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Super-Heavy choices


Cpt_Reaper

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So I know that Inq forces get any Imp datasheets but do they get stuff like the Fellblade? Did the GKs have Fellblades back in the day? And if they do would an Inq Fellblade get special options?

Also, what else would an Inq force have available that others consider rare/special/non accessable?

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There are no Superheavies that are 'native' for the Inquisition sadly. I feel that this is becuae there is no love for the Forces of the Inquisition from GW, but its our cross to bear. :( My personal favorite to steal from the IG so to speak is the Stormlord. I love sticking 20 Sisters in it and use it as a fire base.

I dunno. For about the same price, you can land an Eldar Fast Skimmer Superheavy with two strength D AP2 5" bla.st templates with BS 4.

 

Sure it only has 3 structure points, and AV12, but it can move 12", shoot everything, and ignores your glances and pens on a 4+.

 

Or there's the single shot strength D 10" Ordinance shot at AP1. Almost guaranteed to blow multiple structure points off of a super heavy. It too can move 12" and has holofields too. Again, about the same price as a Stormlord.

 

Effing ridiculous Eldar...

We only have 1 dedicated Eldar player in my area, and he doesn't play Apoc, so I've never seen the Eldar stuff in action in Apoc. But that does sound nasty.

 

To put things in perspective, for the 10" template, one shot it can cover about 3% of an 8x4 table.

 

Any infantry, bikes, jump infantry, artillery, monstrous creatures, cavalry or beast model touched by it is removed from the table if it's wounded. No cover saves allowed. Oh, and it's pinning if you somehow survive.

 

Every regular vehicle touched by it takes a penetrating hit, rolling two dice, taking the highest, and adding one to determine effect.

 

Every super heavy vehicle touched by it rolls for damage with a +2 modifier to the roll (one for ordinance, one for AP1) , meaning a 50% chance of a structure point and a reroll.

 

Gargantuan creatures and multi-wound models immune to instant death take d3 wounds.

 

Being a fast skimmer superheavy, it generally needs 6's to hit in hand to hand combat. And like I said earlier, it has a cover save against glancing and penetrating hits on a 4+ because of it's holofields.

 

I'm pretty sure it ignores void shields too... I'd have to check.

So I know that Inq forces get any Imp datasheets but do they get stuff like the Fellblade? Did the GKs have Fellblades back in the day? And if they do would an Inq Fellblade get special options?

Also, what else would an Inq force have available that others consider rare/special/non accessable?

 

I don't think the grey knights would have fell blades as, as far as I know, fellblades were used by the legions around the horus heresy. The grey knights were created (or showed up) durin the age of aposticy (spelling?) They may have been gifted one from the legions so I guess you could use one or two but not huge amounts.

 

please correct me if I'm wrong

To answer the original poster... the Inquisition gets any Super-Heavy choices they want :devil:

 

Logistically, think of Inquisitors as a bunch of wandering Texas Rangers sorta.. only with the ability to comandeer ANYTHING in the Imperium (Space Marines and Adeptus Mechanicus is sort of a negotiation, but they usually work stuff out relatively peacefully).

 

What this means is any Imperial Guard, Space Marine, or general Imperium unit (Titans) could be found in an Inquisitorial force. Personally I grab a bit of everything in my Imperium collection for Apocalypse games. This includes an Inquisitor with Inquisitorial Stormtroopers, Assassins, Sisters of the Sacred Rose, Grey Knights, Blood Ravens, the Cadian 84th Regiment, and a scratch built Warhound Titan from Legio Metallica. It just depends on whatever I feel like that day.

 

What I would recommend is for Apocalypse scale conflict to use either the Ordos Militant, or to have either Imperial Guard forces or Space Marine forces allied to your Inquisition units. In truth, the majority of the field units would be Imperial Guard or Space Marine forces... the Inquisition isn't really set up for large scale battles. I would then use whatever Super Heavies matched the forces you are using.

 

In short though, have fun! You can even explain Eldar forces (Harlequins are known to work with the Ordo Malleus from time to time against Chaos stuff), or possibly Tau (Inquisitorial negotiations? A rogue Inquisitor working with the Tau?). Perhaps mercenary Orks are more your style (isn't there that one clan that is a mercenary group?). With the Inquisition, most anything is possible. To really go rogue, use an Inquisitor, Imperial Guard, and Chaos Marines/Chaos Daemons. This could represent an Inquisitor gone Radical, his acquired traitor forces, and his Chaos allies. Use Daemonhosts and call it a day ;)

I dunno. For about the same price, you can land an Eldar Fast Skimmer Superheavy with two strength D AP2 5" bla.st templates with BS 4.

 

Sure it only has 3 structure points, and AV12, but it can move 12", shoot everything, and ignores your glances and pens on a 4+.

 

Or there's the single shot strength D 10" Ordinance shot at AP1. Almost guaranteed to blow multiple structure points off of a super heavy. It too can move 12" and has holofields too. Again, about the same price as a Stormlord.

The Scorpion and Cobra, respectively, correct?

 

Whatever happened to the Type 1 models anyway? The smaller Cobra was always just fine to me.

