Showing posts with label inquisition. Show all posts
Showing posts with label inquisition. Show all posts

Lord Inquisitor trailer. Fan made CGI feature film.

http://youtu.be/N7glPda2Lcc

http://www.thelordinquisitor.com/
Not the greatest voice-over, but very good quality CGI and some good flow. I'd pay $10 to see something like this for an hour or so, assuming they got the voiceovers right.

I'm still very slowly working on a similar CGI movie script for Eisenhorn. Look for it in 2022.

In other news, FTW blog network. New job as of 5 days ago, so a bit busy. Real-life inquisitorial investigations happening right now.

Cool 40K Assassin models

I'm a tad underwhelmed by the 40K Vindicare and Culexus models. There are some alternatives out there - various Scout models for the Vindicare, mainly - though the Culexus is a bit set in stone as the head piece is rather visually distinctive. Too big and unwieldy-looking and a bit whack for me, but to each their own.

A Vindicare standing up to shoot is just a bit weird to me as a former platoon designated shooter myself, but I suppose. Gotta have uniform height for models for LOS gaming purposes and all that. Plus no-one wants a model that's lying down and covered in a ghillie suit. Callidus is fine, but for the paintjobs that people put on them imho - white skulls and emblems on a sneaky assassin? Sure, after the Polymorphine and all that, I suppose... Eversor - well, all bets are off there. Go crazy, maybe convert with an Arco-flagellant or something, though the base model looks swell enough.

But there's also older models to consider. Like, way old.

Some still available via Ebay at http://goo.gl/LEqqD (SFW, Ebay link).

1981 Spacefarers Citadel Miniatures
"Cyborg Assassin" model.
Unreleased Culexus model.
Rogue Trader Assassin,
make the gun longer and there's your Vindicare.
Dark Elf Assassin counts as 40K DCA to me.
Incidentally, some Dark Elf fantasy dual-wielding models can look pretty nice. Unlike the official 40K Death Cult Assassin females in bikinis and high heels - lol what? So unless you're playing with jerks, I'd just substitute the dual-wielding Dark Elf.
Dark Elf Assassin counts as 40K DCA to me.

Shadowblade, Dark Elf Assassin counts as 40K DCA to me.
Really, any mostly un-armoured model dual-wielding swords will do as far as I'm concerned. Slightly more reasonable and immersive than a girl in a bikini, high heels and two power swords. Your call, most people don't really care for things like reasonable realism in a fictional universe filled with magic and psykers and power armour and whatnot. But I do. RP, lore, fluff, immersion and all that. Less of a game and more of a story, to me, though I understand most people don't see it that way. Maybe I should stick to things like Mordheim and Necromunda, esp. due to the overwhelming fan-base focus on competitive WH 40K play. People doing "dice rolling technique" and nudging models forward to get in range, nit-picking template placements and rules and Win-At-All-Cost attitudes and all that. Plus I guess it's reasonable to get upset if you spend $1300 to field an army, get it all painted up and then get your butt kicked by some overgrown rules lawyer with poor or non-existent social skills. I'd rather not be in that environment.

But yeah, assassin models. Cool.
EDIT: Just toured a few gaming stores in San Diego. Turns out there's tons of ninja-looking appropriate-scale miniatures with dual-wielding daggers/swords from various manufacturers. Have a look around.

Callidus "Polymorphine" rules clarification

http://www.theruleslawyers.com/2011/10/rulings-grey-knights-callidus-assassin-polymorphine-and-cover-saves/

Issue: Can cover saves be taken against the Callidus Assassin’s Polymorphine attack?
Holding: Yes, cover saves may be taken against wounds caused by the Polymorphine attack, but only cover which does not depend on the position of the firer applies.
These guys are pretty pimp. Email or post your 40K rules questions and they find the precedents and similar rules to figure out the ACTUAL EVIDENCE and support for what or what not.

Cheers, dudes.



EDIT:

Small victories, man. I used the word monodominant in an official gov't interview writing skills exam. And scored high enough to get recruited. Heh. EDIT 2: Meh. Apparently the word does exist outside of WH40K - it's a biological term related to when a species has completely taken over a given niche in an area, such as when a certain type of tree is the only tree in one particular forest.

Ordo Xenos Inquisitor + Jokaero

Ordo Xenos Inquisitor + Jokaero
So my GK no GK no mech triple Assassin army list has an Ordo Xenos Inquisitor and monkeys in it. Jokaero, whatever.

Hmmm... not sure whether to call it a fluff list anymore, or just stupid. Or cool. Yeah, not really sure how to deal with this. Eh, *shrug*. I just want to play something cool with awesome stuff and have fun. I'm okay with only winning against bad players or horrible lists or people that I can manage to get drunk first.

Randomness in 40K.

