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My mate plays Imperial Guard and likes to load a Valkyrie up with Veterans full of plasma guns and then use the Scout move to get right up in my face before the game begins and then obliterate a unit of my Chaos Marines on turn one. It's really annoying but until now there has been bugger all I can do about it.
Then I read the Servo Skull rules. You can buy three of these little buggers for under ten points (if from a Techmarine or Inquisitor... slightly more if its a Grey Knight buying them). With a 24" radius on each, three skulls will be enough to, if deployed properly, create a line across the entire length of a 6' board that Scouts cannot cross. This will completely shut down his tactic for under 10 points! Whats more, if I deploy them just along the edge of his deployment zone, then he cant Scout move his Valkyries at all. The downside to this is that they then become easy to destroy on the first turn. But with little to no deep striking and little to no blast weapons, they probably aren't that necessary beyond shutting down Scouts anyway.
Are people using or ignoring Servo Skulls? Any success stories with them or are they just not worth it?
Using them - for that very reason (though my IG friend use melta-squads).
Also, if you invested in an orbital relay, its a good way to get some accurate bombardment first turn.
Servo skulls is really good! both for the reason you posted but also so you don't have to scatter as much with your knights. nothing hurts as much as misshap with you +1000p paladin unit with GM...
I am going to give them a try. I like the idea of shutting down scouts and not scattering to far when you DS in their area.
Why use science and education when ignorance and superstition will work just as well.
The least useful part of them is the more accurate shooting with blast weapons as they only relly work once. The enemy have to be 6-12" from them but any closer and the skull dies. Enemy in transports, bikes, jump troops or even footsloggers who run a decent amount can eliminate the skull before it gets a chance to work.
Shutting down scouts is a very useful power. The deepstrike ability is ok but if the enemy are close buy the skull may die and if the enemy are not close by then why deepstrike there. 9 or 15 points is very cheap and probably well worth the points.
Quorn! - Protein for the Protein God.
I am still working on a way to get them into lists for that very reason, except i always face vendettas with 3x meltas or 3x flamers. ..tear.
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points
I wouldn't DS that unit if I wen't up against demolishers... or a lot of meltas
I use them to prevent another GK player from infiltrating his vindicare into LOS of my raider... my GM and Paladins hate to walk, lol.
Other than that I don't use them but I don't DS anything in my army.
Rules for playing massive tabletop games with star wars miniatures!
I think servo-skulls are a must-take if you have a character that can take them - but don't sacrifice other parts of your list composition to do it. If you're running 2x special characters, don't buy a techmarine just for servo skulls, it's a waste, I also think more than 3 servo skulls is probably a waste, but you could potentially sit a 4th one ~9 inches behind an objective and have a plasma cannon servitor squad sitting nearby waiting to take advantage of it.
"The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
"Innocentia Probat Nihil"