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Made in se
Fresh-Faced New User




 xeen wrote:
So if you put a disc in a squad and they gain the fly keyword, they should be able to make a fly move right? That seems odd. Also why bother having the psychic keyword separate out if it will just apply to the whole squad? Maybe in some circumstances kill the sorcerer first?


The unit gains the fly keyword, but not every model. When moving the model must have the fly keyword to use flying
   
Made in gb
Automated Rubric Marine of Tzeentch




dorset

 xeen wrote:
So if you put a disc in a squad and they gain the fly keyword, they should be able to make a fly move right? That seems odd. Also why bother having the psychic keyword separate out if it will just apply to the whole squad? Maybe in some circumstances kill the sorcerer first?


alas no. While the "unit" (separate form its constituent models) has the FLY keyword, the models within it dont gain it and are bound by their individual keywords (ie INFANTRY). Its a one-way inheritance.

bear in mind that until the wounds allocation phase of an attack, your attacking "the unit" as a collective, rather than a specific model in that unit.


and yes, in theory you might consider loosing the sorcerer to remove a vulnerability to [anti psychic], though by doing so you loose the cabal point & his warpsmite attack. Generally I dont think its worth it, and we've had significant points drops to a lot of units to compensate for this extensive weakness, which should help. Bolter rubrics are now 2PPM cheaper, and flamer rubrics are 5PPM cheaper, most characters are are cheaper (ahriman is like 50 points cheaper!).

To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

Coven of XVth 2000pts
The Blades of Ruin 2,000pts Watch Company Rho 1650pts
 
   
Made in fi
Locked in the Tower of Amareo





1st game down. Vs drukhari. Magnus, ahrimann plus 10 flamer, exalted w/5 flamer and teleport, inferernal master&disc exalted leading 5 bolter marine, 5 bolter, 10+5 terminators. Basically all i have bar 5 terminators without allies.

Holy cow. T2 i launch attack and delete stuff. He kills couple random dudes and nothing vs magnus. T3 i delete huge chunk of army though wracks kept big terminator blob useless. Forgot doombolt but blessing in disguise as was able to keep cabals for defense and this kept magnus alive after whiffing 10/14 inv saves vs incubi.

R4 i deleted even more objectives and magnus with 1w at the start of round was still standing. He had no army left to speak off, i have unsurmoutable lead and 3/4 objectives.

Magnus silly strong vs dark lances and if you burn cabals and command points to keep him alive it's just silly. Surviving round with 1w left wasn't even lucky...


2024 painted/bought: 109/109 
   
Made in us
Twisting Tzeentch Horror





[Not sure if anyone is going to start an official 10th edition thread. If not I will create one next time I post]

Second game in with the TS.

My list
Ahriman on foot leading
10x Flamer Rubrics
Sor in Terminator Armor with the crystal leading
5 x Scarab Occult fully loaded
5 x 5 x Scarab Occult fully loaded
5 x Scarab Occult fully loaded
5x Rubrics with bolters, soul reaper etc.
5x Rubrics with bolters, soul reaper etc.
Landradier

We only played 1500 and the list I played against was weird as my buddy only has 1500 points of guard. He had a Baneblade, two tank commanders, a Dorn, and one squad of storm troopers with some kind of leader. As tanks seems to be our weakness I was curious about how this was going to go.
We played the book mission (which sucks, it needs an objective in the center as well as the two placed ones otherwise just sit back and do nothing)

Units
Ahriman w/10x Flamer Rubrics: Once again this unit shows why it is a must take. They rolled up and removed armor on a command tank then proceeded to kill it in one round of shooting (he was on an objective so full re-rolls to wound). This is so good it will be in every TS list.

SoT: Again these guys are really hard to take down. The -1 to wound tanked 12 wound rolls. Using the strat to make their shooting psychic with devastating wounds is really good as it helped me finish off the other command tank. I can't image that on a full unit of 10.

Terminator Sor: The crystal was good to get the slower SoT into position. The lethal hits was very helpful in hurting vehicles, but not as much as you would think do to the high saves and only -1 on the bolter (which was mostly negated by cover). His shooting is still only kind of meha, but he does add a bit of a CC punch. I think next time I am going to try him with a large squad of 10.

5x Rubrics: Well due to the crappy mission they just sat behind LOS blocking cover the whole game. Sticky objectives would have been helpful here. The book mission is just so bad.

Landrander: I really liked this unit. between the high T and the 2+, using the smoke screen it tanked two full rounds of baneblade shooting, three rounds of the main gun on the Dorn, one round of command tank shooting (demolisher LC PC) and two more demolisher shots from the baneblade. Only lost 8 wounds. Weaver of fates on a nearby sorcerer is really helpful as is smokescreen. It was a good way to deliver the terminators. I am not sure it is a must take/top unit in TS though as it doesn't generate cabal, and none of our rules help it at all (unlike CSM with the lethal or sustained hits, it might be a must taken in that army).

At the end of the game he only had the baneblade and a serious injured Dorn left. And he hid the Dorn.

I am definitely taking Magnus next game. Hope this was helpful.





   
Made in se
Been Around the Block




Hey all.
I just started 1k-sons as my project for 2023.
My first goal is 1000pts this is the list

1 sorc ( done )
1 sorc in terminator
20 rubrics ( 10 is done with bolters )
5 SoC ( done )
1 hellbrut

I dont know what the next 10 rubric shall have bolters or flamers.
Do any of you have a good idé.
/Dennis
   
Made in us
Twisting Tzeentch Horror





Lorex wrote:
Hey all.
I just started 1k-sons as my project for 2023.
My first goal is 1000pts this is the list

1 sorc ( done )
1 sorc in terminator
20 rubrics ( 10 is done with bolters )
5 SoC ( done )
1 hellbrut

I dont know what the next 10 rubric shall have bolters or flamers.
Do any of you have a good idé.
/Dennis


If you want to be competitive, I would take a unit of 9 flamers with one soul reaper cannon (this is a good idea now as flamers aren't assault) with Arhiman. Also I have been thinking that the forgefiends might be good with their suppression rule, which will really hurt BS4 armies like Tau and Guard. also you probably want a ten man SoT squad or at least two five man ones.
   
Made in fr
Crazed Spirit of the Defiler






Lorex wrote:
Hey all.
I just started 1k-sons as my project for 2023.
My first goal is 1000pts this is the list

1 sorc ( done )
1 sorc in terminator
20 rubrics ( 10 is done with bolters )
5 SoC ( done )
1 hellbrut

I dont know what the next 10 rubric shall have bolters or flamers.
Do any of you have a good idé.
/Dennis

Hey ! Welcome to the hobby !

Traditionally the bolter vs flamer dilemma was about points. With warpflamers being the more expensive option. But since all wargear is now free, it threw a bit of a wrench into that Now it's mostly about what is the role of this particular squad of Rubrics. If they stand back on points, the soulreaper/bolters are better. If you are sending them ahead close and personal flamers are better.

Personally, I prefer to magnetize them so I can swap them around. It's pretty easy to do when you know how to and there are some nice tutorials on Youtube on how to do it.

-"For the Ruinous Powers!" 
   
 
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