Randomness in 40K is a good thing. It's also bad.

It'd be boring if nothing random ever happened. If it was just a chess game and you moved them knowing exactly what would happen. There needs to be random stuff. There needs to be gambling on probabilities.

But some stuff is just wrong. Rolling for a new ability and looking in a table each turn.

Daemonhosts - roll each turn and check to see what ability you have. No. That should have been roll once before the game starts and pick two of the following abilities. Cost adjusted as necessary, or whatever. The thing is ridiculously underpowered and undercosted compared to the lore and fluff anyway. The Jokaero rolls before the game starts is perfectly fine, encouraged even. Your army just took a sudden turn in a direction you hadn't planned on. Adjust and play accordingly. That's great.

Doing that every turn is not so great. You don't want a "serious" game won or lost based on one dice that gave some weird unit some strange thing just for that one turn. That's not skill or exciting or cool. That's just a single dice roll that invalidated all the hard work that either of the players had done so far - unless you wish to claim that the skill is evidenced in getting the unit to a position where it could win the game dramatically in the first place. Which is a bit too meta for me. EDIT: then again, not like C:GK doesn't have a crapton of costly units already, so from a gameplay versus GK perspective this is understandable. But in that case I'd just as soon not have Daemonhosts in the GK codex. Cool model, cool concept, shouldn't be there, bad implementation. But then again, maybe I'm just another Dan Abnett fanboy and Daemons really should be 10 pts.

Coteaz' Psybereagle. Awesome little fluffy addition to a cool guy. No servitor skulls but we can forgive that, it's available via the Techmarine and another Inquisitor and the Grand whosyourdaddy anyway.

The Psybereagle gets D6 attacks. That's just another extra dice that needs to be rolled each turn. I'd be perfectly happy with just 2 attacks, cost adjusted maybe - or 3 attacks and same cost. One less individual dice roll each shooting turn is a simple way to speed up gameplay.

Orks are notoriously dice-roll-y for abilities and things happening. I'm fine with that. Some people love it. Cool. Let those people enjoy their thing, it's supported by tradition and the fluff and lore and all that. But the rest of the game could use with a bit less rolling one single die and looking in an obscure table each turn.

The dice rolling should mostly be confined to things that the players can easily keep memorized already, except for maybe some things here and there, big cool mega-important things. Not like some dipstick little 10-point underpowered daemonhost model that needs a D6 rolled each turn just to see what it can do.

Callidus

1. Callidus appears. D6 ST4 AP2 hits. Not specified if CC or shooting attacks.

I'd maintain it's either a CC attack or an unspecified "special" attack, but certainly not a ranged attack as the Callidus' ranged attack is a Template ST8* AP1 attack. (* Resolved against target's Leadership.)

Needs clarification.

Warhammer 40,000 Callidus Assassin
Nice inconspicuous long white topknot thing, etc.


2. Callidus can hit vehicles with the opening "Polymorphine" special rule attack. The Callidus' ranged weapon, the Neural Shredder, can not harm vehicles.

3. Callidus is placed within 3" of the unit, or where the unit was if destroyed. Nothing says a Callidus can't attack a unit locked in CC. No shooting can generally be done against a unit in CC.

4. Let's assume that the Callidus destroys the unit that was locked in CC. Does the friendly unit get a consolidation move? I'm inclined to say no.

5. Rule as written has the Callidus placed within 3" using Deep Strike rules - therefore can shoot but not assault that turn. This is somewhat ridiculous, but I suppose it could conceivably be overpowered if not. Weird. OP-ness must of course be measured against unit cost and synergy with the rest of the codex and weapons and likelihood of swaying a battle and fluff and lore and all that.

EDIT: Rumoured changes coming in 6th edition is Deep Striking units being allowed to shoot immediately upon entry into play. Maybe I'm grasping at straws here, but there's a few possibilities:
A. The rumour is full of crap.
B. Rumour true, but Polymorphine rule changes to make the Callidus essentially stay the same.
C. Rumour true, Polymorphine changes differently or is clarified or Callidus is otherwisely changed (my guess).
D. Rumour true, Polymorphine wording is unchanged, all of a sudden Callidus is looking a tiny bit better. Not good, but better.

Melta weaponry. Starting to notice a pattern.

So every time I see an Imperial list there seems to be lots of Melta weaponry and especially Multi-meltas. And transports.

Some of each is cool. Too much of a good thing is no longer a good thing, especially when it crowds out the variety and fluff and cool toys. Everything should have a place. Every unit should be useful to some sort of list, maybe not totally competitive but within 10% or so. Same with weapons.

Let's not have Multi-meltas all over the place to the blatant exclusion of anything else. Maybe jack up the prices of transports and MMs. Maybe not have so many units that get to move and fire heavy weaponry at the same time.

