So, there have been two boarding patrols announced recently, and by recently I mean the last two boarding patrols to be announced. The League of Votann one looks good but I still don't have much interest in them, I might have more if I could do the majority of them as AI units with just a few actual people in there but I don't think that you really can. The other box is the only release recently that I've looked at and wanted to buy, well since the release of the field ordnance battery and rough riders but apart from them there has been nothing in a long time.
Tuesday, 25 April 2023
Another crazy army idea
Tuesday, 12 July 2022
Random thoughts on Inquisitorial Detachments
This is a bit of a random post in amongst all the picture and progress posts but it's something that sprung in to my head the other day while thinking about the new guard codex leaks. The current rules allow you to take a single Inquisitor under the Agent of the Imperium rules but this is a bit useless as it doesn't really give you the full experience of what an inquisitor can do.
To really enable inquisitors to gain a proper feel, I think that the agents rule needs to be changed from an inquisitor to an inquisitorial patrol detachment.
Now, I don't think that the detachment should be a straight replacement for agents rule but just the basis. Firstly there should be three parts to the new rule;
1) only consist of a patrol detachment.
2) only one inquisitor per army.
3) detachment can form a maximum of 25 percent of the total force.
This would restrict what you can take and not break the game with a whole lead of inquisitorial detachment with tooled up inquisitors. It would give you just one Inquisitor and a nice supporting force to supplement the main army. Again this detachment would sit outside the main rules for battle forged armies and at wide doctrines, i.e. not resulting in guard loosing regimental doctrines or space marines loosing chapter tactics. To do this there would have to be some changes and to be honest, I'm not a hundred percent sure how some of this would work but I'll keep going and I'm sure I'll figure it out at some point.
There would need to be a couple of changes to Inquisitorial units for this to work as well, as currently Acolytes are elite choices, which I can understand but they are really the basic troop units of inquisitors and should be troops, with Jokaero and Daemon hosts remaining as elite. All the other rules for the various units should remain the same, as I don't see any thing wrong with them.
This change will mean that you can fill a patrol detachment without any difficulty but this is not the only change in would like to see. Back in the old days, inquisitors of the Ordos Majoris could select to bring units from there respective forces, i.e. from either sisters, grey Knights or Deathwatch. I think that this rule should be brought back but with some obvious restrictions. The main one being obvious, that you can only bring a unit from the corresponding faction, so Hereticus can only bring a sisters of battle squad, Xenos can bring a Deathwatch squad and Malleus can bring a Grey Knights squad. Now, you might have picked up on the fact that is say squad, as that's what it would be, a single troops choice squad. They could have all there options but you can only have one squad, so no bringing several sisters squads, some repentia and a couple of penitent engines. I would allow them to bring a transport from their selection of dedicated transports.
Talking of transports, this is the last thing I would change, I would allow the Acolytes to take a dedicated transport of their own, which I would restrict to the three guard transports, the chimera and both the taurox and taurox prime. This is because there are human driven vehicles, so no land raiders or even rhinos, which while can be driven by normal humans, as shown by the sisters, they are still power armour equipped.
Lastly I wanted to mention about assassins. Now I'm not sure about this one, I have thought about maybe having assassins in again, with the restriction of only allowing one assassin per detachment, as inquisitors do have access to assassins but I wonder if having bot assassins and a squad of marines or sisters might be a bit much. I thing in general the points limit will be a deciding factor in this, so allowing both won't be that much of an issue.
This I think would give a nice little bonus to the main army, maybe enabling you to do something that the main force can't do, such as having a Deathwatch squad tooled up for close combat in a guard army but still keep it fluffy, as it wouldn't be taking the majority of the points. I'm sure that some one could figure a way to abuse this system but then someone always does, so that would be anything new. I honestly can't see this happening in the new guard codex or even in a white dwarf article but it would be nice to get something more that we have at the moment.
