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Ordo Xenos

 Post subject: Re: Ordo Xenos
PostPosted: Tue Mar 13, 2012 5:31 pm 
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Evil and Chaos wrote:
Can you link me to the current list?


viewtopic.php?f=130&t=13449

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 Post subject: Re: Ordo Xenos
PostPosted: Tue Mar 13, 2012 5:57 pm 
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E&C, I don't believe there is a 'current' list, just the list you already know about. Dwarf Supreme is rebooting the list and is getting feedback from the community. I think it is safe to say that -if you have ideas that are far from the beaten path- now is the best time to bring them to the table.

Edited: from = far

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Last edited by Moscovian on Tue Mar 13, 2012 6:00 pm, edited 1 time in total.

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 Post subject: Re: Ordo Xenos
PostPosted: Tue Mar 13, 2012 5:59 pm 
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Dave wrote:
Evil and Chaos wrote:
Can you link me to the current list?


viewtopic.php?f=130&t=13449

Ah, I see why I remember disliking it. :)

Mosc: I shall have a think about what I think would be cool to see in an Ordo Xenos list.

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 Post subject: Re: Ordo Xenos
PostPosted: Tue Mar 13, 2012 6:01 pm 
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Evil and Chaos wrote:
Dave wrote:
Evil and Chaos wrote:
Can you link me to the current list?


viewtopic.php?f=130&t=13449

Ah, I see why I remember disliking it. :)

Mosc: I shall have a think about what I think would be cool to see in an Ordo Xenos list.


Can't hurt. I really like Lord Inquisitor and I liked portions of this list, but there were things that left many of us shaking our heads.

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 Post subject: Re: Ordo Xenos
PostPosted: Wed Mar 14, 2012 4:12 pm 
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Moscovian wrote:
What I don't like about the list:
*The Variable SR seems wrong; as wrong as it was for Necrons. Fixing it to 3 encourages a good mix of IG and SM.
*Black Citadel seems OTT and I concur it needs to go completely.
*There are a lot of aircraft. It seems like too much, although I don't necessarily have anything specific I'd point to getting rid of.


Yes, there are a lot of aircraft and I have thought about removing the Deathshriek to pair down the choices slightly. Given that the Inquisition has access to many resources, I'd be unwilling to eliminate anything else.

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Questions:
*Do the SMs belong in there with the Deathwatch? If so, which formations?


Which SM formations do you mean? Kill Team? Strike Team?

Quote:
*What issues have you seen in your games?


So far, some of the thing you don't like - variable SR, the Black Citadel and sniper ability for Deathwatch formations

Quote:
*Have you played with the Fortress yet?


Not yet, but I the next time I play I will play with the Obsidian Fortress.

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 Post subject: Re: Ordo Xenos
PostPosted: Wed Mar 14, 2012 4:29 pm 
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Dave wrote:
The sniper ability on the Deathwatch does seem over the top in my opinion, and has a bit of micro-management to it.

Given that the special ammo are upgrades (things usually discounted in Epic stats) or special weapons like flamers/plasmagun/meltaguns (again not usually statted in Epic) I don't think we need to represent that kind of detail here.

So here's my suggestion for a Deathwatch Kill Team stats:

Code:
INF   15cm   4+   3+   4+   Scouts, Teleport
Hellfire Heavy Bolter   30cm   AP4+
Melta Bombs   (bc)   MW


Sniper seems over the top to me as well. I like your suggestion for stats and encourage people to give them a try.

Quote:
They're power armored marines (Tacticals) so the INF/Armor/Speed values should stay the same. The CC3+, MW represents the fact that they are armed with Melta Bombs, can be armed CC power weapons and have "True Grit". Alternatively, going with CC4+ and EA(+1), MW would make it a little better if needed. Though they lack the Tactical's Missile Launcher they do have the special ammo and the Hellfire Heavy Bolter so FF4+ can stay I think. Teleport is the EA equivalent of Deep Strike and Scout seems fluffy from the Deathwatch books I've read.

For the formation, make it maybe 4 Deathwatch Kill Teams with a Captain or Librarian character. Start at maybe 275?


I think CC3+, MW is the way to go for now. I'm leery about adding EA(+1), even if changing CC to 4+. 275 might be a little cheap, but let's give that a shot for now. I can always bump up the points to 300 if it's needed.

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 Post subject: Re: Ordo Xenos
PostPosted: Wed Mar 14, 2012 5:04 pm 
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DS, the Black Citadel... What are your thoughts to making it a garrisoned piece (movement -immobile-)? With that as an option you would never have to worry about it planetfalling on somebody's BTS on any turn let alone three, but it would still maintain the piece. Do you foresee any problems with that?

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 Post subject: Re: Ordo Xenos
PostPosted: Wed Mar 14, 2012 5:16 pm 
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Moscovian wrote:
DS, the Black Citadel... What are your thoughts to making it a garrisoned piece (movement -immobile-)? With that as an option you would never have to worry about it planetfalling on somebody's BTS on any turn let alone three, but it would still maintain the piece. Do you foresee any problems with that?


I like your idea. My main issue with it now is its ability to planetfall. I don't foresee any problems with it if planetfall is removed and functioned as a bastion that Inquisitorial are defending.

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 Post subject: Re: Ordo Xenos
PostPosted: Wed Mar 14, 2012 5:29 pm 
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We don't have to, but folks like Maddoctor obviously like it and if we can retain it somehow it might be good for the community all around. It also fills a war engine slot without bringing in yet another titan (or a duplicate titan).

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 Post subject: Re: Ordo Xenos
PostPosted: Thu Mar 15, 2012 5:59 am 
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Meh. I have no model, and no vested interest. It's a non-henchman Inquistion unit which might be useful for a list writer trying to round out the list, and it's also a unique superheavy that allows a very different play stlye to deathwatch marines, again rounding out the list.

definetly loose planetfall though - just turn it into an iquisitorial bastion. Maybe with a transport capacity so troops can shelter there?

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 Post subject: Re: Ordo Xenos
PostPosted: Thu Mar 15, 2012 8:52 pm 
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Agreed on the transport idea. Great idea, actually.

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 Post subject: Re: Ordo Xenos
PostPosted: Fri Mar 16, 2012 1:20 am 
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Yeah, it really is a good idea, maddoctor. So, I'll keep the Black Citadel for now with the same stats, including Transport (10), but no Planetfall. Without Planetfall the points cost should probably be reduced. It still has a lot of firepower, even if it is immobile. Let's try 600 points for now and adjust as needed.

With this post I just joined the 10,000 post club. Not that I'm keeping track. ;D

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 Post subject: Re: Ordo Xenos
PostPosted: Fri Mar 16, 2012 2:07 pm 
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#1. Awesome on the 10000 club.
#2. Cool on the Citadel.
#3. I was thinking that the Citadel should be pimped out with all manner of weird stuff - this is the Inquisition, after all! :)

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 Post subject: Re: Ordo Xenos
PostPosted: Fri Mar 16, 2012 7:46 pm 
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Moscovian wrote:
#3. I was thinking that the Citadel should be pimped out with all manner of weird stuff - this is the Inquisition, after all! :)


Good point. 8) I know there are some non-GW models out there that would serve as a good Citadel. However, I'm not sure what's available from GW for "official" pictures for the supplement.

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 Post subject: Re: Ordo Xenos
PostPosted: Fri Mar 16, 2012 8:09 pm 
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Doesn't have to be GW, just scratch-built or kit-busted from GW. I'll tinker with the idea. How big do you want it (inches tall and wide)?

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