Kurb Posted February 25, 2011 Share Posted February 25, 2011 You could kill your own units with him? O_o I fail to see why that's a good thing, but alright. For example, to kill that last GK in CC with enemy Bloodthirster so that all your other units could legally open fire on him. Those D3 attacks can only be made agianst an IC or MC though. Yup. And if we're talking about Champions, can anyone tell me why I would ever use Defensive Stance? For tarpitting? For roughly 235 points you get 10 Assault Marines with a fist and 2 melta For roughly 280 points you get 10 GKStrikers with teleporters/2 psycannons/10 power weapons and storm bolters that can and usually will hit at Str 5. Obviously 1 on 1 the GK should beat down a BA squad. I'm referring to the niche of an army and how GK's are doing similar things better and CHEAPER. ...You say cheaper, I see 20% more expensive. That, and Psycannon is worse than Melta, and a lack of ID weapon sucks, too. Yes, new GK are good, but not that good. Vs AV perhaps, as a basic weapon, not at all. Rumor stats for Psycannon are Assault2/Hvy4 36" 7/4 rending. That's a pretty versatile weapon. A similar BA assault squad would cost...roughly 144 points more. (8 power weapons and storm bolters). Im really excited about the new Dex. I wanted GK's to start, but they had no book last year. (Didn't understand the PDF). I want/wanted to start a force when the real Dex comes out. But understand if that leaked DEX is 100% legit, it makes GK's top 3 easily. Link to comment https://bolterandchainsword.com/topic/223240-inquisitor-tactica-ii/page/2/#findComment-2671884 Share on other sites More sharing options...
Irbis Posted March 12, 2011 Author Share Posted March 12, 2011 Ok, now that GK Codex is finally out - since there are no Tactica threads dealing with Inquisitors yet, what would be in your opinion: A ) Best composition of an Inquisitorial squad supporting GK; B ) Full Coteaz army - go the Eldar way (every unit is specialized), Space Marine (6-8 models of the same type, with 1-4 mixed in for versatility), or D&D PC Party (every unit as universal as possible)? C ) Best loadout for individual Inquisitors? Loaded-up? Bare 25 pts? Or go for unique ICs? Link to comment https://bolterandchainsword.com/topic/223240-inquisitor-tactica-ii/page/2/#findComment-2686600 Share on other sites More sharing options...
Hellios Posted March 12, 2011 Share Posted March 12, 2011 Ok, now that GK Codex is finally out - since there are no Tactica threads dealing with Inquisitors yet, what would be in your opinion: B ) Full Coteaz army - go the Eldar way (every unit is specialized), Space Marine (6-8 models of the same type, with 1-4 mixed in for versatility), or D&D PC Party (every unit as universal as possible)? I haven't got the codex so forgive me for mistakes:D I thinking specialized but with some odd models thrown in to catch bullets or some other task... for example psykers are all good but 4 psykers is probably all you need to pop marine squads... I guess a large squad squad could be S10 AP1 in the back of a chimera... nuking vehicles or infantry squads... Anyway assuming I don't want to trash vehicles then I can see crusades as bullet magnets and maybe assassins should I need to get into combat (at which point the psykers become spare wounds instead). This is just off my head as you have a few shooty and CC units... yopu also if I remember correctly have some buff unit like the priest or whatever it is called that makes enemy models re-roll invulnerable saves... or is it just daemons? However 1 in a squad might not be a bad thing... if you fight daemons (or whatever it works on great) and if not it becomes the first model to die. Priest + acroflaggalents (sp?) would be good against daemons -_- As for the -][-s I don't really remember some of them have pretty cool equipment but they are not that tough as always a S10 AP1 weapon seems nice... I can see the Plasma Siphon being useful to protect grey knights if you think plasma spam is a risk. The daemon weapon could be great with good roles but is a bit random :D I don't know if it has enough good options to make it viable. Need more time with the dex really. Link to comment https://bolterandchainsword.com/topic/223240-inquisitor-tactica-ii/page/2/#findComment-2686618 Share on other sites More sharing options...
xtceze Posted March 12, 2011 Share Posted March 12, 2011 I would imagine that 5 space monkey weaponsmiths in a Chimera will be pretty darn good. If i understand the rules correctly thats 5 lascannon or multi-melta or heavy flamer shots a turn, plus the upgrades from the weaponsmiths themselves. Its like being able to claim objectives with a predator... Link to comment https://bolterandchainsword.com/topic/223240-inquisitor-tactica-ii/page/2/#findComment-2686895 Share on other sites More sharing options...
