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GK left out again.


Uncle Mel

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If GW wanted to drop the inquisition, they would come out and just do it, no mystery, no secrecy. It would be a squat style purgation: eg, erased from background, deny that they ever existed, discontinue all models and rules.

 

I believe that they are to be redone, and very, very soon, as my local GW recently had a party, in which the boss of the entire eastern half of Canada attended. During the party he said he would be taking questions about upcoming releases and rumors. And i asked if the inquisition are going to get updated soon.

 

he said this: "Well, lets just say this: what you read on the forums and on the rumor sites, it's true"

he said this: "Well, lets just say this: what you read on the forums and on the rumor sites, it's true"

Which doesn't really answer the questions at all, as I've heard that they won't be updated for around half a dozen years for example, and both heard of a potential trainwreck/combined codex (from completely unsubstantiated sources that have no confirmed proof mind you) and a more intelligently done separated codex (from various veteran and generally more reliable members of the BnC forum, all of which are consistent).

There at least one very obvious merit to a combined codex: variety! I like how you can build lots a very very different armies with the Sm codex: biker army, drop-pod army, sternguard army, etc (although they are not all effective). I'd be so very sad not to able to play my Sisters with some PE back-up, and inquisitor with GKs or GKs with some sisters... And if only it got rid of the Allies systems. As much as I like that (more variety!!!), many players (mainly opponents) find if complicated and frustrating. The allies systems also complicated things a bit because GW (technically) should take this into account when redoing all concerned codexes. Otherwise, they get those SoB w/Vulkan problems, or worst, the "ally-leman-russ" dilemma...

 

But then again, we'll have to disagree until the next codex(es) is/are out :)

 

Phil

Meh, we don't have enough units for C:=][=, only Inquisitors, IST and Assassins (if you count them as Inq), oh and Daemonhosts.... Don't forget that Arcos and PEs are more SoB units then =][=.

 

I'm still opting for:

1. Standalone C:SoB

2. Standalone C:GK

3. Standalone C:DW

4. WD update with Inquisitors and Assassins usable in all Imperium armies.

 

I know it's hard to do, GK and DW should have more units then they currently have, and at the same time they should be much different than normal SM, so just adding jumppacks, bikes, tanks and all that stuff won't do the work....

We need to belive in devs. :P

The Inquisition simply can't support a standalone army, mostly because (as the ally/induction rules demonstrate) Inquisitors don't have their own armies full of unique units, they just take command of existing armies. The simplest solution would be to just have Inquisitors as a special HQ any Imperium army can take, with Assassins and Daemonhosts as Elite choices (ISTs can just be moddeled with IG Stormtroopers). Granted it's not as delightfully complex as you could make it (see the Inquisition Project) but it is nice and simple.
Meh, we don't have enough units for C:=][=, only Inquisitors, IST and Assassins (if you count them as Inq), oh and Daemonhosts.... Don't forget that Arcos and PEs are more SoB units then =][=.

 

I'm still opting for:

1. Standalone C:SoB

2. Standalone C:GK

3. Standalone C:DW

4. WD update with Inquisitors and Assassins usable in all Imperium armies.

 

I know it's hard to do, GK and DW should have more units then they currently have, and at the same time they should be much different than normal SM, so just adding jumppacks, bikes, tanks and all that stuff won't do the work....

We need to belive in devs. :D

SoB, GK & DW (poor DW, no Xenos Hunter love) were always too small and niche to exist in their own codices. Personally I still think the shift to include Inquisitors with them was correct and boosted their popularity far more than if they were left to fend on their own. Both GK and SoB got new toys, are automatically boosted a little when new SM / IG codices come out and can be played stand-alone or as a full inquisitorial force (which utterly fits into their fluff).

 

But then, I have no issue with an older Codex over a newer rushed one.

There at least one very obvious merit to a combined codex: variety!
Which, again, is not a merit to someone who doesn't like the Inquisition as an army to begin with and isn't interested in the Deathwatch (Marines with a xeno-colored chip on their shoulder) or the Grey Knights (even if theyr'e probably the most interesting of Marines, they're still Marines). I'd sooner have an intelligently designed codex for the Sisters than a crappilly designed amalgam codex-- and yes, it will inevitably be crappy in my eyes, because I know that if they do it in a combined codex GW isn't going to do each individual faction in the codex the justice they deserve.

Sisters have, counting the Ecclesiarchy odd-balls, Arcos, P-Engines n' Priests, three/four more units in their current WH codex then Necrons in their own Codex.

Sisters were given a codex before Necrons, Dark Eldar and Tau even existed.

Sisters had One 'HQ' choice and one 'Troop' choice dropped from the transit of 2nd to 3rd edition.

Zealots are an official (If WD only) option for Sister Armies.

Inquisitorial units account for six choices in the codex of which one of them, Cult Assassins, are perfectly fluffy in a Ecclesiarchy army.

Sisters had, if many a random musing is to be believed, a few/several new units that were trialled during play-testing but were ultimately dropped from the WH codex.

If 2nd ed units were reinstated, Zealots installed and all =][= units (Sans death-cult) were removed from the codex we would have;

6 HQ (Two flavoured Canonesses, Three flavoured Church madmen, Priests)

4 Elites (Celes, Repent, Arcos & DCult)

3 troops (Sisters and two flavours of rowdy rubble)

2 Fast Attack (Seraph and Dominos)

3 Heavy Support (Retru, P-Engines and Exorcist)

 

I'm sorry; people keep saying they don't have enough units to forge their own codex?

 

And really, Codex =][=with-sisters-added didn't really do a good job in advertising the Sisters. Their rules were basically cut and paste from the WD article. Any unit that wasn't c&p were and still are utter crap and amazingly over-costed for what they do. There was no advertising, WD included, that the Sisters had received a new codex and where are the new minis? We still use girls first crafted back in 1997/8 with no plastic options (isn't that mostly why people look forward to new dexes?)

SoB, GK & DW (poor DW, no Xenos Hunter love) were always too small and niche to exist in their own codices. Personally I still think the shift to include Inquisitors with them was correct and boosted their popularity far more than if they were left to fend on their own. Both GK and SoB got new toys, are automatically boosted a little when new SM / IG codices come out and can be played stand-alone or as a full inquisitorial force (which utterly fits into their fluff).

 

But then, I have no issue with an older Codex over a newer rushed one.

 

I still firmly bleive that the GK should have been included like the LotD in the new SM codex.

 

The SoB could quite easily have thier own Codex.

 

The DW should have been a special PDF, allowing you to build Kill Teams from cherry picking individual Minis from *any* Marine Dex.

... Sisters were given a codex before Necrons, ... even existed. ...
While I generally agree with you, I'm going to have to disagree with this. I'm fairly sure the Dwarf article detailing the necorns predated the second ed SoB 'dex. Nearly everything does, darned thing was legal for what, less than six months? Then there's the 'Chaos Androids' in Space Crusade, that look suspiciously necron like.

 

I still firmly bleive that the GK should have been included like the LotD in the new SM codex.
Oh, good form, good form. Deliciously simple, bring the Grey Knights back to their Rogue Trader roots where they're pretty much an ordinary Marine chapter with mysterious origins and a funky first company. How delightful, maybe it could have been as simple as another line of weapon options for characters and the ability to upgrade tactical Terminators with Nemisis weapons. Distribute the freakier elements 'twixt the Sisters and the Guard, and the whole book could have been dispensed with.

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