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Jokaero/Inq squads - opinions please

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Post by DOMIN4TRIX Tue Jan 08, 2013 3:22 pm

Like a Star @ heaven Cortaez

Like a Star @ heaven Inq - (psyker)

11 Henchmen (5 Jokaero, 6 stormbolter Aco's, Chimera) Like a Star @ heaven

11 Henchmen (5 Jokaero, 6 stormbolter Aco's, Chimera) Like a Star @ heaven

12 Henchmen (3 plasma Aco's, 9 stormbolter Aco's, Chimera)

12 Henchmen (3 plasma Aco's, 9 stormbolter Aco's, Chimera)

12 Henchmen (3 plasma Aco's, 9 stormbolter Aco's, Chimera)

Like a Star @ heaven 5 Henchmen (5 Crusaders)

10 Interceptors (hammer, psycannon, incinerator)

Stormraven (multi-melta, assault cannon) Like a Star @ heaven

Psydread

Psydread

2000pts approx

You lose the jokaero upgrade roll but dont have to contend with the mixed ranges and weaponry of the servitor/jokaero gun posse

Would I be right in assuming that prescience lasts the whole turn (so you would benefit from it in the assault phase and twin-link your overwatch flamers)?

Im assuming that the Jokaero can fire one weapon in the shooting phase (lascannon/heavy bolter) and another in the assault phase (heavy flamer)

The viability of this loadout depends on these two points, with no book to hand I cant be sure. Please advise

PS - whilst im at it - how would 'I've been expecting you' work in terms of line of sight when firing from fire points (either from a chimera or a fortification?)

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Post by Guest Tue Jan 08, 2013 10:00 pm

You I'm pretty sure I discussed this somewhere earlier. Coteaz can't draw line of sight in a vehicle. So I think there was the issue of not actually getting to use that ability. Can't be sure. Better check the FAQ and errata.

You are correct that pre science lasts until you next turn. Shooting>over watch>assault> opponents turn. Then recast it.

I must say... The monkey squads are f*cking expansive! Do you even need 10 monkeys?

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Post by DOMIN4TRIX Tue Jan 08, 2013 11:34 pm

Thanks for the LoS info

The standard inquisitor squad comes in at 321 pts - thats including the chimera and the inquisitor

Yes its expensive for henchman but when you consider you get an IC psyker, a devastator type squad that can change weapons like oblits, 6 ablative wounds and a transport - and all as a troops choice - is it really that excessive?

Its an option open to us - in theory we could take an army of Jokaero and every troop would then have a lascannon. This would be excesive - i've restricted it to two simply because prescience makes it viable.

35 points for a lascannon is too much

35 for a twin-linked lascannon that doubles as a twin-linked heavy flamer when being charged and can take objectives is a maybe



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Post by Guest Wed Jan 09, 2013 12:41 am

It's... Different... Ill vs you if you have 10 of the actual monkey models!

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Post by volvoe Wed Jan 09, 2013 5:37 am

I'm pretty sure that monkies can only shoot one mode of gun a turn. Unless you mean by firing the flamer during overwatch, then that is just down right ridiculous!

The thing I don't get is the Digital Weapon ruling on Jokaeros. In the codex it reads re-rolls to wound in CC. In the rulebook it doesn't discuss what digital weapons are. Can someone clarify that for me?
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Post by DOMIN4TRIX Thu Feb 07, 2013 12:24 pm

volvoe wrote:I'm pretty sure that monkies can only shoot one mode of gun a turn. Unless you mean by firing the flamer during overwatch, then that is just down right ridiculous!

Thats exactly what I mean - we can fire a psycannon in two different modes a game turn (move / fire at assault 2 - get assaulted so fire at heavy 4)

Using a different weapon every player turn seems reasonable to me using this common precedent.

Prescience all the while giving re-rolls to boost your shooting even further

This unit essentially shoots lascannons/heavy bolters with re-rolls to hit and overwatches using heavy flamers with re-rolls to wound. Factor in an invun save and sprinkle some 4/6pt meat shields to taste.

I'm sure a ruling on this must be on the forum already but I dont remember reading it. Maybe someone could clarify if I can't do this where in the codex or the rulebook it says so.
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Post by Guest Thu Feb 07, 2013 2:05 pm

What's your question?

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Post by Rivan Thu Feb 07, 2013 2:34 pm

I thought Prescience only lasts until the end of player turn?

So, you cast the beginning of your turn, you get re-rolls during your shooting phase & you get re-rolls in your fight sub-phase. Right? scratch
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Post by Guest Thu Feb 07, 2013 2:50 pm

No blessings last 1 full game turn (yours and his) and have the recast in your next turns


But now that you question it... I'm doubting myself because I was wrong about that stupid other rule.

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Post by Rivan Thu Feb 07, 2013 3:21 pm

Just re-read the BRB on Blessings and I think you're right Arratak. It does say "...until the end of the following turn" which, coupled w/ the BRB rule that says a turn always means "player turn" unless specifically mentioned as game turn.

So prescience will last until the end of the following player turn. So yes, you get re-rolls on your overwatch cheers

Did that make sense?
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Post by Guest Thu Feb 07, 2013 3:44 pm

Yeah so I was right. And yes you get re rolls on over watch. Very Happy

That's how I'be been playing it since 6th came out and since I was wrong the other day, people's made me doubt myself now Razz and I'm pretty savvy with the rules -_-'

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Post by slayer18 Sat Feb 09, 2013 10:06 pm

I played against a friend last weekend and he used 2 squads full of jokaeros (20 damn dirty lazer apes) against me with cotaez for prescience and ignores cover power. Needless to say, it was a short game when I lost 2 squads a turn for 4 turns. By the way, those were his allies.

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Post by slayer18 Sat Feb 09, 2013 10:07 pm

One alibi, deployment was hammer and anvil and he started his monkeys on the back table edge.

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