Showing posts with label Inquisition. Show all posts
Showing posts with label Inquisition. Show all posts

Saturday, January 10, 2015

Dark Eldar Battle Report #1: vs. Adeptus Sororitas

A little bit of splurging and a major Dark Eldar force has been purchased. I'm still in a comfortable stage where my hobby is able to support my hobby (relatively), so luckily I'm not pulling a lot out of my paychecks for this stuff. I managed to sell off a few armies/collections pretty quickly for games I picked up but have lost interest in. Minus my ton of Cryx stuff, everything I currently own is a part of my personal collection and I have no interest in the foresee-able future to part with any of it.

Once I get done painting a lagging commission, I'll be able to attend to my new forces and hopefully get enough built for a 1,500 game next week. In the meantime I was able to borrow my friend's Dark Eldar collection to play a 2,000 point game that took place in the local campaign being run. The lists looked like:

Tuesday, December 30, 2014

Happy Holidays! ... and a return to normal.

I've had a decent painting break, and once I finish a bulk of 40ish chaos cultists I'm grinding out for a friend I'll be ready to start back pretty hardcore on some painting this year. I'm hoping by the end of the year I've purchased little and painted quite a bit, so look forward to that to make the short list for my resolutions for 2015.

I had a great holiday vacation, and hope you have as well. I got some cool board games and some other nifty stuff, but the biggest gift I got was the opportunity to shop at some gaming stores in an area that is a bit repelled by 40k and Fantasy. So the stores had some pretty old stock, including Blood Bowl, Necromunda, Epic, and other delights. I knew these stores would have some cool stuff, so I brought the money. Now that I'm broke, my collection has grown drastically. So I'm anxious to get some serious building time to get things together.

Tuesday, December 16, 2014

40K: 2,000 Point - Finalized

HQ - Term. GK Librarian, ML 3
HQ - Coteaz
HQ - Inquisitor, x2 Servo Skulls
HQ - Inquisitor

Troop - Strike Squad x5, Incinerator
Troop - Strike Squad x5, Incinerator

Elite - Henchmen - Psyker x1, Acolytes /w Plasma Guns x3, Servitors /w MM x3, Chimera /w 2 heavy bolters and psybolt ammo
Elite - Henchmen - Psyker x1, Acolytes /w Plasma Guns x3, Servitors /w MM x3, Chimera /w 2 heavy bolters and psybolt ammo
Elite - Henchmen - Psyker x1, Acolytes /w Plasma Guns x3, Servitors /w MM x3, Chimera /w 2 heavy bolters and psybolt ammo

Heavy Support - Dreadknight, Teleporter, Greatsword, H. Incinerator, H. Psycannon
Heavy Support - Dreadknight, Teleporter, Greatsword, H. Incinerator, H. Psycannon
Heavy Support - Dreadknight, Teleporter, Greatsword, H. Incinerator, H. Psycannon

Imperial Knight - Errant

I'm toying with a new 2,000 point list...

For an upcoming tournament, I need to craft another 2,000 point list to try to bring the pain. While I've picked up everything I could to make pretty much any Grey Knights army (sans Stormravens - for now), it isn't scratching the part of me that loves a good conversion. So adding in a supple amount of Inquisition seems like a no brainer. And an Imperial Knight. Three Imperial Knights are a liability, I feel, but one truly increases the durability of the rest of your armor (because if the Knight isn't dealt with quickly then it starts to do it's thang).

With no Detachment limit in place, how about:

Thursday, March 13, 2014

New 40k list.

I'm still playing through the last list I posted and testing it out. It's been slow painting for awhile, so I got to stick that list out until it's all pretty looking. In the meantime, though, I have a list idea that seems pretty good. Once I can get some playtesting done, I should see how decent it is.

