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Inquisition servo skulls, dead of scout?


hallodx

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Oh my friend just reminded me, since inquisition don't treat Taudar battle brother, skull don't help them scatter max D6. That's a good thing. Still don't make them any weaker tho.

Also they can't cast on Taudars, almost forgot.

No auto attach this time? Ok sorry for this post

Off-topic, but I had to 'like' Hallodx's post for DarkGuard's comment thumbsup.gif

On-topic, I don't see it as the death of the Scout rule. There's a lot of different ways to use the ability, and a few servo-skulls cannot block them all. Moreover, there's armies that can't have them and players that won't use them. The loss of one aspect of a rule in some games will be annoying, but a smart player will find ways to continue using it to his tactical advantage, or just drop the tactic altogether and go with another tactic.

Off-topic, but I had to 'like' Hallodx's post for DarkGuard's comment thumbsup.gif

On-topic, I don't see it as the death of the Scout rule. There's a lot of different ways to use the ability, and a few servo-skulls cannot block them all. Moreover, there's armies that can't have them and players that won't use them. The loss of one aspect of a rule in some games will be annoying, but a smart player will find ways to continue using it to his tactical advantage, or just drop the tactic altogether and go with another tactic.

Sure, but that would hurt one's wallet, and a tactic can only work on limited army make me feel bad.

You know, I miss when I can pull my full weight on enemy at early turn, do some serious damage and fall back, supports come up and another full scale attack again...

I don't play the other armies, only White Scars, so that's all I can speak on, but this is only a minor setback to White Scars from my point of view.  It means I might have to dedicate one turn to Turbo-Boosting/Cruising and maybe soak more fire, but I'm getting a better Jink save.  I expect what I saw someone else say above...in the power gaming environment, I'd expect just about anyone who can to take these for the obvious reasons.  But in the Beerhammer environment, I don't expect much of a dent.  

  • 6 months later...

For White Scars, this is less of a blow because the Scout is an upgrade with Khan. A guy with a risk of bring an Inquisitor, just swap Khan for any other HQ !

 

I play Raven Guard and recently played against a beardy Sisters player with Inquisitor allied. He only took 3 servo skulls, but that was a massive pain, especially when going 2nd.

 

Scout moves when going 2nd are already quite a bit of a gamble. But Scout moves when going 2nd and getting the servo skull treatment and half of what made your army interesting is gone.

Some would say that you would be almost better off with large numbers of Jump Infantry because it's Raven Guard and that compensates, well sure, but you lack Anti Tank badly. Tactical squads bring better Anti Tank than Jump Infantry (except perhaps a Vanguard Veteran squad with 5 melta bombs... but that unit is neither iconic nor fun to play with)

Another would say that Outflanking is great except it isn't when you have no reserve manipulation and especially no acute senses. 45% chance of getting on the table edge you want on the turn you want is pretty ridiculous if you ask me !

 

It's a pretty bad counter for Raven Guard to be perfectly honest, especially when going 2nd

Pft, only if you rely on scout moves. If you play RG with drop pods and jump troops, you'll be laughing at their futile attempt to delay the wrath of the sons of Corax.

 

Also, Meltabombs are actually one of the best AT tools you can have. It'll burn through anything because of it's strength and ability to hit rear armour pretty much all the time. And with the RG chapter tactics, we have one of the best Meltabomb delivery systems in the game short of WS bikers.

I think that everyone tends to think of the skulls as a defensive unit.  I love them as offensive.  They make drop pods only scatter D6 which is awesome! plus all blast templates scatter only the D6.  

So first turn you can send in a wave of three drop pods as well as have a chapter master drop a bombardment and a dev squad and Vindicator tank rain death.  

I usually dont ever even play on my side of the board.  Besides the Inquisitor that cast prescience on the Devestator Squad. Of course this all hinges  on going first. 

Pft, only if you rely on scout moves. If you play RG with drop pods and jump troops, you'll be laughing at their futile attempt to delay the wrath of the sons of Corax.

Also, Meltabombs are actually one of the best AT tools you can have. It'll burn through anything because of it's strength and ability to hit rear armour pretty much all the time. And with the RG chapter tactics, we have one of the best Meltabomb delivery systems in the game short of WS bikers.

True, but if I was playing Drop Pods, I would not play Raven Guard CT tongue.png From a mechanical point of view, it's much better to go with Ultramarines, Salamanders or Imperial Fist Chapter Tactics with Drop Pods, and a lone Drop Pod unit will not last long on the battlefield, no matter what it is !

The main problem I see with Jump Troops in anti tank is that the melta bombs, while great for anti tank that's for sure, are very dangerous for your own Troops... 5 melta bombs in close combat is very very likely to grant you an Explodes result and take away a few of your guys with it. I don't want to trade off some of my guys for their tanks in my own turns unless it's absolutely necessary tongue.png

A mass outflanking could be an interesting strategy to be honest, but we would need reserve manipulation just to make sure we don't arrive piecemeal. What kind of reserve manipulations is there available for the Raven Guard, without taking allies ? That would be a hefty price just to get reserve manipulation if I had to ally with Ultramarines to get Tiggy or Sicarius...

When going first, I don't have a problem with facing servo skulls. They're annoying, but not by much ! I've been on the receiving end of going 2nd against servo skulls twice, and that's unpleasant.

This actually made me rethink my list, so that I could go for a mass reserve strategy with :

- 6 Assault Marines (hiding behind LOS blocking terrain deep inside my deployment zone, most likely used to intercept their fast units) + 6 Devas with 4 ML at maximum firing range (48") to snipe enemy units and their Razorback

- 2 Rhinos full of Tactical squads (bar from the heavy weapons guy), 1 Rhino with librarian and command squad, 1 Razorback with a shooty Tactical

- Air cavalry with a Stormtalon, a nasty Stormraven (TML, Hurricane, TLAC) containing a Dreadnought and 6 assault Terminators (4LC, 2 TH/SS).

That is only 5 reserve rolls with a nasty amount of point in a single one (alternative, I could choose to Deep strike the Terminators and not escort the Stormraven with the Stormtalon), with 4 outflanking units, and 1 air cavalry group. Thanks to Outflank and fliers, they can be put pretty much anywhere on the board. My logic was that without reserve manipulations, I need to rely on many units that can possibly come on the board through many reserve rolls (I have a tendency to roll 2s at at astonishingly high rate :p ) in order to reduce the change that they come piecemeal.

But that's for a 2000 points army list, depending on the opposition, I'll change what starts on the board in order to make sure my 3 minimal units manage to survive 2 rounds of shooting (when going 2nd) from the enemy.

I think that everyone tends to think of the skulls as a defensive unit. I love them as offensive. They make drop pods only scatter D6 which is awesome! plus all blast templates scatter only the D6.

So first turn you can send in a wave of three drop pods as well as have a chapter master drop a bombardment and a dev squad and Vindicator tank rain death.

I usually dont ever even play on my side of the board. Besides the Inquisitor that cast prescience on the Devestator Squad. Of course this all hinges on going first.

That's true ! I think either you take the Inquisitor to build an offensive list around its capacity, either you purchase it as a simple cheap defensive boon for your regular list...

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