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Inquisition servo skulls, dead of scout?


hallodx

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Not really sure if it fits here or tactica, so please move this if I'm wrong.

So, wow damn you GW, now everyone can spend less than 50 points for an average whoever inquisitor and servo skulls, without giving up anything. And in my opinion, that just destroyed scout. WS, RG, DA, our tactics based on scout are basically ruined. Skulls also make Russ scatter less than 3', we will suffer a lot of casualty at first turn. And beamers on inquisitors himself, wow, what seven hell is this codex?
So, tell me dear fellow brothers, is scout dead in your eyes? If not, how will you utilize this rule if you are facing inquisition?

Cheers.

No, just infiltrate and scout redeployment, but that already hurt

 

 

 

Do servo skulls stop outflanking units?

hallodx is just overreacting. Everybody can take them? Please read the ally matrix again.
Since you can see almost everyone owns a power armor army, ok sorry, almost everyone can take it.

Many armies can take it, but will they? In a power play tournament setting maybe, but it is a digital only supplement so in the friendly club setting I can see a lot of people giving it a miss, I'm not particularly interested in digital only supplements so until it gets a physical release I probably wont take one however good they are.

I will definitely take them. If you have first turn and a character with orbital bombardment, put one near a unit you want to hit and have the scatter reduced by 1d6.

 

Also, it can really shaft armies that rely on infiltration. And heck, 9 points is a small price to pay to have your deepstrike scatters reduced.

Maybe I have an odd sort of tactic but I would rather have a couple of units come out forward of the main army.  Since I have no blast weapons other than frag grenades and no fear of units deploying in my kill zone you don't have to worry about servo skulls from me.

 

 

Do servo skulls stop outflanking units?

No.  They die if you sneeze at them anyway so there shouldn't be any on the table when outflankers come in from reserves.

I will definitely take them. If you have first turn and a character with orbital bombardment, put one near a unit you want to hit and have the scatter reduced by 1d6.

 

Unless C:I changed them, they can not be placed in the enemy deployment zone and they are removed if an enemy unit gets with 6" of it.

Many armies can take it, but will they? In a power play tournament setting maybe, but it is a digital only supplement so in the friendly club setting I can see a lot of people giving it a miss, I'm not particularly interested in digital only supplements so until it gets a physical release I probably wont take one however good they are.

All you need to know is:

1, Cheap psyker. 2, Cheap servo skull that block scout and infiltrator.

Just these two reason and imperial wide accessible make this book almost broken to me.

 

I will definitely take them. If you have first turn and a character with orbital bombardment, put one near a unit you want to hit and have the scatter reduced by 1d6.

 

Also, it can really shaft armies that rely on infiltration. And heck, 9 points is a small price to pay to have your deepstrike scatters reduced.

Indeed. Tho I hate this happen, I can't help but started kit bashing for my first inquisitor last night.

 

 

I will definitely take them. If you have first turn and a character with orbital bombardment, put one near a unit you want to hit and have the scatter reduced by 1d6.

 

Unless C:I changed them, they can not be placed in the enemy deployment zone and they are removed if an enemy unit gets with 6" of it.

They can't, but they do have 12' range. This make 6' from your deployment line first-turn danger zone.

 

Smart use of them could also limit scout/infiltrate moves to where you want them to go. Block off one area of the battlefield to funnel them down where you want.

Sure, if the opponent has no choice but do so...

There set up before deployment so  lets say you opponent puts them with one on each table third for standard deployment theres still 3 12 inch gaps in the lines for you to scout through... or if they clump them together to block an area off then you can scout through the 36 inch gap left. Also is it just me or is the wording allowing you to scout through it (I know this would now be considered a OR questions) "move to approach to within" the second 2 makes me belive it only stops you from staying in it not flying past it on the curved edges.

I think scout just has a different use than many people see it.  I use mine more as a misdirection than a get-in-their-face way, to make the opponent seem to apply slower units to where i want them, not where he will need them.  It does slow up forces that speed to the enemy, but with forces that use scout to play with the enemies own deployment they won't change too much.

I agree 100%.


 


There are 3 Grey Knights players in my group, so I'm well used to my Dominion squad being denied their "ghetto drop pod," 1st turn melta slag. As others have said, they have to be set up before anyone deploys, so you can always just outflank the would-be scouters (which is lame for assaulty scouters, since you have to wait ANOTHER turn to assault), or just bite the bullet and deploy normally.


