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Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I recently purchased the Imperial Agents codex, and there's a lot of interesting stuff in that book. One thing that jumped out at me was the Imperial Navy detachment that lets you bring a Valkyrie and an optional Officer of the Fleet. The Officer lets you manipulate reserves (albeit not too reliably) for just 20 points, and the Valkyrie...well, let's just say I'm not sure how to use one. Seems like the detachment is cheap enough, although I would think it's worth it to upgrade the Valk to give it some more punch. What upgrades are good on a Valk, and is the detachment even worth considering really? I really like the model, and I could probably come up with a good fleet officer easily enough from just about any model range.

This message was edited 1 time. Last update was at 2017/01/15 23:40:16


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Made in nl
Regular Dakkanaut





Sure it is cheap, but the Valkyrie is meant as a transport vehicle. Lacking that in the Imperial Agents Codex (because of FAQ) makes the detachment quite less useful.
But I personally think that the model is great too so I would not mind playing the detachment in a few fun games. But in a more competitive environment you might want to leave this one behind.
If you really would like to field one or more of these, you might want to check out the Militarum Tempestus for some easy access.
Or maybe a bit more in line with the C:IA take a inquisitor with some acolytes and put them in one of these. The inquisitor is rule wise a steal and some cheap meltagun acolytes are great to grav-chute into melta range of one of your opponents vehicles.
   
Made in us
Dakka Veteran





Correct me if in wrong. But if you attach the officer of the fleet to a unit, wouldn't that then allow that unit to deploy inside the valkyrie since the independent character confers its faction to the unit it joins?
But, that also then means you can't use his reserve manipulation since he's off the board.
Just another example of GW writing rules without knowing their own rules or playing the game.
   
Made in us
Ragin' Ork Dreadnought




Danny slag wrote:
Correct me if in wrong. But if you attach the officer of the fleet to a unit, wouldn't that then allow that unit to deploy inside the valkyrie since the independent character confers its faction to the unit it joins?
But, that also then means you can't use his reserve manipulation since he's off the board.
Just another example of GW writing rules without knowing their own rules or playing the game.

You cannot. No BB can deploy in each others transports. If you join a squad, they gain your faction, but you gain theirs too.

Yeah, it's dumb.

As for the detachment...
It's worth considering, but only in an Unbound game. 3 Officers of the Fleet taken solo gives you automatic reserves, but more importantly can deny eneny reserves on anything but a '6'.
   
Made in us
Sadistic Inquisitorial Excruciator





Actually the new FAQ fixed this: https://www.warhammer-community.com/2017/01/20/faqs-for-every-codex-live-now/

Page 46 – Faction and Allies
Add the following to the end of the first paragraph:
‘Transports from this Faction can transport Astra
Militarum, Militarum Tempestus and Inquisition units
as if they were all of the same Faction.’


This actually makes it the only way to deploy a unit of all three of those factions together in a transport.
   
Made in us
Ragin' Ork Dreadnought




With the new FAQ, it's potentially useful, but I still don't see it coming up all that much. Inquisition units *generally* aren't going to benefit from not coming in until turn 2 and not being able to do anything useful until turn 3-4.

In fact, that's true of most units! That's kind of my big problem with fliers as Transports - Because they can't even arrive until turn 2, and can't get the troops inside somewhere important to assault until turn 3 at the earliest, the game is usually decided by the time the Flier gets to where it needs to go. You can spend 80 points to start the Flier on the board turn 1, but that's a crazy high model tax for something that costs 150-200pts most of the time anyways.
   
Made in nl
Regular Dakkanaut





Waaaghpower wrote:
With the new FAQ, it's potentially useful, but I still don't see it coming up all that much. Inquisition units *generally* aren't going to benefit from not coming in until turn 2 and not being able to do anything useful until turn 3-4.

In fact, that's true of most units! That's kind of my big problem with fliers as Transports - Because they can't even arrive until turn 2, and can't get the troops inside somewhere important to assault until turn 3 at the earliest, the game is usually decided by the time the Flier gets to where it needs to go. You can spend 80 points to start the Flier on the board turn 1, but that's a crazy high model tax for something that costs 150-200pts most of the time anyways.


True, but if you do want to use flyers as transport within an imperial army. Then this is actually a great detachment as your flyer has a huge chance to come out of reserve on turn two. Further more, the valkeries have the Grav-Chute Insertion meaning that it does not matter how far the it moved passengers may still disembark deep-strike style. So you can pretty much disembark where ever you want as soon as the flier gets on the table. Lots of fun when used in combination with models that would normally take ages to get to the other side and normally do not have deep strike.
I might want to try this with a squad of 4 Ogryns. Seems like a lot of fun to do with them

Sure, this might never reach competitive lists, but it is still a lot of fun to do.
   
Made in ru
!!Goffik Rocker!!






Not worth it as a competitive unit. Can be used for fun - like anything else. Load it up with ratlings or something.
   
 
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