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Inquisitors and their friends (assassins, daemonhosts, and other more common allies) might undergo a few changes because of the rules in the new edition. Post what you guys think might be important to take note of.
First off, chirurgeons and acolytes sadly might not be as helpful because of how wounds are allocated. In general the new wound allocation really screws over how inquisitor retinues work with their special rules.
Deep striking is a little safer and more types of units (jump infantry) are now allowed to deep strike. Many more people might try deeps striking, a nice boost to mystics.
Perils of the warp is harsher in the new edition if I recall, so Hammer of the Witches might actually be useful.
The overall assassin flaw of not being able to hold objectives is moot as only troops can hold.
The culexus assassin might be a bit nicer in the new edition with leadership becoming more important in the assault.
The vindicare will probably be even less useful with all the cover saves in 5th.
I haven't checked yet, but the callidus might not be able to target out independent characters from units anymore, making her not the character killer she used to be.
"Word in your ear" is much better as you know if you are going first or second when you set up (and move their units). Therefor you can move their unit to the optimal position and know for certain what they can or can't react to.
The eversor is largely unchanged I think, but both he and the callidus will have problems getting rid of enough models in close combat as units get a 6" consolidate.
Arco-Flagellants and Penitent Engines get to run and use their holy rage making them over twice as fast as a normal unit.
Assault happy units like assassins and arcos can't consolidate into new units anymore so they will have to take a round of shooting in the open.
Orbital Strikes don't get to lower their scatter by BS like every other blast weapon. No change technically, but it didn't get "better" like everything else.
IS there any great plus's for us or a we gonna be worse then ever.
I'm not following how the wound allocation hurts retinues. The ability to intentionally put a wound on the inquisitor doesn't seem to be gone?
The universal Counter-Assault is bad news all-around for the assassins. As is the new 'everybody gets to swing' rule for hidden fists etc. Having not actually used them in games yet under the new rules, the assassins still seem pretty heavily overpriced now. The potency of Word in Your Ear under the new setup rules definitely makes it up for Callie at least =)
the eversor still hasn't changed in usefulness as he was always meant to pick on smaller sized squads in fact now he may be better as reaper and scout squads can no longer spread out to reduce the damage he can do
"take my love, take my land, take me to where i cannot stand, i don't care i'm still free you can't take the sky from meee" ;- firefly
"i'm gonna grant you your greatest wish i'm gonna show you a world without sin" ;- serentiy
"I am a leaf on the wind, watch how i soar" ;- serenity
Repentia should be not so much of a complete loss now, as they can take advantage of the harsher line of sight and cover rules. They might still suck, but small units could advance into cover and be nasty surprises for enemy tanks.
Then again any one with a krak grenade can pop a tank in close combat in 5th. Maybe massed eviscerators is a bit of overkill
EDIT: Sorry I just realized you were only talking =I= units not SoBs.
Last edited by Kahoolin; July 7th, 2008 at 07:30.
Word in your Ear is amazing now. On the times when you get to go first it is worth the points just for that, and the assassin is just a bonus. You can almost guarantee that you remove their biggest threat at the start of the game, 100% worth it.
How does word in your ear become better?
InquisitorAffe: As is the new 'everybody gets to swing' rule for hidden fists etc.
Are you 100% certain??? I mean i'm gonna go rampage on all the gamesworkshop staff now and im certainly gonna take this up with GW! Grrrr this is ----------------------!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
And yeah assassins were never aloud to hold objectives anyway because there independant.
consolidating after wiping a enemy clean on the charge on d6 is no longer useful! They've got allow assassins consolidate into the enemy. i mean if you wipe a squad on the charge why should an enemy 3inches away have time to react (there men just got sliced up!)
I think for inquisitor lords with the extra acolytes will be good (in artificer armor), but do we get to choose where the armor saves go? I mean if i have 1 save, does it still go majority?
ohyeah eversor will be able to infiltrate behind enemy lines which is a positive (too bad i use the callidus)
The B&C has posted a Guide to 5th Edition. (The Inquisition section was penned by your's truly. )
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
number6: Sweet stuff! That was a great article; a little GK-heavy, perhaps, but some good advice for a Witchhunters player.
I know we were debating Inquisitorial units, but I just want to say something regarding a few Sisters choices. Flamers, the second part of the "holy trinity", are going to be our best friends in upcoming games what with the increased prevalence and usefulness of cover saves. This means that the standard Immolator with twin-linked heavy flamers (Holy Promethium optional) will be AWESOME. In addition, an Immolator kitted out with twin-linked heavy bolters and Blessed Ammunition will be equally awesome at denying cover saves.
Just think, Holy Promethium and Blessed Ammunition become viable options at last!
The Emperor set a fire in their hearts that they might burn the iniquitous and the impure from his sight. And the light of that flame shall be as a beacon to the faithful, a light that shines in the darkest places.
Pretty good stuff their number6, though some of the other sections have what I consider errors (one guy calls jetbikes vehicles and says plasma cannons don't overheat on them for example). Also, I have said it before, repentia have gotten worse in 5th because of the universal 6" consolidate. They have to whether too many attacks with their low toughness and armor.
Eh, Immolators are a sub-optimal choice in general (They have been for a long time and now it is even worse). As a heavy support I would rather have an exorcist or a squad of retributors. In the new rules troops are king, so taking them as transports means they can only bring non-troops along for the ride. My fun 4 melta dominion squad is becoming two regular sister squads with 2 meltas instead.
To answer the question about a Word in Your Ear.
In the new rules you know when you set up your units if you are going first or not, there is no more rolling for first turn. If you set up first, you get to go first. You know when you use the move if they can stop you or not. This offers up a number of bonuses whether you go first or second.
If you go first you must set up your entire army first. This is often a huge problem as your opponent can set up his entire army to counter yours. The callidus' move happens after they finish placing. This allows you to disrupt their counter and means that one of their unit is sort of like being placed first. Also, you can move their units and know that if they are going second there is no way that they can react to what you are doing. You can move their mega unit or their tooled up character out into the open to easily get mowed down first turn. This has a HUGE demoralizing effect on your opponent and is often in and of itself enough to win a game.
If you go second you already have the advantage of knowing where your enemy is and where your units should be to counter. In this situation the callidus acts as a way of forcing a mistake in your enemy's deployment. Their big shooty squad has line of sight on your for first turn mayhem? Move them out of sight or out of the safe cover, he can either stay there to get mowed down or move them loosing a round with them. Terrible CC squad gonna hit your lines? Push them back an extra 6", and make them take an extra round to get to you.
The possibilities are as varied as the opponents you play. In the old rules you did not know if you would go first or second when you made your callidus move a unit, which made it a risky guessing game. Now that you know, you can use the perfect move for your situation. I rarely used the Callidus in 4th, but in 5th "A Word in Your Ear" alone, has more than her points worth of power.
Last edited by frozencore; July 8th, 2008 at 04:49.