 


Even with "only" 3 skulls, yeah, you might get a tiny scouting window, but it won't be a good one. No point in sending my Melta Dominion team straight into a 50-man IG blob, since the skulls are blocking all lanes to those Russes.


 


Now that everyone Imperial has access to them, you will see them everywhere, since people want an affordable way to include Prescience in their armies. Playing Sisters, I'm happy to try and shore up some holes with Inquisitors and some henchmen/transports mixes.


 


But the point stands - White Scars, Raven Guard, and Dark Angels players will feel the burn on this one, and I do personally feel it's pretty lame that 9 points can wreck what makes a given Space Marine chapter unique.


I'm both happy that I can get prescience easily, like everyone else, and a sad panda because Scout got shafted just a bit. I know i'm dreading the point when people pick up servo skulls, and might even change the Warlord so I'm not wasting points.

hallodx is just overreacting. Everybody can take them? Please read the ally matrix again.

 

Every army on this Forum (bar those Heretical Chaos guys, but really, who care about them!) can take them.

 

The vast majority of posters here.  There's also a couple of Xenos that can take them as well, but we don't talk aobut them...

 

 

Many armies can take it, but will they? In a power play tournament setting maybe, but it is a digital only supplement so in the friendly club setting I can see a lot of people giving it a miss, I'm not particularly interested in digital only supplements so until it gets a physical release I probably wont take one however good they are.

 

You would also have to disallow the Sisters of Battle as well.

 

Codex: Inquisition is as legit an army Codex as Codex: Adepta Sororitas.  Which hasn't got a physical release.

 

Do people really disallow Supplements?  Do they disallow Death in the Skies (which GW require people to use if they play in thier events)?

 

Edit: Servo Skulls used to be a powerful tool of the GK.  Other people *could* ally them in, but then you've got to take a Troop Choice of GK in addition to an Inquisitor (Or Coteaz and a Techmarine with Henchmen).  Both options are expensive, and an investment in your army design.

 

Now, you can add 1 or 2 Inqusitiors with three skulls for 34 points each.  No other Investment.  Not required Troops, and these just at base, can be attached to your own Squads for extra meat shiled (3W is *massive* for the cost) and/or the powerful Stubborn.

 

6 Skulls will ruin an opponnet who can Scout (including GK with The Grand Strategy), sure they're placed before deployment, but you can also use Terrain to influence thier position.  If you need to leave a gap, leave that large ruin/forrest/crater as the gap...

Many armies can take it, but will they? In a power play tournament setting maybe, but it is a digital only supplement so in the friendly club setting I can see a lot of people giving it a miss, I'm not particularly interested in digital only supplements so until it gets a physical release I probably wont take one however good they are.

I feel sorry for anyone who lives in a backwater area that disallows digital releases BY gw them selves... And referring to digital releases as for power gamers is way off the mark

Not too bad, but Tau/Eldar won't care. The main concern of so called 'power gamers' are other power gamers. They don't really struggle with marines anyway. 

 

Look at wraithknights as an example:

The suncannon is a devastating weapon against any marine army, it's almost unfair! But you go for the heavy cannons instead, why? Besides the cost they are better at killing riptides, wraith knights and other units that might be dangerous to you and are found in the top lists. 

 

We might still see them just to cover for anyone taking WS spam or Ravenwing, it's not expensive as you point out.

 

Ironically I think the Inquisition minidex just made imperials worse....

So...now Taudar have max scatter 3' AP2~3 temps, and meat wall Inquisitors and Henchmen.

Damn you GW.

 

BTW, don't forget C:I can be main/ally, or Inquisition detachment. Mind it's "OR", so if someone want it, he can have 12 skulls, 6 henchmen units. He can have monkeys, servitors across his DZ to avoid DZ infiltrators, Crusaders for counter charge, riptide and riptide and riptide and HQ riptide playing dice throwing.

Damn you, GW!

That would just make most Eldar/Taudar lists weaker.

 

They excel thanks to their shooting and mobility. Adding a bunch of inq stuff would dilute the whole concept. Even if it's inexpensive the points are still tight. 

 

Could work for Pure Tau though. 

That would just make most Eldar/Taudar lists weaker.

 

They excel thanks to their shooting and mobility. Adding a bunch of inq stuff would dilute the whole concept. Even if it's inexpensive the points are still tight. 

 

Could work for Pure Tau though. 

A servo skull bubble to stop alpha strike is going to make them stronger not weaker imo.  Now your going to have to get shot at by them not just the interceptor.

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