Switch Theme:

All is dust! All is dust! 8th Ed. TSons tactics!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut




The problem with the vortex beast is if you leave it near your army it will probably cost you the game if it explodes, and you can't reroll explosions in 9th. But it also isn't a great target to throw forward at your enemy because it does very little damage in combat, dies easily, and is very expensive for how little of a threat it is unless it explodes in the middle of the enemy army, which again is totally uncontrollable. And the buffs also bizarrely only last until the end of the turn, not until your next turn, which makes them very anemic.

It's a fun model to use in a fluffy game but its randomness and points inefficiency make it not very competitive.

This message was edited 2 times. Last update was at 2020/08/12 05:48:17


 
   
Made in us
Quick-fingered Warlord Moderatus




The problem with the vortex beast is if you leave it near your army it will probably cost you the game if it explodes, and you can't reroll explosions in 9th. But it also isn't a great target to throw forward at your enemy because it does very little damage in combat, dies easily, and is very expensive for how little of a threat it is unless it explodes in the middle of the enemy army, which again is totally uncontrollable. And the buffs also bizarrely only last until the end of the turn, not until your next turn, which makes them very anemic.

It's a fun model to use in a fluffy game but its randomness and points inefficiency make it not very competitive.


I have a theory that I'll be able to use them to buff my screamers to counter the massive amounts of Primaris infantry I tend to have to deal with. They can buff Screamers to the point that Primaris can't make saves. Since you have the option to just pick the power you want, I'll just pick that one. Then, for 1 cp, you can randomly roll again to get a different buff. Since you can just pick the power you want, it doesn't matter as much that it only lasts through the turn. I just need maybe one or two turns of that to allow my Screamers to churn through the Primaris. Then, I don't really care if they explode. They won't be anywhere near me.

Plus, they're huge. Positioned correctly, they make great road blocks. My current plan is to create a screen of Vortex Beasts and Demons in my opponent's face as fast as possible while my Rubrics secure objectives behind them. Don't get me wrong, I KNOW they're going to die. I just feel like I can use them as fairly substantial speed bumps while the rest of army claims what I need it to claim. I actually think this could work, but then who knows. This edition is ... weird.

This message was edited 1 time. Last update was at 2020/08/12 13:30:26


Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in gb
Combat Jumping Rasyat




East of England

I like them for their mortal wound power, I dislike thwm for essentially being daemon engines without the daemonforged strat ...
   
Made in us
Regular Dakkanaut




12 inch flamers confirmed for Space Marines, get ready boys, when we get 12 inch warpflamers, we will laugh as we change enemy units back into dust.

"All is Dust"
   
Made in gb
Longtime Dakkanaut




Well, at least it is now confirmed that when the Codex drops, all marine units in our book will get +1 wound, and a points increase.

2 wound Rubrics and 3 wound SoT (with str 5 swords) is going to be super interesting depending on the points cost.
   
Made in us
Regular Dakkanaut




When our codex drops we will get the extra wounds. They will only be updating everyone’s wargear at the space marine release.

Also do any of these wargear changes actually effect how we were running our armies? The biggest one to me is the 12 inch flamers as we have multiple ways to deliver a rubric squad within 12 inches and with veterans of the long war with a 10 man squad you are causing about 18 wounds with average rolls. 30 inch bolters are nice as well but mostly for terminators as we can set them up in one spot now and just let them flood the battle field with bolter shots.

Marine armies will be even smaller than they are now and elite which I think we can handle just fine with our mortal wound output and buffs, Im more worried for when a horde army gets their codex and all of a sudden youre facing 6 orks per rubric.

This message was edited 1 time. Last update was at 2020/08/14 17:41:44


 
   
Made in us
Automated Rubric Marine of Tzeentch





Kdash wrote:
Well, at least it is now confirmed that when the Codex drops, all marine units in our book will get +1 wound, and a points increase.

2 wound Rubrics and 3 wound SoT (with str 5 swords) is going to be super interesting depending on the points cost.


Assuming that same ratio of increase you can expect Rubric Marines to cost between 23 and 25 points for an extra wound. Which sounds good on paper, but they will still be useless in Melee, and tarpitting them with chaff won't be hard. Not to mention people weren't really shooting small arms at Rubrics anyways. Plasma was the name of the game, and overcharged plasma doesn't care about the extra wound. Overall to my eye this is a nerf from a points efficiency perspective.

SOT, assuming the same change 48-50 points for, over charged plasma no longer kills them. More durable against D6 damage weapons. Better chance to wound T4, T5, T8, T9. Might be a push but seems like a fair trade.

