tactic:
The Mace of Valaan is normally a pretty specialized tool. It gives a Master-Crafter Power Maul, which is kinda meh, but when you're within 6" of a model with the Daemon Special Rule you get Fleshbane and Armorbane. So, it's usually just good if you're facing Daemons.
HOWEVER...
Daemonhosts now have the Daemon Special Rule.
See where I'm going with this?
Take a single priest. Attach him to a unit of Daemonhosts, or an Inquisitorial Conclave that includes a Daemonhost, whichever you prefer. Run around, laughing.



Also, speaking of fighting Daemons, does the -1 invuln Warlord Trait for Inquisition stack? Because taking four or five Malleus inquisitors in order to get that Warlord Trait is not a bad idea at all if you know what army you're going to be facing.
   
Made in us
Badass "Sister Sin"






Camas, WA

Heh. That's amusing.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 slowclinic wrote:
Losing Servo Skulls was a big hit, at a lot of people would bring in an cheap Inquisitor for the option of taking three skulls. The loss does remove the ability to lay down an immediate counter for a few oppositions, but it's not the end of the world. As a Guard player, I still intend on using Coteaz as a counter for deep striking units targeting my artillery and tank rears.

On the plus side, I think some of the formations attend to the fluffier desires of some players, myself included. I haven't seen anything beyond the book index and a rundown of what's in it, so I can't make a fully educated remark beyond that.


Yeah that's unfortunate but does this actually replace the Codex: Inquisition? My understanding, LIKE with the Orks, is that you can use the Thrakka codex just fine along with the newer stuff. So I havent seen it yet but... i definitely used the Servo Skulls thing at the BAO.

Also, unrelated: This would mean Kroot now have a place in my force again. An inexpensive Infiltrating unit is very useful for holding back the White Scars battle companies of the world, although not AS well as the Servo Skulls did. It still is something to consider now. The other alternative is Stealthsuits which are more expensive, and less numerous but ultimately make up for it in raw killing power and 2+ saves in cover. So there is something to be said for that solution as well, though bad luck goes a lot further unfortunately when it comes to Stealthsuits. Anywho, fun to think about.


Automatically Appended Next Post:
Waaaghpower wrote:
Okay, probably-not-competetive-but-still-fun-tactic:
The Mace of Valaan is normally a pretty specialized tool. It gives a Master-Crafter Power Maul, which is kinda meh, but when you're within 6" of a model with the Daemon Special Rule you get Fleshbane and Armorbane. So, it's usually just good if you're facing Daemons.
HOWEVER...
Daemonhosts now have the Daemon Special Rule.
See where I'm going with this?
Take a single priest. Attach him to a unit of Daemonhosts, or an Inquisitorial Conclave that includes a Daemonhost, whichever you prefer. Run around, laughing.



Also, speaking of fighting Daemons, does the -1 invuln Warlord Trait for Inquisition stack? Because taking four or five Malleus inquisitors in order to get that Warlord Trait is not a bad idea at all if you know what army you're going to be facing.

that is a thinking mans comment right there.

This message was edited 2 times. Last update was at 2016/12/14 20:41:14


Hold out bait to entice the enemy. Feign disorder, and then crush him.
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Made in gb
Missionary On A Mission






Waaaghpower wrote:
Take a single priest. Attach him to a unit of Daemonhosts, or an Inquisitorial Conclave that includes a Daemonhost, whichever you prefer. Run around, laughing.


The Daemon Priest of Fleet Street. I like it. I dunno if it'd be any good, but I would like to see someone deploy it on the table.

The Mace is AP4, isn't it? You could kill a Hive Tyrant or a Patriarch with this unit. That would be funny.

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 BBAP wrote:
Waaaghpower wrote:
Take a single priest. Attach him to a unit of Daemonhosts, or an Inquisitorial Conclave that includes a Daemonhost, whichever you prefer. Run around, laughing.


The Daemon Priest of Fleet Street. I like it. I dunno if it'd be any good, but I would like to see someone deploy it on the table.

The Mace is AP4, isn't it? You could kill a Hive Tyrant or a Patriarch with this unit. That would be funny.

AP4, but he can use a War Hymn to get Smash.
   
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Wichita, KS

Waaaghpower wrote:
Okay, probably-not-competetive-but-still-fun-tactic:
The Mace of Valaan is normally a pretty specialized tool. It gives a Master-Crafter Power Maul, which is kinda meh, but when you're within 6" of a model with the Daemon Special Rule you get Fleshbane and Armorbane. So, it's usually just good if you're facing Daemons.
HOWEVER...
Daemonhosts now have the Daemon Special Rule.
See where I'm going with this?
Take a single priest. Attach him to a unit of Daemonhosts, or an Inquisitorial Conclave that includes a Daemonhost, whichever you prefer. Run around, laughing.

I like where you are coming from with this idea. Definitely worth trying it. You can always use your war hymn for smash to make it an AP2 fleshbane power maul.

Waaaghpower wrote:
Also, speaking of fighting Daemons, does the -1 invuln Warlord Trait for Inquisition stack? Because taking four or five Malleus inquisitors in order to get that Warlord Trait is not a bad idea at all if you know what army you're going to be facing.

Since we've all just been through the infernal tetrad release where this argument came up a bunch, I think the majority came down on the side of Warlord traits not stacking like that, though there is some disagreement.

The spamming warlord traits thing is quite interesting. I want to see what trait options there are in the new book. Hoping for something new.

   
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Sunshine Coast

SpacePuppy wrote:
New Deathwatch player here, losing the Servo Skulls probably takes away the biggest benefit for DW of taking an Inquisitor, no?

Are they even worth considering now?


Losing the servo skulls has helped you because now your opponet won't be able to use them against you.

Your DW dhould be Alpha Striking ASAP.
   
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Missionary On A Mission






Waaaghpower wrote:
AP4, but he can use a War Hymn to get Smash.


So Fleshbane, Armourbane and Smash, and you only need one Daemonhost to power the Mace. I can't remember how the new Inquisitorial Warbands work now - is there a way to get Storm Shields in there, plus another IC to accept Challenges so the Priest doesn't have to? If so you have yourself a delivery system for the Demon Priest.

Seems like a trick that would work the first time and then never again, but the idea of a cubby, baldy little Priest smacking a Thunderwolf around with his Mace is pretty funny.

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Made in us
Ragin' Ork Dreadnought




 BBAP wrote:
Waaaghpower wrote:
AP4, but he can use a War Hymn to get Smash.


So Fleshbane, Armourbane and Smash, and you only need one Daemonhost to power the Mace. I can't remember how the new Inquisitorial Warbands work now - is there a way to get Storm Shields in there, plus another IC to accept Challenges so the Priest doesn't have to? If so you have yourself a delivery system for the Demon Priest.

Seems like a trick that would work the first time and then never again, but the idea of a cubby, baldy little Priest smacking a Thunderwolf around with his Mace is pretty funny.

The inquisitorial warband can take a single Storm Shield, but no more. Kinda sucks, but oh well. (You can also have twelve Acolytes as bodyshields, an Assassin, etc.)
   
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I'm liking this mace + daemonhost tactic more than I should

Seems trollish beyond belief, I love it!

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