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Ordo Xenos Inquisition Task Force

 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Sat Mar 24, 2007 9:32 pm 
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Here is the latest incarnation of the Ordo Xenos list for Epic. I'm in the process of making three ITF lists, so here is the first one. I've not finished all the background text, but I thought I'd put it out there so that people can use it and I'll pretty it up later.

The datafaxes are quite dark, so if desired I can make a print-friendly one.

www.geocities.com/eoinwhelan

As always with geocities, if you can't access the page, I've exceeded my data transfer, just try again later.


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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Sun Mar 25, 2007 12:45 pm 
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I like the book. ?Seperating it out into three seperate army lists does make it seem less cluttered.

Are you still looking for pictures of stands? ?Because if you are I have got the following painted

Inquisitor
Inquisitor Lord
Deathwatch commander (both types)
Deathwatch kill team
Deathwatch landspeeder
Deathwatch veterans
Deathwatch terminators
Deathwatch assault craft

Unpainted
Support staff
Warrior henchmen
Deathcult assassins
Deathwatch thunderhawk destructor

I did have some Razorbacks and Rhinos as well for the Deathwatch but my marines have stolen them and repainted them in their chapter colours  :D





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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Mon Mar 26, 2007 12:38 am 
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Warrior Henchmen:
They have a Macroweapon CCW, but no Extra Attacks with it. Is this intentional? I assume it works the same way as the Land Speeder Multi-Melta, correct?

Assassins:
The extra D6 hits, are these AP/AT? Are they automatically inflicted even if they fail to hurt their target? These are, I assume, normal hits, not MW/TK hits, correct? How are these hits allocated, since the Assassin is not a model? When do you choose which kind of assassin it is, at army set-up, at time of activation or at the start of the game?

Mobile Fortress:
Do multiple critical hits stack? Is it possible to reduce this model to 0 movement. If reduced to 0 movement, do criticals do anything other then inflicting an additional DC?


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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Mon Mar 26, 2007 11:31 am 
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I've been thinking about the inquisitor formation today, and I think that we should tweak it slightly.

My thought is that no sane inquisitor (and yes they do exist  :D ) would take two dozen support staff (ie four stands).  Two stands tops seems more than reasonable.

Secondaly, would it be possible to also have storm troopers as an attachment.  some inquisitors prefer a more structured bodyguard, rather than a ragtag of hangers on.  I know that henchmen could count as storm troopers, but the choice between MC CC attacks and plasma guns allows for some felxability.

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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Mon Mar 26, 2007 8:41 pm 
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(ragnarok @ Mar. 25 2007,07:45)
QUOTE
Are you still looking for pictures of stands? ?Because if you are I have got the following painted

Yep. I'll put out a call for photos soon as I am really not having much luck painting stuff myself. However, I'm promising myself to put aside time for painting, so I will try and get as many units as close to finished as I can.

I think we should get the Ordo Xenos part of the list finished, so yeah, if you can get decent photos of your stuff that would be great.

My thought is that no sane inquisitor (and yes they do exist ?:D ) would take two dozen support staff (ie four stands). ?Two stands tops seems more than reasonable.

I don't know, the background has some Inquisitors with huge retinues. Plus anyone using a Gun-cutter will be limited in how many units he can have. I like taking 4 stands of support staff! ?:;):

Secondaly, would it be possible to also have storm troopers as an attachment. ?some inquisitors prefer a more structured bodyguard, rather than a ragtag of hangers on.
I don't really want to confuse matters more - if you want to model your henchmen as storm troopers, that's fine. No more flexibility!

Warrior Henchmen:
They have a Macroweapon CCW, but no Extra Attacks with it. Is this intentional? I assume it works the same way as the Land Speeder Multi-Melta, correct?
Yes. I will put a note in the "notes" section of the datafax to that effect.

Assassins:
The extra D6 hits, are these AP/AT? Are they automatically inflicted even if they fail to hurt their target? These are, I assume, normal hits, not MW/TK hits, correct? How are these hits allocated, since the Assassin is not a model? When do you choose which kind of assassin it is, at army set-up, at time of activation or at the start of the game?
Uh. They're just "hits", so either/both AP and AT. Yes, they are automatically inflicted - these are probably casualties inflicted as the assassin makes his way in. How are they allocated? Haven't decided - option A (defending player's choice) or option B (allocated to units closest to the assassination target unit). Which do you think is better? You can choose your assassin effect at time of activation.