I've witnessed the stormlord in action in about 1/2 a dozen Apoc games now. It is, bar none, the single best super-heavy out there. All it lacks is a STR D weapon. But other than that, it is 100% kick-ass.

 

I 100% agree, i still find it funny that when they were not yet released and the rules were available, a lot of people said it was the worst choice of the kit!

 

Mel

isn't there that one clan that is a mercenary group

 

Yes there is. They are called the blood axes and they hire themselves out to imperial guard regiments as mercenaries. I think they get paid in the traditional currency of orks. Teeth :) I'm sure if there were any chaos marines they would be very eager (marine teeth are the equivilent of the 100$ bill) Awseome background

To answer the original poster... the Inquisition gets any Super-Heavy choices they want :devil:

 

Logistically, think of Inquisitors as a bunch of wandering Texas Rangers sorta.. only with the ability to comandeer ANYTHING in the Imperium (Space Marines and Adeptus Mechanicus is sort of a negotiation, but they usually work stuff out relatively peacefully).

 

To the Original Poster,

 

Don't limit your thinking to items you can put on the table.

Nicole might not have emphasised the ANYTHING enough.

 

Sure Space Marine Commanders bring Thunder Hawks.

And Imperial Guard Commanders bring Baneblades and Titans.

 

But Inquisitors can bring small and not so small Gothic Ships.

 

Just try a dozen lance strikes, or two dozen lance strikes, and just watch the carnage.

If you place them all on the head of a pin, you will still contest two square feet of table for the entire game.

If you take the asset that lets you bring your reserves on turn one... Look at how nicely packed will they be in their deployment zone. :(

According to its own rules, once it starts it can not be stopped, not even by the defense laser.

Every regular vehicle touched by it takes a penetrating hit, rolling two dice, taking the highest, and adding one to determine effect.

 

Every super heavy vehicle touched by it rolls for damage with a +2 modifier to the roll (one for ordinance, one for AP1) , meaning a 50% chance of a structure point and a reroll.

 

Not sure that is correct about the super heavy damage.

The super heavies use the super heavy damage table from the apoc book.

That modifier chart only gives a +1 for D weapons not for AP1.

Every regular vehicle touched by it takes a penetrating hit, rolling two dice, taking the highest, and adding one to determine effect.

 

Every super heavy vehicle touched by it rolls for damage with a +2 modifier to the roll (one for ordinance, one for AP1) , meaning a 50% chance of a structure point and a reroll.

 

Gargantuan creatures and multi-wound models immune to instant death take d3 wounds.

Not sure that is correct about the super heavy damage.

The super heavies use the super heavy damage table from the apoc book.

That modifier chart only gives a +1 for D weapons not for AP1.

Sounds like the Eldar Cobra from p.56 of the Imperial Armour: Apocalypse book.

It is a D class weapon - so follows all the rules on p.96 of the Apoc book - which is auto pen and+1 to the damage table.

It is a G weapon - barrage, so is pinning.

It does ignore fields and shields.

It is not AP1. And I can't think of a single D weapon that is.

It does not get to choose the best of two dice on the damage table. Again, what weapon does?

Ordnance no longer has any damage effects (the special table was from v4 of the rules. Nothing damage wise in v5. Sure, it would get extra dice for pen determination, but since it already auto pens, redundant.)

GC take 1 wound from D class weapons, as they are immune to Instant Death. Unless you are playing by house rules.

Your Eldar friend has been pulling a fast one....

 

 

As for the original question, I have to agree with previous posters. Grey Knights can induct any of the Imperial Guard into their service. They may not usually have them permanently, but for a battle against foes of the Imperium that require the intervention of the Grey Knights en masse, anything goes. Even full space Marine chapters are an option. And then the mind wiping commences....

Whenever possible, you want STR D weaponry. That's trumps. I'd go with a Warhound with (I think) it's the super-duper plasma gun that's the STR D option for the arm weapons. Get that weapon for both arms. It shoots a pair of big STR D templates each turn. I've watched those things tear up entire armies. For only 750 pts, the thing is a total bargain.

 

If you're playing games bigger than 3000 pts per player, I'd then go for a Stormlord. Like I said earlier, I am extremely impressed with these things.

All good helps on my original question. But I forgot to specify that my ability to buy from forge world is none and my scratch building skills are small. I have the plans for Thunderhawks, any form of 'Blade and even a Malcador (which I have a fascination for).

We take what we want. Simple. If someone thats imperial tells us we cant, they must be a heretic.

 

 

isn't there that one clan that is a mercenary group

 

Yes there is. They are called the blood axes and they hire themselves out to imperial guard regiments as mercenaries. I think they get paid in the traditional currency of orks. Teeth :P I'm sure if there were any chaos marines they would be very eager (marine teeth are the equivilent of the 100$ bill) Awseome background

 

 

2nd ed orks dex. They only like ork teeth as currency, since 'oomans have small naf teef which aint pointy.

2nd ed orks dex. They only like ork teeth as currency, since 'oomans have small naf teef which aint pointy.

I'm sure there are members of the Deathwatch and Ordo Xenos that have an ample supply of Ork teeth. Surely they can be... persuaded... to give them to the cause :lol:

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