Flamers going to 12" will almost certainly result in a points increase. Going from no DS shooting to easily mow down 10 T4 models with 9 flamers needs to be addressed.

This message was edited 1 time. Last update was at 2020/08/15 16:24:11


 
   
Made in us
Regular Dakkanaut




If regular flamers get a point increase you may be right. Perhaps that’s why combi plays flamer and melta are all the same.

Our helbrutes May actually be worth it now though. TL hvy bolter, spend a cp for inferno bolts and you’re now at ap-2 and you can double tap for another cp. good way to clear sm units now
   
Made in us
Twisting Tzeentch Horror





Yea I am also worried about the 2nd wound making Rubrics to expensive. There is already a lot of D2 weapons out there, and there is about to be more. If they also make "All is Dust" for D1 and D2 weapons that might help, but at 23-25 ppm they will be to overpriced to use if the enemy has any significant D2 weapons. If they are like 21, maybe even 22 points, I think they will be usable. And the 12 inch flamers will be awesome, but there is no way that anyone will realistically be able to field 10 of them without huge holes in their list. I mean even at 21 points per Rubric, and assuming a very conservative 10 points for the flamer, that would still be 310-ish points for that unit. And it will probably be more like 24 points per Rubric plus a 12 point flamer for 360-ish points. That is a lot of points for models that can be gunned down petty easily by Plasma, AC, Knight weapons, Battle Cannons etc. It sucks cause Rubrics were finally to a point that they were playable at all but probably the highest levels after decades of being mediocre to terrible (I have played since 2nd). Just hope GW realizes in the new meta that 2W might not be as good as they think.

Edit: Also did anyone else notice the new FAQ where they straight say they are not bringing back Psychic Focus (at least until codex maybe). That also hurts Rubrics a bit.

This message was edited 1 time. Last update was at 2020/08/17 16:24:34


 
   
Made in us
Regular Dakkanaut




If they stay on the 20 percent then Rubrics will cost 21/22 points base, thats reasonable given their invulns and ap-2 weaponry.

Im not so sure youre going to see tons of D2 weapons. For one thing the marines are geting more expensive and theyre going to be limited by how many guns they can bring. If they load up on too many D2 weapons theyre going to drown against Orks,GSC,Nids once those codexes drop.

Regardless A pure flamer squad I think will be a staple as long as it comes in around 320 points, we can launch it and melt pretty much anything we point it at and for Tsons thats a rare thing to be able to do. Plus at 2 wounds and the invul strat, coupled with all is dust theyre incredibly hard to shift. Add in some support and you can delete a flank in a turn.

Personally Im looking at getting some raptors as an Aux force, 2cp but they can be warptimed, buffed with a MVB, and can take 3 melta, which will be very helpful because we have a hard time with opening alot of tin cans.
   
Made in us
Trustworthy Shas'vre





Cobleskill

Isn't the ability to shoot the bolters 4 times inside 12" more useful than the d6 shots of the flamers?

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in gb
Combat Jumping Rasyat




East of England

That's not possible on the turn you DS/teleport/DMC, as you count as moving. Whereas every flamer profile we've seen leaked has been shunted up to 12".
   
Made in us
Trustworthy Shas'vre





Cobleskill

 grouchoben wrote:
That's not possible on the turn you DS/teleport/DMC, as you count as moving. Whereas every flamer profile we've seen leaked has been shunted up to 12".


Can you explain your reasoning? The way that I read Malicious Volleys is that so long as you are within 12 inches of the target, you can shoot twice with your bolters. The preceding paragraph says that if ANY apply, not ALL apply. If all have to apply, then Rubrics can never use it, as they aren't Helbrutes, Bikers, or Terminators. By my reading, vehicles with combi-bolters can use it too, yes, provided they are within half range?

This message was edited 7 times. Last update was at 2020/08/18 10:03:15


'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in gb
Longtime Dakkanaut




 carldooley wrote:
 grouchoben wrote:
That's not possible on the turn you DS/teleport/DMC, as you count as moving. Whereas every flamer profile we've seen leaked has been shunted up to 12".


Can you explain your reasoning? The way that I read Malicious Volleys is that so long as you are within 12 inches of the target, you can shoot twice with your bolters. The preceding paragraph says that if ANY apply, not ALL apply. If all have to apply, then Rubrics can never use it, as they aren't Helbrutes, Bikers, or Terminators. By my reading, vehicles with combi-bolters can use it too, yes, provided they are within half range?


You can only use Infernal Fusillade if you remain stationary. (which makes it 4 shots per model)

You do get normal rapid fire within half range if you move.
   
