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Made in us
Frater Militia




Hello all.  I really enjoyed playing with the original Ordo Hereticus Strike Force that appered in Citadel Journal # 49.  I have decided to try my hand at creating a new Strike Force list that is more in keeping with the changes brought about by 4th edition.

I will be playtesting this list for the next several months to fine tune it before I submit it to the powers that be at GW.  Hopefully if all goes well this could lead to a new strike force list for 4th edition.  So without further preamble here is my Beta Strike Force list.  All feed back would be greatly appreciated.

Unless otherwise noted all units are exactly as detailed in Codex Witch Hunters.

* Sisters Of Battle Special Rules:  Unchanged from Codex Witch Hunters pg 18
   - Also may not include any allies.  When the strike force is dispatched there is rarely enough time to gather external supporting units.  This means no inducted guard as is allowed in Codex Witch Hunters
   - Drop Pods:  Any unit not equipped with jump packs may enter play via drop pods at a cost of 30 points per unit.  These drop pods follow the rules for drop pods as detailedin Codex Space Marines.
   - No unit equipped with jump packs may take a Banner of any sort nor may they take an Imagifier.  The requisite equipment is far to bulky to carry when hurtling through the air.
   -Any unit not equipped with Jump Packs must enter play via drop pod
   -Armory: Unchanged

Head Quarters:
-Cannones 45 pts. may purchase the Hit and Run skill per Seraphim rules for +10 pts

-Palantine 35 pts. may purchase the Hit and Run skill per Seraphim rules for +10 pts  +10 pts
  *The path to leadership in the Strike Force passes through all the ranks, culminating in promotion to the famed Seraphims.  It is only those, who distinguish themselves as the greatest of heroines, that become force leaders*

-Inquisitor Lord: retinue limited to max size of 9.  If retinue is chosen then must purchase a drop pod.  If no retinue is purchased must purchase a jump pack for cost listed in armory.


ELITES:

-Celestians: 
Weapons: Bolters.  May equip entire unit with Bolt Pistol and Close Combat Weapons for +1 pt per model. May equip entire unit with Jump Packs at +7 pts per model.  If equipped with jump packs may not select a heavy weapon.  1 in 3 Celestians may upgrade their standard weaponry to an Eviscerator for +15 pts.
   *In this version of the Strike Force the celestines are the hammers.  Essentially they will function as a heavy assualt unit*

-Inquisitor:  if accompanied by a retinue must enter play via drop pod.  If not not accompanied by a retinue must purchase a jump pack for cost listed in armory

TROOPS:
-Battle Sisters: 
Weapons: Bolters.  May equip entire unit with jump packs at a  cost of +5 pts per model.  If not equipped with jump packs the unit must enter play via drop pod and max unit size is limited to 10.  If equipped with a jump pack may not purchase a heavy weapon.


-Inquisitorial Storm Troopers: must enter play via drop pod. no other transport options may be chosen.

FAST ATTACK:
-Searphim:  no change needed.
   *If the Celetians are the hammer of the Strike Force then the Seraphim are the scalpel.  It is only after a Sister fully realises the strength of arm is she promoted from the Celestians to the Seraphim where she masters strength of mind as well*

HEAVY SUPPORT:
-Dominion Squad: 
Weapons: bolters.  May equip entire unit with jump packs at a cost of +5 points per model.  If not equiped with jump packs then must enter play via drop pod. No other transport options may be chosen
   *In the lighting quick style of attack employed by the strike force there is no place for slow moving vehicles.  Hence dominions with their fearsome weapon options take over that role.*

-Dominica Pattern Drop Pod:
   -100 points Front: 12 Side: 12 Rear: 12 BS: 2
   -Weapons:  5 x Twin Linked Heavy Bolters.  These may be upgraded to Multi Meltas for +30 pts.
   -The Dominca Pattern Drop Pod incorporates a machine spirit capable of targteting multiple units. Each weapon may fire at a seperate enemy target.  Up to 3 weapon may fire at the same enemy target.  Normal Line Of Sight rules apply.  The Dominca Pattern Drop Pod may fire the same turn it lands.

Well, there it is.  If you have made it this far in the post then my great thanks to you.  Now, loyal reader, allow me a few more minutes of your time to explain some of the points costs in this list. Please keep in mind this is the initial beta version of this lists and points cost can and most likely will change.

The first thing I am sure that will be commented on is the abundance of jump packs.  I envisioned this force as a lighting strike force.  Plummeting from orbiting ships in drop pods certainly fits that image.  However I also felt that there should be another option as well; enter jump packs.

