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Post by Jack Shrapnel on Nov 19, 2013 16:21:25 GMT -5
so guess what costs 34 points? An inquisitor and three servo skulls It can go in just about any list (other than orks, chaos, necrons and daemons that is) and suddenly add deep strike and scouting protection and all those other fun bonuses... for 34 points? my khorne hounds are sad puppies
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Post by voodoo on Nov 19, 2013 17:32:02 GMT -5
Yeah, there's combos coming out of that book that can have big impacts on gameplay.
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Post by Hizack on Nov 19, 2013 17:53:49 GMT -5
What's that? I get LD10 Stubborn Guardsmen blobs with Divination and a force weapon for 55 points? Mmmmm yummy.
Now hide a couple of power weapons in there and you've got a stew baby.
That and if you feel like it the Malleus inquistitor ruins Daemons in CC with that relic that -5 WS, Initiative and LD for any Daemon he's in a challenge with. Which costs the same as a flamer lol.
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Post by thesanityassassin on Nov 19, 2013 21:31:34 GMT -5
Well, my scouting army was the king shit for all of....those...3 times I played it that way.
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Post by Frosty the Pirate on Nov 20, 2013 12:17:35 GMT -5
*puts on flame-proof suit*
*inserts comment about how GW is secretly using supplements to balance the game by nerfing the powergamer builds*
*waits for fire to break out*
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Post by LizardTau on Nov 20, 2013 12:30:35 GMT -5
*starts singing "we didn't start the fire"
Sent from my GT-I9100M using proboards
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Post by fritzthedwarf on Nov 20, 2013 12:39:00 GMT -5
Brave man Frosty, and funny! Balance...GW...hahahahaha!!
I just have to wonder with the new nid dex coming out if the dex writer/team tried to make most nid units/deployments viable again (infiltrate, spore pods, etc), and have taken this inquisitor/servo skull thing into consideration or whether the dex will have been nerfed before it hits the stands? It would be just like GW (that's right - I don't trust GW in any way given their many shenanigans in the past/present). Or will nids have some way of ignoring/bypassing them in some fashion? Only a few more weeks to see if rumours are correct.
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Post by Jack Shrapnel on Nov 20, 2013 12:56:35 GMT -5
Well to be fair everything that's in the Inquisition codex was ALREADY in the grey knight codex under inquisitors, it was just copy pasted... so this option always existed, however the big thing about grey knights is they don't play well with others, while Inquisition can battle brother with quite a few imperial armies, and it doesn't use up your ally slot... so it's giving alot more armies access to these toys that didn't have them before... does it balance some things a bit? well yeah, two big army builds that I can think of off the top of my head - white scars and khorne dog rush... so yeah this will hurt that.
As far as I've heard infiltrate and pods will be as viable or more viable in the new nid dex, and although I don't really use it with nids myself, the option as far as I know is available and somewhat enhanced.
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Post by Hizack on Nov 20, 2013 19:24:55 GMT -5
Well, to be fair this supplement also allows you to do really cool things with your armies fluff wise. You get to make a really cool character who investigates the big bad things happening behind the scenes of 40K. They recruit help from an army or two and then do their investigation bit and near the end of the story have a big battle with the enemies who are always chaos or traitors/heretics or xenos!
Makes it super duper easy to create an interesting narrative for the battle and your army that you'd find in any book that has the Inquisition in it.
Example; You make an Inquisitor and ally him in with an Ultramarines and Mortifactors army (or a DkoK army or Ig army as both were there as well), play against the Nids and you have a repeat of Tarsis Ultra from the Ultramarine book 'Warriors of Ultramar'.
Last thing to note that's important I think is the fact they can take Valkyries as dedicated transports. Is this a hint of things to come for the next IG codex maybe? It sure fits in awesomely with my army and I'm very very tempted to cut in my 2K list the missile launchers and slap in an Inquisitor with Div and FW for that 55 points.
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Post by thesanityassassin on Nov 20, 2013 20:44:42 GMT -5
*puts on flame-proof suit* *inserts comment about how GW is secretly using supplements to balance the game by nerfing the powergamer builds* *waits for fire to break out* I don't want to get to into much, but there are TONS of other things that are broken/powergamer builds that have been around MUCH longer. Some were made WORSE by Supplements, adding in an extra Riptide slot with scoring Crisis suits, or an extra Dragon slot and more cheap scoring cultists. I know this probably irks me more than most as it pretty much directly targets the army I play if that's the reason (an army I did NOT build to be competitive and was excited about being a viable tournament option), but it just.....argh. I know Scars will still do fine without the Khan/Scout thing, but giving more than half the armies in the game the ability to shut down my army for like 35 points in an effectively free slot just....kinda makes me shake my head.