Friday, 3 June 2022
Inquisition and battle group photos
This is the last of the army photo shoots, the combined army and a close up of the Inquisitors. There will be a few additions to the Inquisitorial detachment, mostly in the form of a few more Acolytes. These are actually models that were originally made for my Sisters of Battle kill team but with the new rules are no redundant and so are being brought across in to the Inquisitorial detachment just to use them up, as they are modelled, primed and ready.
Friday, 28 May 2021
Inquisitors
So to go with the lore update, I have finally got around to building the remainder of the Inquisitors! I've shown of my main Inquisitor Sophiana Tullus and I have spoken Inquisitor Tamhas Adrien in the past as well. Tamhas was originally a power armour wearing inquisitor, fitted out for close combat. Now alongside the original Tullus, these models had to be ditched when the rules were updated a d power armour removed as an option and while to conversion process from power armour to Carapace armour (I assume it's Carapace anyway, as that's the standard 4+ save Imperial armour) also change Marcus Tullus in to Sophiana Tullus, it has not had a similar effect of Tamhas Adrien, who remains pretty much as he was.
The third inquisitor I had named, Inquisitor Sophiania Etiennia, has also had some changes. While she never had a model, she has had her name pinched by the new Tullus and as such is going to be given a new name. In this case it will be Laurissa or for full effect Inquisitor Laurissa Etiennia.
So that's, Inquisitor Sophiana Tullus, Inquisitor Tamhas Adrien and Inquisitor Laurissa Etiennia. Now, I know what your thinking, how many Inquisitors do you need! Well, 4 actually. So, welcome to the floor, Inquisitor number four!
The last inquisitor is inquisitor Jameelis Henryk. There is no lore to be said about Jameelis at the moment, he will be fleshed out with the others in due course.
So, that's the 4 players, but why 4, what's the point in that! Surely all you need is 1 inquisitor? Well yes, you do only need 1 but to field a patrol you need an Inquisitor and 3 troops and you can take acolytes as single man units. So I built an Inquisitor and 3 acolytes, but which can also be used as 4 separate Inquisitors if I want. Now, lore wise, Sophiana is the lead inquisitor, being the only inquisitor during the first uprising, but by the time of the second, 3 of her acolytes have been promoted to full Inquisitors and she to a lord inquisitor, in command of a regional conclave, that covers the area including the Hamnavoe system. That's the basic full anyway, more to come at a later date.
So there you have it, my little inquisitorial conclave and it's Inquisitors. I will get around to expanding the lore when I do my full rewrite soon.
Monday, 11 November 2019
Kill Team: Inquisition
Lead by Inquisitor Tullus (using the Tempestor rules) this team is built around the idea of an Inquisitor and his retinue of retainers. There are 20 members in total, making a full roster which won't change much, as I don't plan on adding on any elites to the force.
Despite the force being lead by Inquisitor Tullus, the one model that I haven't actually painted yet is Inquisitor Tullas. I had been waiting until I could spend a significant period of time on the model and really do it justice but I got distracted and painted a whole AdMech kill team instead (more on that later).
One of the main points of note on this roster is that Tullus has had a bit of a transformation. From this;
But who is Tullus? The main story can be found HERE but for a short version read on; Marcas Tullus, who is now Sophiana Tullus, is a radical Xanthan Inquisitor, who is willing to do what ever it takes to defend the imperium. Armed with plasma pistol, a relic power sword (rumoured to be of Eldar origin) and here baton of office, she is a formidable force.
Acolyte Egaryn fulfils two roles within the retinue, that of Vox Caster and also Standard Bearer. While he occasionally carries a traditional Vox Caster set, he is more often seen carrying a modified standard, with a vox caster system cleverly hidden withing the staff. Egaryn is a very gung-ho, often seen standing at the front, standard held high for all to see, pistol in hand.
Acolyte Gorskia is the retinue's apothacary (or medical officer). Gorskia is as Pious as any member of the retinue, although where others rely on there faith to protect them, Gorskia relies on her faith to heal and help her fellow acolytes.
