Friday 29 November 2013

Coalition of the Winning

OK so whilst I have much maligned the new GW digital Codex: Inquisition it is full of a whole heap of new combinations, most are bound to get retcon'd out of existence due to unsettling the balance of things 

Edit: hmmm....perhaps we've always known that GW FAQers are more Amalathian than the Monodominant traits their legal team gets accused of being :) 



Anyway on with the show.....Now ignoring the massive change in the meta game of allowing a third Codex to be in your army lets look at it in more detail.....

The second biggest single change in this new codex is that the Inquisition can buddy up with any other Imperial Army, that means that as well as all those groovy psychic powers (Prescience, Hammerhand, Psychic Communion) that now come into play, all their equipment can benefit allies too, so Servo Skulls, Rad Grenades, Psychout Grenades, Null Rod are free to be spread around too.

On top of that it delivers new special rules in Warlord traits and relics which offer awesome combination potential.....

(This said I still maintain it's not worth the £15.99 GW are charging for the android version but hey)

So how might these changes be best made use of:

Psychic Powers:

Now in the past I complained about the nerf to furious charge and the bitter pill the BA players had to swallow, however add Hammer Hand to the unit, now BA assault troops are now Str6 on the charge, couple this with Rad grenades and you're dealing instant death to any base T4 acolyte out there.....now it seems HoW hits wont count as the power only affects the psyker and his unit so no spreading the love for extra strength on the Int10 hits, not even sure that would be legal but still....Now this is quite well known to GK players but having it available to any unit in the Imperium is a huge equaliser.  Any unit instantly gets so much better with Hammerhand.

For once I can see a real opportunity to take on units of Wraiths, instant killing each one with a single attack just became a real possibility.

Psychic Communion probably has the greatest potential to have synergies with other codices, bringing flyers in just at the right time is crucial in gaining a tactical advantage, but how about bringing in the rest of those Drop Pods on turn two or three, combine this with the utility of servo skulls and the Inquisitor just became the lynch pin for any deep strike assault.

Exchanging for BRB powers is always a viable option when Prescience is on offer, not that Marines really have need for rerolls to hit anymore, but prescience on a Sternguard Veteran Squad is a definite win.  Especially as Sternguard with rerolls to hit was considered to powerful to alow them access to Bolter Drill.....well that proxy Death Watch unit just got it back.....but this works in CC too.  Now imagine Combi Meltas or multiple flamers with the ability to drop pod in and then split fire......with rerolls? Not interested? 

If they don't nerf this then it was designed to be this awesome.....

Equipment

Servo Skull, Servo Skull, Servo Skull and that's how many you want....

Pending a rules inquiry servo skulls will allow your BA Assault Squads to deploy from Deep Strike without scattering....not even D6".....worth thinking about.

Drop Pods also became precision implements of delivery, after scattering and deploying your pretty much guaranteed to deliver the guys within 2" of the spot you want them in....it's really amazing.....this means Frag Cannons, Heavy Flamers, Melta guns in Pods became so much more reliable.....This will Definitely see a return to Alpha strike, some players wont like it, but it's going to happen for sure....

Land Raiders....now no one really Deep Strikes a 260pts if it has a footprint the size of a Realm of Battle Board...but allowing for 6 inches....that's so much easier as the LR will almost always land partially on the spot you pick for it....with pre-measuring this means you can deliver a hard as nails Assault vehicle right into your opponents face, with a high likelihood to bring it in exactly when you want it to arrive.....perhaps just after the orbital bombardments have prepped the area.....

Rad Grenades are just my favourite piece of war gear since the rogue trader days, they completely nerf your opponent and there's nothing that can be done to defend against them.....which makes me think Snipers are going to become common place.....

Null Rods are going to be everywhere, I can see a Xenos and Heretical Inquisitorial tag team popping up into lots of lists, what's not clear is if the Null Rod works whilst embarked as clearly this would be an advantage....if only I'd taken this when I fought the Doom of Malan'tai...but it's not just it's massive potential for defence it delivers in attack too, provided any Str3 attacks can get through at AP3 this is taking down big stuff....

My brain hurts now I need to go rest in my pain glove for a while...I'll be back with some more thoughts on using the Tome of Vethric and how it works.....

      


     



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