Noirceuil Posted March 13, 2011 Share Posted March 13, 2011 Let me answer B for you : Look at the other assassins and how they match up. The Eversor doesn't explode anymore, the Callidus no longer gets 'A word in your ear', nor can she harm vehicles any longer. The anti-psyker one is spotty at best, but it could be used well in certain situations. < sigh > With the loss of "Word in Your Ear", the Callidus is definitely diminished, but in my experience - that 1 ability was never a game changer. Most opponents simply alter their 1st turn moves a little to compensate. At best, it was a mild irritant. So long as she can still polymorph her way to any place on the table when she arrives and can utilize a weapon that ignores both normal and invulnerable armour saves ... she's still worth taking IMHO. Never used the Cullexus. Although the local Eldar players seemed to be a bit wary of her for some reason ^_^ In theory, the Eversor was s'posed to be a monster in CC. In my limited experience, he was usually a 1-turn wonder. With 4E allowing assaulted squads to essentially fold-in models outside the killzone to participate in the initial assault phase - either of the CC assassins (i.e. Eversor/Callidus) were nerf'd. The artistry of using a Callidus in E3 was placing her in such a way to ensure she only ever faced a minimal # of models in the initial assault phase - usually against I4 or lower - so that she could effectively slay all/most of those mini's in the killzone before they cld strike back. Then in your opponent's turn, simply "jump" out of CC. If the die roll was sufficient, your opponent's consolidation move wld render that assault phase a wash. Then the Callidus wld wash the enemy squad with the NS, and assault it again. Effectively whittling away at the squad until it broke or was completely wiped out. 4E crippled the effectiveness of the Callidus, but she was still more dependable than the Vindicare. But the Vindicare... the Vindi no longer has a limit to the types of 'special shells' he uses. He still picks out targets for wounds that YOU choose, not your opponent, and now rolls a disgusting 4d6+3(sniper)+d3(rending) for vehicle penetration with one of those rounds. On top of taking away (permenantly) an invulnerable save from a model for the remainder of the game? You can seriously harrass someone with those kinds of odds. Even the PISTOL uses those rounds. I think he's definitely worth his weight, compared to the others. If the other 3 assassins "gained" nothing new in the new codex, then I'd have to agree. Perhaps, I'll dust off my Vindicare and change his operative status to "active field agent", while temporarily shunting my Callidus to the "attic" (for those of you familiar with the Dollhouse) B) Link to comment https://bolterandchainsword.com/topic/223240-inquisitor-tactica-ii/page/2/#findComment-2687278 Share on other sites More sharing options...
DV8 Posted March 13, 2011 Share Posted March 13, 2011 It's not so much that the other Assassins "gained" or "lost" in the new book, but that the changes made to the Vindicare make him the top dog of Asassins to take. Culexus definitely got a boost, although his power is dependent on the proximity of other Psykers (friend and foe). The Eversor is still a beast in combat, with a D6 attack bonus and a Lightning Claw. The Callidus took the worst hit of all, although as an assassin her stats, gear and special rules still make her a threat and a potentially viable threat. It all simply depends on what role you expect the assassin to fulfill. DV8 Link to comment https://bolterandchainsword.com/topic/223240-inquisitor-tactica-ii/page/2/#findComment-2687335 Share on other sites More sharing options...
Gentlemanloser Posted March 13, 2011 Share Posted March 13, 2011 Noteably losses for the Cally and Eversor; Eversor lost his 12" charge range. Cally lost ignore all saves, and the ability to Assault after she appears by DS. Link to comment https://bolterandchainsword.com/topic/223240-inquisitor-tactica-ii/page/2/#findComment-2687346 Share on other sites More sharing options...
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