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so what do yall think. slow ponderous and expensive as hell (N) . i would rather have more troops or put the points twoards a cool elete. the sercvitors wont do anything. thell get busted up FAST in cc before they even hit, a vet guardsmen with hell pistol and ccw would be better-it might attack and it only costs 10 points. or any of the other guys could shoot on the assault. the gun sevs cant move-paint a target on there deformed asses and shoot them with your old bb gun b/c there useless. i would rather have a plasma gun that can shoot on the move then one that cant. any smart opponent would never give that thing a clean shot on a good target. thoughts? :hmm:
I'm kind of liking the plasma cannon servitor. Considering that Grey Knights have little in the way of heavy firepower, the plasma cannon servitor provides an excellent firebases for ranged combat. Right now I back him up with vets toting plasma guns, a very hot unit, but I am thinking of putting in Heavy Bolter Servitors instead. You'll get an extra 12 inches for your servitors over your guardsmen, which can be just as important as the ability to move. Since I dont assault with the Inquisitors (Why make an assaulty inq when my GK can do that?) I havent used the close combat ones yet.
I will admit though, servitors are a pain in the neck to paint.
Servitor + Plasma Cannon = Gold.
End of story.
Karnov let all of us fulfil our repressed dreams of being a fat Russian man running around in the great outdoors and getting shot at by weird stone heads and crap. You didn't have a repressed fantasy about doing such marvelous things? Well, I don't believe you . . . [djpretzel]
what you dont understand funnymouth-is that =][= dont have to be assault oriented. take all servitor warriors (one plasma and the other HB's) give your =][= a psycannon, and right there you have a decent heavy support squad. the whole point of not being able to move to shoot, is having the weapons to keep units from getting close to you.
granted yes the cc type servitors suck, but i doubt anyone REALLY takes em for that though
i dont mean only for assault oriented. take the standard plasma "firestorm" config.
i would prefer 3 with plasma rifles so i can shoot the targets i want (i guess i do play with a lot of terrain). i suppose if you just use the 2hb +pcannon it would work, but thats a lot of points for a paperweight. most players would easily outmanuver this point sink. more gk or smore st nits with plasma/melta would be more useful i think. i also break the rules :o and i use shooty assaulty inqs (i make it work-shoot on the advance and then she packs a punch in combat with digis and holo etc, for this mobility and firepower is key; plus i think i do it rather cheeply).
shoot Inq squads seem like a royal waste of points in 4ed. in 3ed they rocked, keep them behind a meatshield and tear stuff up.
but in 4ed, they're just too big of a target! they're expensive, and will be shot up in no time at all! and when it's composed of T3 models...
i'd much rather take an assulty inq. at least they can be tooled up to fight deamons rather well.
I totally agree. You won't find me using Inquisitor squads at all in 4th edition.
Actually, there is only one way that I would use an inquisitor squad and that's if they lifted the Maximum of 3 henchmen rule.
I would LOVE to have a Witchhunter inquisitor retinue maxed out with the warrior servitors that have the 4+ invul save and the power weapon.
exactly my point. with no meatshield an immobile inq is toast, and a slow hitting one is oast. there not particularly great in cc either is the problem. looks like its a bad time to be an inq. i like megalos lc inq but it still lacks the s to wound the big guys and without much in the wy of help hes toast. its a shame to-there so characterful but now were stuck with gk as an effective hq-BORING! (sorry i just think gk heavy (or gk pure) forces are some of the most one dimensional and tactically uninteresting forces in the game-though i do love to use gk)
I thought I might share my experiences using =][= with shooty retinues.
As we all know, Puritan players are rarely short on close combat ability. Its the long range shooting we lack. Our Dreadnoughts help but there is something can really turn the tide sometimes. I never used this before so I decided to read that page in our codex that lists the henchmen and all their abilities a bunch of times to get a good understanding of what you can and can't do.
The following goes for under 200pts and has been very effective everytime I've fielded it.
=][= with Psycannon
1 Warrior w/ Plasma Cannon
1 Warrior w/ MultiMelta
All mounted in a rhino.
At a glance you might be wondering why all the craziness. Let me explain.
Remember sages make the =][= BS 5 so thats a psycannon that hits on a 2+ and can fire stationary or after moving.
2 Sages lets you re-roll a missed shot for anyone in the squad. Yes, that means you have a Twin-Linked Plasma Cannon! There have been times I've rolled the dreaded "1" on that thing, and just re-roll it to my enemies shock and horror. Basically, I've never missed with it.
The 2 Mystics let you have a free round of shooting, counted as stationary, against those pesky deep striking troops and the occasional deamons being summoned. (plus only 12 points, why not?)
And the multi-melta gives you a nice anti-armor capability if needbe (also twin-linked if you wish).
All of this in a rhino, which helps because your opponenet doesn't know whats in that rhino until its too late! If you have to move the rhino to get a better postion? Fine, shoot the psycannon out of the top (remember 2 firing points) and hit on a 2+ (or just pop smoke). Next turn? unleash hell with either hte psycannon and plasma cannon, or PC and MM.
This has worked very well everytime i've used it.
My problem with that is all three guns have different jobs. The psycannon is great at wiping out unarmored infantry. The Plasma cannon is great at heavy infantry and light armor. The Multi-melta is your anti-armor. Why combine them?
I'd say either take the standard psycannon/Plasma Cannon/1-2 Heavy Bolter unit, or 2-3 Multi-meltas with a combi melta on the Inq. Specialising is the key to 40K, units with many jobs tend to fail at all of those. I can see the argument for the plasma cannon & multimelta together, but not the psycannon. For that many points, you can get another multimelta, making the unit infinitely more useful, especially in a GK army that can handle unarmored infantry with all those stormbolters.
Also, why 2 mystics? All that allows you to do beyond 1 Mystic is let a DIFFERENT unit shoot at said Daemons. But this is the shooty unit, so it'll never want to do that...