Space Marines (Black Templars)
------------------------------
HQ: Techmarine, conversion beamer - 110

Troops: Scouts x10, x10 snipers, camo cloaks, 140
Troops: Scouts x5, Land Speeder Storm, 100
Troops: Scouts x5, Land Speeder Storm, 100

Elite: Sternguard x10, x2 Melta, x2 Combi-melta, Drop Pod, 305

Heavy: Dev. Cents x3, x3 Missile Launchers, Omniscope, x3 Grav Cannons and Amps, 290
Heavy: Dev. Cents x3, x3 Missile Launchers, Omniscope, x3 Grav Cannons and Amps, 290
Heavy: Thunderfire Cannon, 100

Fortification: Void Shield Generator, x2 extra shields, 100

Inquisition
-----------
HQ: Coteaz, 100
HQ: Inquisitor, x3 Servo Skulls, 34

Troop: Servitors x3, MMs, Chimera /w Psybolt Ammo, 90
Troop: Servitors x3, MMs, Chimera /w Psybolt Ammo, 90

Seems pretty okay. It doesn't have a counter assault unit, but the land speeder storms cerebus launcher can help out, and it has units to stick in the path while trying to blow a death star up with bullets. It has 6 scoring units when needed (combat squading the sniper scouts), and has 18 kill points, which is rough. It has 5 rough units that can deal significant damage to vehicles (which shoots up to 8 if it's lightly armored from the psybolt heavy bolters on chimeras and the TFC's capabilities). I'm okay with the Land Speeder Storms not grabbing assault cannons, since points weren't available, and the heavy flamers are a welcomed addition to the army. With those heavy flamers, the army has 5 ignore cover capable units. The snipers are the main reserve block, to stick it out in 2+ cover and be the scoring unit that lasts. I would protect them at all costs, as I don't expect the other troops to live too long if they start getting gunned down (but thankfully the Void Shield Generator helps with that). With the sniper scouts and the Dev. Cents, I have 3 solid MC tackling units, with the grav cannons being the ace in the hole. Anti-flier is Coteaz tossing prescience on a unit of Dev. Cents., and trying to place defensively for his reserve attack special ability. The Techmarine hides in a corner, trying to shoot things 48+ inches away with the conversion beamer for it's Str 10, AP 1 Blast. 36-48 inches is still fine with a Str 8, AP 1(2? maybe?). Either way, he sticks it out with some scout snipers (Combat squaded or not), and sticks to the back for heavy firepower tacked on to the scouts. They act as pseudo-wounds with their 2+ cover. If my opponent has ignore cover capabilities, I just adjust, and destroy any ignore cover options fire turn, most likely (especially if I win the roll off, as Coteaz prevents my opponent from stealing initiative pretty much all the time). If my opponent has Coteaz, and I win the roll off, then I still win, since I make him re-roll a stolen initiative on the first roll, and since you can't re-roll a re-roll...his chances of taking first turn are less likely).

Coverage.

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

The Inquisition is here!

     I'm loving what the Inquisition will be bringing to my Black Templar army. Thematically and model-wise. There are some cheaper options in there for some of our Space Marine counterparts, and with the Inquisitorial Henchman units, we can have some pretty customized firepower or close combat death star-ing. Tossing some of the Inquisitor ICs in with 20-man units of Black Templars will be quite nice, as well.
     I went ahead and purchased 2 Chimeras as I work out what I want out of the Inquisition detachment, but chances are likely I'll be tossing at least 2 units in Chimeras. At the least I'll put 2 five-man squads of Psykers with Psychic Barrage in a Chimera with Psy-ammo and dual heavy bolters at a very cheap cost. Coteaz will make it, since he grants scoring units and is an all around bad ass. For now I'll just use proxies in games until I really finalize what to put into those Chimera, especially since I need to figure out what I want for count-as models for pretty much the entire infantry detachments (I like the idea of Skaven count-as, and they look like they could work out quite nicely).
     There will be more time spent on my thoughts for my Inquisition, but for now I need to finish painting the base coats on my 1,750 list before I put together too many more models that'll just be sitting on my paint table for awhile. I managed to super glue 5 of the bikes to their bases this morning, but without any pinning, I hope they hold well. I worry more for any damage to the models/paint job/bases if it fails to work out correctly than I do for just having to pin and re-glue them to their bases. -crosses fingers-