Trevinskia is a hard as nails, ex-ganger from the back of beyond. She was recruited by Tullus from the holding cells of the local Arbites and is as courageous and fearless as they come. Trevinskia's weapon on choice in the gangs was the heavy stubber, mostly for it's ability to put lots of lumps of metal towards her target as quickly as possible, so when she was recruited in the the Inquisition it was natural for her to migrate towards the hotshot volley gun, which she uses with the same deadly efficiency she had with the stubber.
Ralpe was a guardsman from a small agriworld and is one of the longest serving acolytes of Tullus' retinue. Ralpe however has a very different view on things to many of his counterparts, as where they are all willing to sacrifice themselves out of loyalty to Tullus, Ralpe is driven only by duty. Yes he is loyal to the Inquisitor but his duty to the Emperor is far more important to him.
Sonnam, the man with a thousand lives. While Sonnam is probably, if not the best shot out of everyone, he is also beyond doubt the most stupid. Barely a missing goes by where he does not end up in the medical suite with self inflicted injuries from overcharging his plasma gun, something he does alarmingly often for his squad mates.
Varencia also wields a plasma gun, although she is generally far more sensible when overcharging the volatile weapon, which is probably down to her more formal and arguably superior training while she was an enforcer on her home planet. While she may not be as good a shot as Sonnam she is far more courageous, willing to put herself in harm's way in order to get a better shot or to ensure that the target is eliminated.
El'Shan is, as you would expect of a man who's favorite weapon is a flamer, as mad as they come. El'Shan was recruited from the more undesirable part of the Empire and is about as macho as they come and will always try to muscle his way to the front of any encounter, regardless of whether his flamer will be useful or not.
Graf is an old soldier, recruited at a fairly old age for an acolyte. This has not stopped him making quite a name for himself withing the team. A close friend of El'Shan and, despite there differences, the two can often be found fighting along side each other, although Graf does not like to get quite as close, preferring to stay a little further back and unleash a steady stream of grenades from his launcher.
Viers is distinctly different from Graf. A consummate professional, Viers prefers the application of precision over quantity. Viers is seen as cold and aloof by the other acolytes but he was not always this way. Many years ago you would have known him as the life and soul of any company but after the massacre of his fellow squad mates by traitors from within his own regiment, he has been consumed by the need for vengeance and has made a personal vow to destroy those responsible for the traitorous act.
Mohalli is probably the most loyal of all Tullus' retinue and will follow any and all orders given to the letter, never deviating. Armed with her favourite weapon, her trusted melta. Despite it's short range Mohalli favours the weapon for it's lethal killing power that little can escape when hit.
Kleiss is a man on the edge. After years of service and having witnessed unspeakable sights, Kleiss' mind is on the edge of the abyss. There are few things that he will bulk at and even fewer that he will not gladly stand he ground against, or even advance against. Kleiss has few dreams these days, except to die gloriously for the emperor.
Swiftrider was born and breed on a tribal world and was immersed in the ways of tribal warriors from birth. One key facet of this was to always answer a challenge and Swiftrider is always quick to accept, whether the challenge comes from a cultists or a bloodthirster! Swiftrider is never happier than when closing in for that final blow.
Khaleeth is also from a tribal world but one very different from swiftriders, for the status of an individual is secondary to the tribes. As such Khaleeth sees his duty more as a protector of this tribe, than and will go out of his way to ensure the survival of it's members, as a tribe is strongest when all members are still alive to actually fight.
Axel is a born warrior, born on the streets of an underhive somewhere in the imperium's outer reaches, he grew up fast, else he perish in some dark corner somewhere. Conscripted in to the guard at a young age, he had to learn to fight a whole new way but took many of the lessons of his youth with him. One of the many things he learnt through the this time was that cowardice get you killed a lot quicker and so Axel vowed to become the most courageous soldier he could be, which is what got him noticed but the Inquisitor.
Creed considers himself an expert in all things warfare related and in many respects he isn't far wrong. Hailing from the world of Cadia, he, like all Cadian children, was taught the arts of warfare from a very young age and with his service in the Shock Troops and later the Kasrkin before his years with the Inquisitor have given Creed a welth of knowledge to draw upon.
