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Author Topic: Inquisition DRAFT v1.5 (HA)  (Read 42666 times)

Offline Gron

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #150 on: January 26, 2011, 10:39:38 PM »
Going back on topic, I'm quite happy with the v1.6 changes/additions but there is still a few concerns I've found from earlier versions regarding fleet commanders.

 Is it meant to be two commanders as an Inq Lord can't be the overall commander in fleets less than 1500pts but a fleet must have one if 750+? I find nothing that states an Inq Lord can't be in a fleet of less than 1500pts. (a 1200pts fleet may include an Inq Lord but he can't lead it still it must have a commander.)

 If an Inq cruiser IS present and is not the most expensive ship the Inq Lord can be placed on the more expensive ship and for example a Master of the Fleet with terminators can be placed on the Inq cruiser. If the Inq Lord is a malleus then the Inq Cruiser gains the malleus abilities, thus turning the Master of the Fleet with termies into a GK Grand Master (sort of) =) Is this correct?

 If I have an Inq Cruiser and a more expensive ship, nothing states I must place the Inquisitor nor the admiral/MotF on the Inq Cruiser. In this case does the Inq Cruiser have a normal/IN crew or is it treated as SM?

 Do an Inq cruiser have access to Thunderhawk Annihilators?

Offline Zelnik

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #151 on: January 27, 2011, 01:47:34 AM »
I suppose the GK's can have an 0-1 BB, but I have to discuss it with the HA's.

Happy Birthday.

PS: The Psychic Cannon is DeadDeadDeadDead...


That is JUST fine for me.  Seriously, a 0-1 will make me happy, and silence a lot of my issues with the fleet.

Offline lastspartacus

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #152 on: January 28, 2011, 11:43:06 AM »
I don't understand, why kill the psychic cannon?  It was cool how it dealt with daemons and nids, very 'Imperial' in its method of dealing with large warp nasties.

As to the GK boarding abilities, why not just make it 2d6 take highest, like nids?

Offline Zelnik

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #153 on: January 28, 2011, 07:46:34 PM »
Because they cannot be as good as nids. That point was made when they took away chaos' 3+ auto-bonus.

I am happy with it, but I wonder how it will effect Admech, where you already get this bonus.

Offline Zelnik

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #154 on: January 28, 2011, 07:47:26 PM »
Personally, I love the Psychic cannon.  It was a unique little piece of pre-heresy tech that really screamed grey knights, and made them something everyone should fear.


Offline lastspartacus

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #155 on: January 28, 2011, 10:12:08 PM »
Agreed about the P Cannon.

As to the GK, who says your average tyranid ship is as able in hand to hand as one of the most supreme fighting forces in the galaxy?
Its ok as is, just struck me as odd.

Offline Zelnik

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #156 on: January 28, 2011, 11:43:00 PM »
A few reasons. One including that the Grey Knights were built from the ground up to fight demons, not nids.

Also, one of the few advantages the nids have is incredible boarding, they lost a LOT of glitter with the latest FAQ, it would be wrong to take what little they have left.

Offline lastspartacus

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #157 on: January 29, 2011, 06:12:46 AM »
Oh come on, I don't think the rare occassion of a GK strike cruiser meeting a tyranid ship in the game would cause any loss of glitter :)

I know they were made for daemon fighting, but fluff shows that in general, they are REALLY good.

I mean, small numbers of GK scythe through marine chapters without any noticable casualties.  And a marine is at least some challenge for any warrior sized entity in the galaxy.

Offline Zelnik

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #158 on: January 29, 2011, 08:17:52 AM »
Lets not forget that all fluff in 40k is hidden under the veil of propaganda.  I am sure they are great, but again, at this scale, these specific benefits start to be blurred. 

The way it is described in the book, boarding a tyranid ship is like entering a labyrinth of twisting fleshy tunnels that make no sense, filled with tervigon's and other biological nightmares.  At the same time, being boarded by a 'nid vessel is not just a matter of "oh my god, there are genestealers in the hull" it's a matter that the SHIP ITSELF is trying to EAT it's target.  Huge feeder tendrils and the giant claws certainly aid in the boarding.

Offline Zelnik

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #159 on: January 29, 2011, 04:14:40 PM »
When it comes to the Psychic cannon, Nate.

I KNOW you don't like it, but I would like to know your reasoning behind not allowing it (aside from three pages worth of H8 H8 H8 H8)

It's not like it's broken, or particularly cracky.  (you need a 5 to hit for splib's sake.

Offline lastspartacus

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #160 on: February 04, 2011, 01:41:43 PM »
Yay to psycic cannon.  Why did nate hate it?

As to the Blackship, I believe that it should have either 5+ or 6+ all around armor.  For the same reasons, I also believe it should lose the torps entirely.

Offline Zelnik

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #161 on: February 04, 2011, 11:36:36 PM »
I like the torps option, in fact I think it should have both torps and LC.  You get one of these babies per 1500, and they are costly. You might as well get what your paying for.

Offline Requin

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Re: Inquisition DRAFT v1.5 (HA)
« Reply #162 on: March 06, 2011, 07:02:30 PM »
Hello everyone. First off I like to say that I disagree with the comments that feel that the INQ PDF in unnecessary. In fact, being able represent my Inquisitor Lord in the galactic campaign my friends and I have been playing was the catalyst that got all of us into playing BFG.

One that note I have a few questions about the Hereticus Inquisitor's ability to take a Rogue Trader. The PDF states that "Rogue Traders will be regarded with particular suspicion, though a single Rogue Trader and its attendant escorts may accompany the fleet."

1. Does the "Rogue Trader" refer to the Rogue Trader Cruiser, and if so can the taken cruiser be any of the variant ships, i.e. the  Lunar, Tyrant, Carnage, and Murder?

2. Is this ship able to purchase upgrades from the "Best Money Can Buy" table?

3. Does this Rogue Trader ship force you to take the transports that are compulsory in an Exploration fleet list?

I really have enjoyed the ability to take a Rogue Trader in my fleet in games below 750pts, but think that a little more clarification could be used.
« Last Edit: March 06, 2011, 08:18:58 PM by Requin »