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Ordo Xenos, v4.0

 Post subject: Ordo Xenos, v4.0
PostPosted: Fri Sep 21, 2012 2:52 pm 
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Here is the latest update for the Inquisition. Since this is my first official update, I decided to label it v4.0, instead v3.4. So, take it for a test drive and let me know what you think.


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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Fri Sep 21, 2012 5:37 pm 
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Questions....

VTOL - was this on purpose or is this accidental leftovers from the old list?
If on purpose, you have two VTOL transports that seem to be primarily used for the Inquisitor formations. Could you make one a skimmer and the other a landing bomber and sorta kinda accomplish the same thing? Throwing it out there only because VTOL was rather controversial last time.

Nitpicking here, but there is no such thing as a "saving throw", only an armor save or invulnerable save. Also, you should probably make note somewhere that the reroll can't be of a reroll.

I thought you wanted to get rid of the dropping fortress of doom?

Critical on the Capitol Imperialis, maybe it should specify what type of hit... I don't know if this is a 6+ standard save or an armor save. Probably the former but it should say.

Deathwatch Kill team has a AP5+ and then a "S," but I have no idea what that means.

Did you experience any problems with the SMs being mostly scouts?

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Fri Sep 21, 2012 6:52 pm 
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Moscovian wrote:
Questions....


Answers...

Quote:
VTOL - was this on purpose or is this accidental leftovers from the old list?
If on purpose, you have two VTOL transports that seem to be primarily used for the Inquisitor formations. Could you make one a skimmer and the other a landing bomber and sorta kinda accomplish the same thing? Throwing it out there only because VTOL was rather controversial last time.


This is a leftover from an old list. VTOL could probably be dropped from the Aquila. From the fluff I've read, the Gun Cutter seems to be able to maneuver like a true VTOL.

Quote:
Nitpicking here, but there is no such thing as a "saving throw", only an armor save or invulnerable save. Also, you should probably make note somewhere that the reroll can't be of a reroll.


I don't mind nitpicking. Saving throw to me means armor save or invulnerable save. I'll reword it to make it clear and to clarify that you can't re-roll a re-roll.

Quote:
I thought you wanted to get rid of the dropping fortress of doom?


I decided to keep it for now, but eliminate Planetfall and try it as an immobile fortress. If that doesn't work, I have no problems with removing it completely.

Quote:
Critical on the Capitol Imperialis, maybe it should specify what type of hit... I don't know if this is a 6+ standard save or an armor save. Probably the former but it should say.


I was thinking standard 6+ save.

Quote:
Deathwatch Kill team has a AP5+ and then a "S," but I have no idea what that means.


That's what I get for not proofreading it better. S is for Sniper. I liked the idea of keeping the sniper abillity for the ranged weapons, but have found sniper to be fiddly in CC.

Quote:
Did you experience any problems with the SMs being mostly scouts?


I haven't so far, but I haven't played a game yet with a high proportion of Deathwatch formations.

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Mon Sep 24, 2012 10:21 am 
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Played a game last night. Got crushed badly. Details to follow.

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Thu Sep 27, 2012 2:20 pm 
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The Black Citadel is still in as a planetfall unit. That will not fly in any gaming circle. I know the intent is to have it be a garrison piece but you need to clarify how that will work.

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Thu Sep 27, 2012 3:18 pm 
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Moscovian wrote:
The Black Citadel is still in as a planetfall unit. That will not fly in any gaming circle. I know the intent is to have it be a garrison piece but you need to clarify how that will work.


Crud, another thing I missed on the proof reading. It will be changed. I'm not sure the unit is even needed, but I'll wait to hear what others say.

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Thu Sep 27, 2012 3:35 pm 
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For the next iteration, I'm toying with the idea of adding a Leman Russ platoon (of six) and an artillery battery. I still think the =I= could use a boost in firepower. Thoughts?

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Thu Sep 27, 2012 3:48 pm 
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I am unconvinced. They have access to titans and Imperial Guard formations which can dish out a lot of firepower. The Leman Russ are kinda cool ina support role to the infantry here and you don't get that in too many lists. I'd hold off on breaking them off. Instead maybe offer a couple of other upgrades to the IG like Hellhounds or other lesser used units. They might find some added utility in an infantry formation that they wouldn't have on their own.

