Cpt_Reaper Posted August 26, 2009 Share Posted August 26, 2009 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? Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/ Share on other sites More sharing options...
andrewm9 Posted August 26, 2009 Share Posted August 26, 2009 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. Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091005 Share on other sites More sharing options...
number6 Posted August 26, 2009 Share Posted August 26, 2009 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. Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091122 Share on other sites More sharing options...
Warp Angel Posted August 26, 2009 Share Posted August 26, 2009 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... Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091129 Share on other sites More sharing options...
number6 Posted August 26, 2009 Share Posted August 26, 2009 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. Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091132 Share on other sites More sharing options...
Warp Angel Posted August 26, 2009 Share Posted August 26, 2009 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. Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091152 Share on other sites More sharing options...
wizard12 Posted August 26, 2009 Share Posted August 26, 2009 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 Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091174 Share on other sites More sharing options...
Inquisitor Fox Posted August 26, 2009 Share Posted August 26, 2009 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 ;) Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091246 Share on other sites More sharing options...
wizard12 Posted August 26, 2009 Share Posted August 26, 2009 oh, the grey knights have dedicated thunderhawks I saw a normal space marine one in battle once and it compleatly owned the table. now imagine that with 4 phycannons instead of heavy bolters Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091323 Share on other sites More sharing options...
- 7eAL - Posted August 26, 2009 Share Posted August 26, 2009 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. Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091442 Share on other sites More sharing options...
Uncle Mel Posted August 27, 2009 Share Posted August 27, 2009 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 Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091941 Share on other sites More sharing options...
Cpt_Reaper Posted August 27, 2009 Author Share Posted August 27, 2009 So would it be feasable to construct a dedicated super-heavy such as the Fellblade for a Gk or Inq force? A gift from the Mechanicus maybe? Something in the personal possession of an Inquisitor Lord? Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2091962 Share on other sites More sharing options...
Justicar Valius Posted August 27, 2009 Share Posted August 27, 2009 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 Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2092117 Share on other sites More sharing options...
ValourousHeart Posted August 27, 2009 Share Posted August 27, 2009 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. Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2092552 Share on other sites More sharing options...
ValourousHeart Posted August 27, 2009 Share Posted August 27, 2009 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. Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2092575 Share on other sites More sharing options...
Accommodator Posted August 30, 2009 Share Posted August 30, 2009 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.... Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2094464 Share on other sites More sharing options...
Adeptus Templar Posted September 1, 2009 Share Posted September 1, 2009 After playing my first Apoc game I am really tempted to get a super heavy. Not to hijack your thread, but what would be a good one that would compliment a pure GK force? Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2096373 Share on other sites More sharing options...
number6 Posted September 1, 2009 Share Posted September 1, 2009 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. Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2096421 Share on other sites More sharing options...
Schertenleib Posted September 1, 2009 Share Posted September 1, 2009 A friend of mine has converted a SOB Stompa :( Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2096427 Share on other sites More sharing options...
Cpt_Reaper Posted September 8, 2009 Author Share Posted September 8, 2009 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). Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2104258 Share on other sites More sharing options...
Chengar Qordath Posted September 8, 2009 Share Posted September 8, 2009 Thunderhawk seems like a good choice for a GK force to me; it adds some extra mobility/transport capacity to an army that's a bit low on it, and it still has plenty of deadly firepower to bring to bear. Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2104791 Share on other sites More sharing options...
Inquisitor_Moo Posted September 8, 2009 Share Posted September 8, 2009 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. Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2105168 Share on other sites More sharing options...
Inquisitor Fox Posted September 8, 2009 Share Posted September 8, 2009 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: Link to comment https://bolterandchainsword.com/topic/176864-super-heavy-choices/#findComment-2105184 Share on other sites More sharing options...
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