Made in de
Krazy Grot Kutta Driva





 carldooley wrote:
 grouchoben wrote:
That's not possible on the turn you DS/teleport/DMC, as you count as moving. Whereas every flamer profile we've seen leaked has been shunted up to 12".


Can you explain your reasoning? The way that I read Malicious Volleys is that so long as you are within 12 inches of the target, you can shoot twice with your bolters. The preceding paragraph says that if ANY apply, not ALL apply. If all have to apply, then Rubrics can never use it, as they aren't Helbrutes, Bikers, or Terminators. By my reading, vehicles with combi-bolters can use it too, yes, provided they are within half range?


You can still double tap for rapid fire range, but the Infernal fussilade strategem for quadro-tap can only be used, if the Rubrics / Scarabs did not move this turn.
And all our tellyport options (Duplicity power, Dark Matter Crystal, Webway Infiltration Strategem) result in them counting as moved.

The only way would be to use the Risen Rubricae Strategem to infiltrate them and hoping you get the first turn. Did that a few times and had some devastating shooting phases.

Would be so cool if we get a strategem like marines did so they do not count as moved.


By my reading, vehicles with combi-bolters can use it too, yes, provided they are within half range?

Correct.


Edit: Dammit, to slow.

This message was edited 1 time. Last update was at 2020/08/18 11:21:42


 
   
Made in us
Shas'la with Pulse Carbine





Florida

I agree that the extra wound and points increase might not be good for us.

Maybe they will change "All is Dust" to reduce incoming damage by 1 to a minimum of 1 instead of improving the save.

Everyone is worried about blast weapons, but I think people will instead be shoehorning as much D2/D3 as possible into their lists.

I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
Made in se
Fresh-Faced New User




I know that I am not a great player, I dont even think that I am a good player. For some reason or another I always play some wierd list that no-one ever has faced. Which is really fun when you go to a tournament, because no-one has any idea how your list is supposed to work. So both you and your opponent can have a good laugh at the utter confusion.

Lately I have been trying out a list with 50 rubrics…. It was insane, one of my regular opponents (imperial guard) ran up with his infantry, as soon as they came to an invisible line the unit just died. Ok, his tanks killed all my rubrics by turn 3, but I had killed his 100 infrantry and killed most of his non-tanks, he only won by 3 points, so it was fun.

So now I have this idea, that 3 defilers are a good idea. I´m I crazy? The can now move and shoot without -1 to hit, and if they have a defiler scourge the can kick out quite few attacks. And if you take Cult of Time you can teleport up one defiler per turn and plop them down outside 9” shoot and then try and charge. Take that as a distraction!

So how stupid is this?
   
Made in us
Trustworthy Shas'vre





Cobleskill

 Grotrebel wrote:
 carldooley wrote:
 grouchoben wrote:
That's not possible on the turn you DS/teleport/DMC, as you count as moving. Whereas every flamer profile we've seen leaked has been shunted up to 12".


Can you explain your reasoning? The way that I read Malicious Volleys is that so long as you are within 12 inches of the target, you can shoot twice with your bolters. The preceding paragraph says that if ANY apply, not ALL apply. If all have to apply, then Rubrics can never use it, as they aren't Helbrutes, Bikers, or Terminators. By my reading, vehicles with combi-bolters can use it too, yes, provided they are within half range?


You can still double tap for rapid fire range, but the Infernal fussilade strategem for quadro-tap can only be used, if the Rubrics / Scarabs did not move this turn.
And all our tellyport options (Duplicity power, Dark Matter Crystal, Webway Infiltration Strategem) result in them counting as moved.

The only way would be to use the Risen Rubricae Strategem to infiltrate them and hoping you get the first turn. Did that a few times and had some devastating shooting phases.

Would be so cool if we get a strategem like marines did so they do not count as moved.


By my reading, vehicles with combi-bolters can use it too, yes, provided they are within half range?

Correct.


Edit: Dammit, to slow.


So we aren't at loggerheads, how many shots can a model with an infernal boltgun, that doesn't move, and is within 12 inches of its target able to make with the stratagem and Malicious Volleys? 4 or 8?

This message was edited 1 time. Last update was at 2020/08/18 13:31:24


'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in us
Longtime Dakkanaut




KhazModan wrote:
I know that I am not a great player, I dont even think that I am a good player. For some reason or another I always play some wierd list that no-one ever has faced. Which is really fun when you go to a tournament, because no-one has any idea how your list is supposed to work. So both you and your opponent can have a good laugh at the utter confusion.