Chernovia. There are some within the team, like Graf, who will tell tales of there adventures soldiering around the Galaxy and there are some, like Viers, who's past is less well know and then there is Chernovia. What the other acolytes know of her could be written on the back of your hand and there would still be room to spare. What is know is that she is young, female and high born, that and she never takes her mask off in public. She rarely speaks and even when she does it's with the aid of amplifiers in her mask. What else is know is that she is haunted by some nightmare or another, at night her screams can be heard throughout the ship.
Arvina is a haunted by all that she has seen, haunted by the helpless that she feels every time she witnesses another massacre by chaos cultists. She has sworn to do whatever it takes to avenge those who are so cruelly treated and that is why she follows the Inquisitor.
Hammer is a Catachan and that should tell you everything you need to know about him. More requisition than recruited when the Inquisitor needed a tracker to trace a cult leader through a jungle swamp. That was many years ago and Hammer has just continued acting as tracker and scout ever since.
Friday, 25 October 2019
Inquisitorial update
Friday, 15 December 2017
Hobby update
I had 5 minutes to sit down at the hobby table the other day and realised that I have got only 2 more Death Company Marines to paint before the whole of the Eagle Knights Space Marine chapter is complete, all 2000+ points of it. This lead me to look at all the posts sitting in my draft folder and see that most of them are hobby updates as I have completed the various units of Knights but haven't posted as I have been busy on the Astra Militarum Codex review. At this point I went back and had a look at the review posts and I was shocked to find that I have basically been doing nothing but the review post since the end of September! The 25th to be precise. That's basically two and a half months of bombarding you with all my nonsense on the new codex! Well, its time to catch up with the rest of the hobby I think. As such I will be posting up a couple of battle reports, one from way back in September, which was a practice match for the Northern Invasion tournament that I did not end up attending (next year!) and something that I haven't even do a review post on. I will also post all the updates to the Knights, running through all the various squads and models that I have painted up for the army, which with the new BA codex, may well have to change again. I don't have the new codex yet, I maybe lucky to get it for Christmas or I may have to buy it in the new year, I'll have to see but I am really excited to get the knights on to the table top now that there all painted.
Now that the Knights are all painted the plan is to go back and redo any thing I need to do to the Hjaltland LI to bring it in line with the new codex, which I am hoping will include painting up a new model, namely an Ogryn Bodyguard for my Warlord. I may well have to paint up a few new models to cover the removal of priest and possibly commissars, although I still need to go through the list properly. I also intend on updating the Valkyrie paint scheme to add in some more camouflage to the green on the top, as suggested by a number of readers, probably by using a darker green or two to add some stripes or splodges, mostly to break up the solid colour that it currently is. After this I will start on the next project. This is where i'm a little torn, as I have two or three projects that I'm pretty keen on getting stuck in to.
The first option is to finish painting up the Dagr Ormr Militarum Tempestus force including the Hildasay PDF units. I have got a number of the Dagr Ormr painted up and the colour scheme is well established. The Hildasay PDF have, after a couple of test models, also received there colours, in there case it will be dark grey trousers and top, with a lighter grey vest and weapon, with black boots, pouches and other highlights, combines with a very pale looking skin tone, probably Pallid Wych Flesh as the final tone. This will tie into the fact that these are supposed to be a local PDF force from an overcrowed, totalitarian hive world, where there main operating environment is the inner and under hive, which are both urban (for the grey) and enclosed (pale flesh). The troops may now be attached to the Dagr Ormr and operation out of there normal environment, but they have retained there kit and look for the moment.