Meh. Was going to have 2 sets of 3 servitors with my 2-Inquisitor army list, and have them be Heavy Bolter, Heavy Bolter and a Multi-melta. Now that looks suicidal against anything but footsloggers and horde armies. You simply have to have the anti-armoured vehicle stuff - and the Plasma Cannon at another 10 pts with the additional chance of blowing up yourself ...is a bit of a pain. I like Heavy Bolters. Heavy Bolters look cool and awesome in any version of 40K - but I guess that's a thing of the past in the TT game these days.

Hello.


COTEAZ INQUISITORIAL TASK FORCE NEMESIS 1000

  1. Why is a Hotshot Lasgun 5pts but a Boltgun 1pt when a Boltgun is better in all respects?

Need flowchart for: Assault phase psyker skills, Reserve issues, Terrain issues, Nightfighting issues, Infiltrate issues, Horde/Swarm v. MEQ v. Shooter v. Assault v. Mechanized v. Psyker opponents. Versus flyers? Fast movers? Tunnelers? Terminators? Lessons Learned, individual army lists.

Need variations for expected enemies/terrain/boards. Need little I-marked skulls/rings for objective markers.

Needs more DCA, Crusaders, Conversion Beamer, Condemnor Boltgun, Hellrifle, Incinerator, Daemonblade, Psybolt ammo, Empyrean Brain Mines, Terminator Inquisitor Ordo Malleus, Thunder Hammer, Null Rod, Psyocculum, Combi-flamer, Combi-melta, Combi-plasma, Ordo Xenos Digital Weapons, Ulumeathi Plasma Syphon, Rad/Psychotroke Grenades, Techmarine + Servoskulls, Orbital Strike Relay!, Melta Bombs for WAs.

MAXIMUM ASSASSINS
Open terrain only, ability to kite and retreat toward edge. Needs Techmarine forBolster Defences

Coteaz 100 HQ
Inquisitor Ordo Xenos 25 + 10 + 8 + 3x3 + 30 + 30 = 112HQ
Combi-melta (pref.) or Plasma Pistol (get guidance on 2h gun + sword)
Power armour
Servo skulls x3
Rad grenades
Psychotroke grenades
Psyker + Psychic Communion and Force Sword

Vindicare 145E + Callidus 145E + Eversor 130E in RESERVE = 420

398 pts left for troops

Jokaero 2x35 = 70
Henchmen Servitors 2x3 Heavy Bolter, Heavy Bolter, Multi-melta, for 2x30 = 60

268 pts left

Warrior Acolytes with Plasma, Melta, Flamer, Carapace armour +1 Melta Bomb 3x18 + 5 = 3x59 = 177

91 left

Stormbolter Acolyte 4x7 = 28

Crusader 1x15
Death Cult Assassin 1x15

TOTAL: 997


1500 SHOOTY

Dreadnought HS 115 + 20 + 1 + 15 = 151
2x Assault Cannon
Searchlight
Extra Armour

MINUS Eversor PLUS Techmarine 90 + 3 + 9 + 5 + 10 +10 + 50 = 177 (gain of 47)
Storm bolter
3 servo-skulls
Blind grenades
Rad grenades
Empyrean Brain-mines
Orbital strike relay

305 left

Daemonhost 1x10
Jokaero 4x35 = 140

155 left

Crusader 3x15= 45
Arco-Flagellant 1x15

95 left

59squad x1
Stormbolter Acolyte 5x7 = 35

TOTAL 1499




1500 STABBY STABBY

TBD. WIP. Move along, people.



IMPERIAL GUARD 500
HQ what?
Penal Legion 80 x2
Rough Riders 55
Ratlings 3 for 30, 10 for 100
Scout Sentinel 35
Storm Troopers 85
Hydra? 75
Ogryn 2+1 for 130
Commissar?
Robots?
Servitors?
Medic
Heavy weapons
Searchlights


SKAVEN 500
Gutter Runners 60 for 5
Assassin 120H
Giant Rats 23 for 5/1
Rat Swarm 50 for 2
Rat Ogres unknown 100ish
Ratling Gun +55 to Stormvermin/Clanrats only
Skavenslaves 80 for 2x20
Clanrats 80 for 20
Stormvermin 70 for 10


DARK ELDAR 500
Kheradruakh 140
Jetbike 66 for 3
Beastmaster
Harlequin 90 for 5
Death Jester +10
Shadowseer +30
Mandrake 45 for 3E


ELDAR
Karandras 215
Warp Spiders 110 for 5
Jetbike 66 for 3
Rangers 95 for 5
War Walker 35+
Harlequin 90 for 5
Death Jester +10
Shadowseer +30
Wraithlord 100+



DARK ELVES 500
Shades 80 for 5S
Assassin 90
Shadowblade 300
Dark Riders 85 for 5

TYRANID 500

LEGION OF THE DAMNED 500

NORSE BLOOD BOWL


TOURNAMENT

500pt no large base unitmax size base is regular infantry model base
500pt three models only no FOC restrictions
1000pt normal
1000pt Deathstar blob - single unit only
1100pt normal
1500pt normal
1750pt normal


DEFENSE OF CADIA14th Black Crusade

Imperial
Chaos
Xenosfigure out how to give Eldar etc. a chance to affect outcome meaningfully

We will test you on: defense, offense, mobility, combined arms, use of cover, use of no cover.

