So, to talk a bit more about my ideas for the Inquisition codex in details.
The death star -
There are some very interesting options for creating a close combat death star, but it doesn't feel like the options available really compete with the other ones out there. I think Space Marines can handle well enough the Death Star portion of the list, while maintaining mobility without having to take a transport. A Chapter Master getting Ministorum Priest buffs, namely re-rolling failed armor and invulnerable saves, would be top notch. But that slows down the death star and limits it to walking acrossed the board, which is never the option we'd prefer to take. Things would just stay away from you. Given that Tau and Eldar are top notch competitors, you'd just lose to their jetpack/bike moves and just get further and further way. But it's fun to think about.
Maybe a Valkyrie unit that parachutes in turn 2 and meets up with the biker Chapter Master, which works well since that means the orbital bombardment has been used up. We'll have to wait and see how the new fortifications expansion changes the fortifications currently in the game. Rumor has it the Skyshield Landing Pad can be upgraded to have a flier starting on it..if I can scout an Inquisitor with the relic and the death star inside their flier transport from there turn 1, then we might be on to something! But until then, my plans are to stick with a Biker chapter master and a large bike squad for squishy things dead.
Ranged first support -
Oh, here is where the good stuff starts rolling in. For 60% of 100 points I can get psyammo'd Chimeras with dual Heavy Bolters as a transport. That's 10 points a shot for a Str 6 AP 4 gun with good range. Before that starts sounding pretty good, we get to tag on 5 fire points and good front armor. Woot! Now we're talking! From there we get to start cherry picking what stuff we want inside. For long range support, my bet is on 8 Psykers and a Ministorum Priest. That gives them Zealot and a large blast, Str 10 AP 1 psyker power. That's just 1 fire point, too. Jokaero Weaponsmiths are really nice, and 3 is the magic number for me. I think 3 is a good amount for the chart roll, without losing out on some nice bonuses with how it seems to work. Keeping it cheap, we'd have:
8 Psykers, Ministorum Priest, Chimera /w Psyammo at around 165 points. Nice. We take Coteaz, so that unit is a nice backfield/mid-field scoring unit.
3 Jokaeros, 3 Servitors, and an Inquisitor with 3 servo-skulls seems a good bet for mid-field coverage. That's lining up to be around 200 points if I decide to go with a mastery levels on the Inquisitor...which might be a good option since they are all BS 3, and Prescience would be solid. The servitors are taking Multi-meltas there, by the way.
But what I'm getting the most out of from my Inquisition detachment is board coverage and control during deployment, better chances to go first (Coteaz be thy name), and even cheaper units that supplement what my Las+plas black templars would be attempting to do in my main army. The sad part I find in all of that is that means I need to find other uses for my black templars that isn't always going to be bikes.
Sample army:
HQ: Chapter Master, Bike, Power Fist, Shield Eternal
HQ(Inquisition): Coteaz
HQ(Inquisition): Inquisitor, x3 Servoskulls, Pysker level 1
Troops: Scouts x5, Land Speeder Storm /w Heavy Flamer
Troops: Scouts x5, Land Speeder Storm /w Heavy Flamer
Troops: Bikes x5, grav guns x2, combi-grav, Attack Bike /w Multi-melta
Troops: Bikes x5, grav guns x2, combi-grav, Attack Bike /w Multi-melta
Troops(Inquisition)*: x8 Psykers, Ministorum Priest, Chimera /w Psy-ammo
Troops(Inquisition)*: x8 Psykers, Ministorum Priest, Chimera /w Psy-ammo
Troops(Inquisition)*: x10 Psykers
*I know these aren't really troops, but Coteaz makes them scoring, so they might as well be.
Fast Attack: Stormtalon /w Skyhammer
Fast Attack: Stormtalon /w Skyhammer
Heavy Support: Thunderfire Cannon
Around 1,750. It's just for fun, of course, but it could be a lot of fun. You're throwing around 4 Str 10 AP 1 large blasts turn 1, and 3 every turn after that from the Psykers. Your lose strength each turn that passes and Psyker that dies, but you might just win after a good turn 1. :P
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