Mobile Fortress:
Do multiple critical hits stack? Is it possible to reduce this model to 0 movement. If reduced to 0 movement, do criticals do anything other then inflicting an additional DC?
Yes, they stack, and movement can be reduced to 0. After that, criticals just cause an extra point of damage (and you're doing well to get 4 criticals!).






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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Mon Mar 26, 2007 9:00 pm 
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I'm worried about the potential lethality of the Assassin's +D6 Hits against low/no save units. Against IG, Tau, Eldar and Orks it's virtually guaranteed to generate D6 blast markers as well as killing D6 bases outright. The only time I'd see myself doing the D6 blast markers is against high armor save individuals like Space Marines or Leman Russ Companies or the like... My suggestion would probably be to make the attack-oriented ones do D3 hits instead of D6 hits. This means you're primarily useful against those units with low-saves, but there can still be use for doing lots of blast markers (especially on units which aren't terribly large) over doing hits against the same targets.

As far as allocating hits, I'd probably say start at the target of the assassin and work your way outwards, closest units first.


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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Mon Mar 26, 2007 9:47 pm 
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Hmm. You might be right - I've fought with/against a lot of high-armour Fearless units and that might have affected how I see it. Still I was thinking the +D6 BM is powerful - that's enough to tip the balance against a small, elite formation, where breaking the formation is more important than a casualty or two. Put it at D3 hits and I think I would always choose the D6 BM every time. On the other hand, if you kill units then that adds BM and reduces the number of models in the formation, effectively bringing the formation 2BM closer to breaking. Maybe that would be best - make it D3 hits OR D6 BM.


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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Mon Mar 26, 2007 10:12 pm 
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That's what I was thinking. As doing D3 hits, from a 'how far are you from breaking' point is roughly equivalent to D6 blast markers against no-armor or low-armor enemies. Aagainst high armor enemies or small formations I'd take the blast-marker generation every time (Especially if they're already broken!)

Does the Assassin count as a weapon firing on the unit? So does it generate a blast marker just for activating, even if it totally fails to do anything else?


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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Mon Mar 26, 2007 11:14 pm 
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(Ilushia @ Mar. 26 2007,17:12)
QUOTE
That's what I was thinking. As doing D3 hits, from a 'how far are you from breaking' point is roughly equivalent to D6 blast markers against no-armor or low-armor enemies. Aagainst high armor enemies or small formations I'd take the blast-marker generation every time (Especially if they're already broken!)

I still don't know about the D3 thing... I'm still thinking that D6 hits and D6 BM are roughly equivalent. As you say, D6 BM on a formation that's already broken is rather nastier than D6 hits. I think it should be the same number for both. Perhaps I should change it to D3 hits/BM or D3+1 hits/BM?

Does the Assassin count as a weapon firing on the unit? So does it generate a blast marker just for activating, even if it totally fails to do anything else?

Heh, I knew you were going to ask that. I would say no, but I'm persuadable on the issue.


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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Mon Mar 26, 2007 11:43 pm 
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D3+1 hits/BMs might be better... Considering the price at 125 points. The ability to specifically pick out a leader-type character (especially the Supreme Commander) for a TK(1) attack seems like it should be strong enough on its own. The extra hits/BMs are just nice added bonuses.


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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Mon Mar 26, 2007 11:49 pm 
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Yeah. I think 125 is too cheap... they were 175 before. I wonder why I changed it (I think I had a few games where the assassin did nothing...) After all, the assassin target might well be 125 points by itself. I'll change it to D3+1 and make it 150 points. Does that sound fair?


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 Post subject: Ordo Xenos Inquisition Task Force
PostPosted: Mon Mar 26, 2007 11:57 pm 
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That sounds good to me. There's a good chance at that point that you can equal or exceed their value if you use them right. And they can certainly swing around the game field quickly if applied in the right place. I'd put them with Deathstrikes in that regard. They're very specialized, very potent, and there's a chance that the opponent won't have what you're gonna want to attack, or that they'll simply fail to do what you want them to if they do.


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