Space Hulk-type deep city scenarios with 40k night-fighting rulesdouble-wide corridors with some exceptions, use grey foam or black-painted styrofoam cut deep into corridors for that claustrophobic feeling. Doors etc. Simple, effective, alien ship setup. Warn people ahead of time. Might want to bring a searchlight.
500 normal vs. 500 three-modelthen switch, other area of same ship, just turn table 90 degrees. Then 1000 v 1000 dayfight on surface, no or very little cover.

Escort/Gauntlet scenariosbreak through with one nominated unit intact carrying whatever, make sure cover available
Hidden objectiveskill opponent unit X, your unit Y must survive, your unit Z counts as double kill points
Wide open steppesnear zero terrain, maybe river crossing big long bridge, advertise before-hand, have some trenches possibly
Long Game10 rounds attrition
Starting two rounds from after the current round, or from now if in between turns, night falls.

Roundsyour side gaining objectives in one round carries advantage into next
Penultimate round1750pt versus 1500pt

Ultimate round2x500pt team play

Three-rounds elimination winner stays on table in defensive position, loser side gets to call who goes next against that opponent.

Nominate:
Best death charge master
Best tactician
Best defender
Most fun opponent
Unexpected list
Stabby McStabberson, CC Tactician Extraordinaire
Shooty McSniperson, Shooter Player Par Excellence
Field Marshal McRommelson, Combined Arms Genius
Best painted vehicles
Best painted footsloggers
Best painted bikes/jetbikes




CODEX WISHLIST
Gorka Orks'Ere we go.
Morka Orks
Tau
NecronDie.
Eldar
Eldar Renegades (Darksounds juvenile and silly imho)

Tyranid (incl. Genestealer elites)Let us prey.
Genestealer Cult (incl. some Tyranid support)Welcome, prey.

Adeptus Mechanicus, robots, skitarii, Knight Paladins, mechanized, servitors, heavy support.Deus Est Machina.
Imperial Navydrop troops, mobile infantry

Ordo Malleus / Grey Knights (either mainly GK with Inquisition support or v.v.)
Ordo Xenos / Deathwatch
Ordo Hereticus / Adepta Sororitas
Above three allows mostly Inquisitor forces with military support, or vice versa. Some overlap, with e.g. a few Ordo Malleus inquisitors seconded to a Deathwatch operation, but not able to bring more than one unit of Grey Knights or more than one unit of Malleus-specific troop choices added at higher cost.

Imperial Guardcan take a squad of Space Marines (incl. Legion of the Damned)
Planetary Defense Forces (cheaper, mass infantry, with elite allies options)
Catachans
Cadian Shock TroopsBulwark against terror
TanithFirst-and-Only
Vostroyan First-born
Tallarn Desert Raiders
Elysian Drop Troops
Death Korps of Krieg
Necromundan Spiders/8th Regiment

Squats (might as well resurrect them, since there's so many models still out there)

Codex Astartes (Ultramarines)Strength & Honour” “Closer to codex
Blood AngelsRemember Sanguinius
Space WolvesVlka Fenryka
Dark AngelsRepent!
Black TemplarsIt will never end
Imperial FistsImmovable
White ScarsFast Attack” “For the Khan
Iron Hands (Adeptus Mechanicus allies)Flesh is weak.
SalamandersFire & Hammer
Raven GuardNever more
Blood RavensKnowledge is power


Nurgle (Death Guard allies)Things fall apart.
Tzeentch (Thousand Sons allies)Change is God.
Slaanesh (Emperor's Children allies)Enjoy.
Khorne (World Eaters allies)Blood for the Blood God


Chaos Squat (lousy name for a codex, though)

Black Legion (Chaos Undivided)Death to the false Emperor
Night Lords (Chaos Undivided)We come for you.
Word Bearers (Chaos Undivided)Apostles
Alpha Legion (Chaos Undivided)For the Emperor
Emperor's Children (Slaanesh allies)Death to his foes!
Iron Warriors (Chaos Undivided)Unstoppable.
World Eaters (Khorne allies)Skulls for the Skull Throne
Death Guard (Nurgle allies)Live forever
Thousand Sons (Tzeentch allies)All is dust