 Jump packs have 2 roles in this list. First they provide a higher reward option in this mobility favored version, but also at a greater risk as the cost per model is increased substantially.  Also they reinforce the progression of a sister within the strike force. Given the Seraphims peerless combat skills I felt that this was the result of years of training in jump pack usage. Hence the basic sister now starts her journey to Canoness by first mastering her bolter and the jump pack.

Also the cost for jump packs may prove contentious.  Here I turned to Codex Space Marines for inspiration.  the basic marine pays 7 points to go from foot slogging bolter wielder to jump packing assualt marine.  So that was the model I applied to the celestines.  For all other units they merely gained the mobility of jump packs without the additional comabt prowess.
Also most importantly let us not forget that the jump pack is also not delivering a super human into the ranks of the enemy, merely a human wearing power armor.
 
Some may also question the equipment options of the Celestians.  In the standard Witch Hunters list the Celestians are a bit of an all 'rounder. In this list though there are already 2 units that fit this bill.  So in light of the removal of the assault based Arco-flagellants and Repentia enter the new hard hitting Celestians.  While I have changed things significantly in this list even I could not rationalise jump packing Arco-flagellants.

Any feedback will be greatly appreciated.  Thank you for your time.


 
   
Made in ca
Fresh-Faced New User




Vancouver

Interesting, its nice that you've taken the time to think up this concept. Very detailed and well balanced, does the dominica pattern drop pod replace the other drop pods taken? and also who would you be playing with this? friends i suppose, or would you be able to get it inspected and edited to be used in tourney play?? Otherwise great idea, would love to see an example of an army...

Hmm, whats this? a chaos dreadnought? oh and you didnt see my 3 wraithlords...oh thats just too bad... 
   
Made in us
Frater Militia




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Thanks for the feedback.  Hopefully it is balanced, but the first round of playtesting will determine to what extent.  The first wave of feedback so far has a good point about making the Eviscerators in the Celestians added to the list of special weapons they can take.  I think that is a good suggestion and would prevent any Celestians of choopy/shooty doom.

The Dominca Pattern Drop Pod is meant to be a single stand alone heavy support choice.  Not something  normal troops would be able to use.  I basically copied and pasted that from the Citadel Journal # 49.  Although i did modify the points cost and BS (Journal had it BS 4, machine spirit is only 2 as we know.)

As to who I will be play testing this with it will be a mix of friends and other 40k players i run into at my local game store.  Bear in mind though I will not be the only one using this list. I have an arrangement with some friends so far to play 2 game series. the first i use this list then for the 2nd game we switch armies and he plays the list.  No changes made to army lists whenwe switch.

As to getting this tournament inspected I have no idea yet.  Will hopefully get some good feedback as to what i need to do to have this considered from some of the Codex Witch Hunters playtesters that frequent another board i go to.


 
   
Made in ca
Dakka Veteran




The Hammer

Hmm. Why not give the ISTs the option of buying jump packs? and why not allow drop-podding penitent engines?

When soldiers think, it's called routing. 
   
Made in fi
Longtime Dakkanaut






Fun looking list.Considering what marines can do drop podding, I think this list is balanced and would offer a nice alternative for drop podding fans. Good luck Aegis, I hope you get it chapter approved



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Made in us
Dakka Veteran




Bloomington, Illinois - USA

I think instead of giving Sisters and Celestians the option of jump packs, you could more easily just make "seraphim" a Troop and/or elite choice.

This original Strike Force also allowe you to take multiple assassins

Hit and Run on CAnoness/Palatine is a little over the top, instead I suggest the option of "joining a unit prior to game for off table" units if deep-strike is being used.

No stormtroopers, let alone any in pods. Has to be all sisters.

And, as the original codex stated, even though the attack pod has 5 weapons, only 3 could ever draw LOS to an enemy. I think you should still us it this way. Three shots a turn at BS=2 isn't all that bad. And since they're on rotating columsn, the first two "weapon destroyed" results wouldn't matter.

Very nice call on allowing Celestians to be pistol/ccw equiped. Now, where would we get those models

I'd playtest it for you if my buddies allowed it. And I can be very persuasive.

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Made in us
Ultramarine Land Raider Pilot on Cruise Control






Plano, Texas

The only problem I can forsee with this list is the HUGE number of jump packs.
What if you made them more like the elysian packs?
Can only be used in deep striking, and then not used to jet around the field whilly nilly.

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