The second option is the Hrossey Yeomanry, with all of its armoured units. With the changes to 8th edition, LRBT's are now a very viable unit on the table top and I have been using them in quite a few games so far. So i'm thinking that it would be nice to get them all painted up properly and get them on to the table top in there entirety. I have a colour scheme in mind for the tanks and also for the various troop units as well, although there will have to be a fair bit of rejigging for the list before I can fully paint everything, as with the disappearance of the platoon structure, there will need to be a few changes to the list. This maybe by the inclusion of addition chimera, of which I still need to purchase one more anyway, or maybe by the addition of a new units or two. I am, as yet, undecided and will probably remain so until I decide to make these my main priority.
The final project that is on the list is a different sort of project as it will probably not see the battlefield much but is quite important to the fluff. The final idea is to get some of my Inquisition painted up, as its these guys that are driving the whole narrative forward and are the reason for my forces existing as they do. This is going to be the smallest of all the projects, as it consists of just a handful of models for each of the three inquisitors and I plan on just painting up one Inquisitor and there retinue for the moment. The biggest issue that I have though, is that in the new edition, Inquisitors, as far as I am aware, have lost the ability to take any form of armour apart from Flak armour, which is annoying, as both of my modelled Inquisitors are wearing power armour. The war band will also have to have some modifications, as they unit sizes and compositions have changed as well, but that should be fairly easy to deal with.
Talking of the fluff, i really need to update my fluff for the 8th edition setting. Although my little war is set out in the segmentum Pacificus, an area that is on the fringes of the galaxy and also one that seems to be so what removed from the crisis, seeing as the great rift doesn't seem to extend far in to it, there will obviously be repercussions for the men and women of the Hamnavoe System.
The big issue at the moment is how to write in the Eagle Knights to the Baal conflict, as they are a BA successor and all but the Lamenters answered the call from Baal. I guess that the current company that is in my narrative will have been to far away to answer, but the rest of the chapter did. This will lead to a number of reinforcements arriving, as the remains of the chapter join the company, the last major fighting force of the Eagle Knights. How this occurs in game i don't know, as a lot will depend on the new codex. One thing is for sure though, for the moment, they will not be accepting the Primaris marines into there ranks, as they have a similar mentality to Gabriel Seth on the matter of the new marines.
I intended to write up a narrative for each battle i fought and forge it in to a grand narrative for the whole campaign and fluff but as yet i haven't done anything. I really need to find some time to update and catch up with everything, maybe I'll get some time in the New Year when the young lady starts nursery!
Tuesday, 18 April 2017
Inquisition fluff update
One of the main reprocussions of this is the abandonment of a full on deathwatch army list, something that I was never overly keen on, as I didn't really have the models and I didn't want to buy loads of new ones. With the release of codex imperial agents, I can still get units of deathwatch in, simply by using the chambers militant. This means I can make small units to go with the inquisitors, and actually add in more flavor and fluff, a win win situation if you ask me!
So, whose getting added?
Well, the heretics will have to deal with the order of the golden orb, a sub order of the order of the bloody rose from the convent sanctorum. A small order, from a small convent in the segmentum Parcificus. The convent will be centered around a relic, surprisingly a golden orb, that was supposed to have been held by a saint.
The xenos will face the wrath of squad Krupp, a squad of deathwatch veterans drawn mostly from the forces known to inquisitor Etiennia. Many of the veterans originally fought along side the inquisitor when they were part of their chapter and impressed enough to be requested in to the deathwatch. There will be some controversy about the vet squad, as in their legitimacy, as they are used more as a personal army than as part of the deathwatch.
Finally the daemons of the warp will have to face the Grey knights of 7th brotherhood. Now, this is where I may go off topic slightly, so to speak, as I will most likely not take the chamber militant on this one, as it means terminator's, which I have, but not with the required weapons, as all of my spares are carrying chainfists. I may well go with the deamonhunter strike force and use a strike squad. Although this leaves me an issue as well, as they need storm bolters. I could just leave out the Grey knights, but I think it would be cool to have some in the collection somewhere.
With the redistribution of the various henchmen warbands that I currently have to forfil the new warbands setup in c:ia, and the addition of the chambers militant, I should be able to form some nice small (500 point) armies to add to my other forces to provide some fluffy and fun forces for some naritive type games.