Can Kill Teams take Chimeras?

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Thu Sep 27, 2012 4:04 pm 
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Moscovian wrote:
I am unconvinced. They have access to titans and Imperial Guard formations which can dish out a lot of firepower. The Leman Russ are kinda cool ina support role to the infantry here and you don't get that in too many lists. I'd hold off on breaking them off. Instead maybe offer a couple of other upgrades to the IG like Hellhounds or other lesser used units. They might find some added utility in an infantry formation that they wouldn't have on their own.


I wasn't thinking of breaking off Lemans as an upgrade, but rather also allowing Lemans as a separate detachment. I had already thought of adding things like Hellhounds.

Quote:
Can Kill Teams take Chimeras?


No. The list states that the Kill Team can take Deathwatch transport, not transport.

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Thu Sep 27, 2012 4:35 pm 
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Ahhh, I didn't bother to print the transport special rules section. Nevermind! There is nothing to see here!

On the Leman Russes, my main concern would be people would not take the Leman Russ add-on if given the Leman Russ 6-formation option. Keeping it as is makes it feel more like a bunch of men and assets were scrounged together from wherever, which I like TBH. :)

Do you have any aversion to making it mandatory to bring at least one Inquisitor unit or character? It seems like it would be important to have that be the case but right now you can build a list off this army without any Inquisitors in it. Either make the Inquisitor Lord mandatory or requre a minimum of one Inquisitorial Retinue. ???

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Thu Sep 27, 2012 4:58 pm 
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Moscovian wrote:
Do you have any aversion to making it mandatory to bring at least one Inquisitor unit or character? It seems like it would be important to have that be the case but right now you can build a list off this army without any Inquisitors in it. Either make the Inquisitor Lord mandatory or requre a minimum of one Inquisitorial Retinue. ???


Good point. It does make sense to have an Inquisitor as part of an Inquisition army! I'm leaning towards making at least one Inquisitorial Retinue mandatory.

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Thu Sep 27, 2012 7:08 pm 
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To start, I agree with everything thats been discussed so far.

The list structure seems strange to me, it looks like one set of detachments should affect the amount you can take from the other but it doesn't, which threw me at first look. I think they could be merged for simplicity's sake.

The Capitol Imperialis has always been portrayed as a command and control vehicle(with a big cannon) in all the books it's appeared in, being filled with advanced technology to assist in persecution of wide scale war. I'd perhaps suggest it conferring +1 Strategy rating to the army but I'm sure that would be unpopular.
Another suggestion would be to make use of the roof space and add 2 sabre platforms to it's weapons, the list lacks AA so it would certainly make the Capitol a more attractive choice.
I don't think Indirect fire is needed, you may as well make it speed 0.
A basic inquisitorial retinue with VALKYRIES can currently be transported... a crap option yes but seems silly to me.
It is definitely useless as a transport but is a safe place to hide a fragile unit.

I think keeping the normal Guard Company structure would be better, perhaps having a free commissar for every second Guard/Stormtrooper formation. At the moment you've lost the commander stand and have to pay a big mark-up for the commissar.

The 'plus transport' and 'plus Deathwatch transport' seems off to me. The formations in the list are all priced before transport but the implication seems to be that they have to take one. Could there not be a generic detachment 'upgrades' section with options such as 'Inquisition transport' 'Deathwatch transport' 'Russ' 'Flak' like all the other lists use.

You could price some transports by the pair as most formations are even numbered, Valkyries at 75 for 2 would be better for instance.

Ok that was a bit scattershot, I'm at work so can't give it my full attention, hope you find this usefull anyway. I have plenty of old marine plastics I'd be happy to repaint to try this out.


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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Wed Oct 03, 2012 12:28 am 
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On a re-read of the list, I noticed the Deathshrieks were inadvertently omitted. The cost is still 200 points for 2, with a provision that they cannot be taken if any Imperial aircraft have been taken.

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Wed Oct 03, 2012 1:21 am 
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Time for 4.1!

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 Post subject: Re: Ordo Xenos, v4.0
PostPosted: Wed Oct 03, 2012 9:38 pm 
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Yup!

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