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Post by Frosty the Pirate on Nov 21, 2013 9:55:18 GMT -5
I know this probably irks me more than most as it pretty much directly targets the army I play if that's the reason (an army I did NOT build to be competitive and was excited about being a viable tournament option), but it just.....argh. I know Scars will still do fine without the Khan/Scout thing, but giving more than half the armies in the game the ability to shut down my army for like 35 points in an effectively free slot just....kinda makes me shake my head. Just because it's available, doesn't mean everyone is going to take it. White Scars is literally the only chapter trait that gets used in the competitive tournament scene and they ALWAYS bring Khan so they can simply drive into your face and punish you with impunity T1 with a dozen grav guns and bolter spam. The exception is that Guard will almost always ally in an Inquisitor now because it's just one-trillion times better than a crappy commissar and they get scout/infiltrate defense (Guards biggest folly atm), which will put them back on level where they can actually be played as a primary detachment in a tournament. This book fixes 2 things: 1) Guard don't auto lose to White Scars 2) All other Chapter Tactics got stronger, because they can get Div without an allies slot or Tiggy. Don't get me wrong, it's a nerf to White Scars, but it needed to happen that the option is now availible, because instead of people saying "Your army is OP and <Imperial Dex Here> has no way to counter it", you get to say back "Well you didn't take scout/infiltrate defense from the Inqusition". TLDR: It's a Vanilla book internal balance fix combined with much needed Guard Buff.
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Post by Jack Shrapnel on Nov 21, 2013 12:45:09 GMT -5
Even though my smurfs can have Tigirius (which of course I'm using due to how good he is) I am actually tempted to make smurfette an inquisitor instead... the fluff of her just rolling in and bossing around all the other smurfs is just funny to me on a few levels... she'd still be able to get a level in divination, could stay on her termie base (because why not terminator armor) and use some skulls to guide in the drop shrooms... going to look at it, but I'm not sure it's worth giving up the awesomness that is tigirius... (rerolling reserves and psychic powers? yeah... hard to give that up)
and to the white scars nerf - well turn one having your entire army grav alpha striking people probably needed to get nerfed a bit now didn't it? You'll still be able to move your 12" and grav smack things that push up still, but won't just turn 1 destroy everyone... that was pretty crazy good right? Plus it now smacks around my dog rush list too... which probably needed to happen as well... so as much as I'm somewhat disappointed, I completely understand...
...and locally I doubt it will have much impact... this is to balance out all the OP cries from the competitive scene....
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Post by voodoo on Nov 21, 2013 13:19:32 GMT -5
Is the DS a blackout effect like that SW power? Or is it a 1st turn effect?
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Post by Admiral Agrippa on Nov 21, 2013 14:15:40 GMT -5
Even though my smurfs can have Tigirius (which of course I'm using due to how good he is) I am actually tempted to make smurfette an inquisitor instead... the fluff of her just rolling in and bossing around all the other smurfs is just funny to me on a few levels... she'd still be able to get a level in divination, could stay on her termie base (because why not terminator armor) and use some skulls to guide in the drop shrooms... going to look at it, but I'm not sure it's worth giving up the awesomness that is tigirius... (rerolling reserves and psychic powers? yeah... hard to give that up) Did you already use Brainy Smurf (wasn't he the bossy one) or perhaps Inquisitor Gargamel
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Post by redshirt2375 on Nov 21, 2013 15:29:12 GMT -5
Is the DS a blackout effect like that SW power? Or is it a 1st turn effect? If I remember them right (don't have my GK book here at work), the servoskulls, which can be placed anywhere on the table outside of I think 12" of an enemy unit, stop your opponent from Infiltrating and Scout Moving within 12" of a skull during deployment. They also cause any enemy unit DS within 12" to auto-mishap. They also allow any friendly units that DS withing 12" to only roll 1d6 scatter and the same applies to any friend weapons with blast that shoot at a target within 12". You can't shoot at the skulls I don't think, but they are removed once an enemy unit moves within 6" during their movement phase. Again could be off on a few of those since I don't have my book. So potentially they could be an all game effect, but not likely. I think the one game I ran them against Matt's old Word Bearer army they were all removed by the end of the game.
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