Lately I have been trying out a list with 50 rubrics…. It was insane, one of my regular opponents (imperial guard) ran up with his infantry, as soon as they came to an invisible line the unit just died. Ok, his tanks killed all my rubrics by turn 3, but I had killed his 100 infrantry and killed most of his non-tanks, he only won by 3 points, so it was fun.

So now I have this idea, that 3 defilers are a good idea. I´m I crazy? The can now move and shoot without -1 to hit, and if they have a defiler scourge the can kick out quite few attacks. And if you take Cult of Time you can teleport up one defiler per turn and plop them down outside 9” shoot and then try and charge. Take that as a distraction!

So how stupid is this?


Lol I run my tsons with lots of rubrics too, typically 40-50. Always a good time. I also alway run 1 defiler with my rubrics, and use cult of duplicity for teleporting defiler. But I only use 1, I find its enough with the proper alpha strike list.

I take deamon prince with the teleport crystal, my dp warlord with aetherstide, and a defiler with twin las and a scourge.

Warlord dp runs up the field t1 and then uses warptime to move again. Aetherstride allows advance and charge as well as reroll charges. Dp with Crystal casts weaver of fate onto defiler, then teleports defiler with spell, then teleports up with other dp and defiler. Finally defiler gets demonforged used on him to try and pop a tank. Then we charge the flank and try and do as much dmg as possible. Its an incredibly fast smash attack that distracts from all the rubrics moving up and grabbing objectives. Doesn't always work (if it did it wouldn't be fun) but when I pull it off in a game vs someone who hasn't faced it before they always kinda freak out and go "but tsons are supposed to be slow i thought"
   
Made in eu
Automated Rubric Marine of Tzeentch



Netherlands

Here's what sadness looks like:

Seems like in the near future rubrics will get a second wound and the warpflamers will go to 12".

After all this is said and done (and suppose they are even getting done for free, no points increase at all), they will still be worse than Flamers of Tzeentch.

This post was made by the disappointment gang.


Automatically Appended Next Post:
 carldooley wrote:


So we aren't at loggerheads, how many shots can a model with an infernal boltgun, that doesn't move, and is within 12 inches of its target able to make with the stratagem and Malicious Volleys? 4 or 8?


Important disclaimer: Malicious volleys will NEVER allow a model to shoot more attacks than the weapon profile. It just says that the model can shoot the big profile also outside 12" if specific things occur at the moment. Malicious volleys is not unlimited ammo and a license to kill.

A model with malicious volleys shooting within 12" is EXACTLY the same as a model without malicious volleys shooting within 12". The only difference malicious volleys does applies outside 12".

An inferno boltgun guy will be shooting 2 shots at maximum every time he shoots. With fussilade he can shoot twice, so 2x2 =4.

This message was edited 1 time. Last update was at 2020/08/18 14:26:56


14000
15000
4000 
   
Made in de
Krazy Grot Kutta Driva





Lately I have been trying out a list with 50 rubrics…. It was insane, one of my regular opponents (imperial guard) ran up with his infantry, as soon as they came to an invisible line the unit just died. Ok, his tanks killed all my rubrics by turn 3, but I had killed his 100 infrantry and killed most of his non-tanks, he only won by 3 points, so it was fun.

If i had 50 Rubrics painted, i`d play them.^^
Those buggers take forever to paint.
That -2 AP is really great, mowing down guard, ranger and stuff like that and even marines in cover just get a 4+.
Also with the new missions i think spamming Rubrics & Scarabs can be quite viable. Especially getting 20 on the mid objective(s) infiltrating puts some early pressure on the opponent.
Heck, if i had the models i would play Ahriman, 2 DP and 80 Rubrics just for the look of my opponent.

So now I have this idea, that 3 defilers are a good idea. I´m I crazy? The can now move and shoot without -1 to hit, and if they have a defiler scourge the can kick out quite few attacks. And if you take Cult of Time you can teleport up one defiler per turn and plop them down outside 9” shoot and then try and charge. Take that as a distraction!

So how stupid is this?

Not stupid at all! Defilers are fantastic. Tanky, nice dakka and enough hard hitting CC to clean mid objectives from transporters (we will see those a lot more hanging around midfield in 9th edition) or small elite squads. We got great strategems and psychic powers for defilers. Daemonforge, flickering flames, diabolic strenght and warptime make them quite dangerous with even more stuff to buff them.
Sadly i have only 1 defiler but i will add 1-2 as soon as possible. Their price went up fair - as did the forgefiend for that matter. Double hades fiend for 135 points is still ok imo if you need to cut some points and want to kill a few primaris.


Here's what sadness looks like:

Seems like in the near future rubrics will get a second wound and the warpflamers will go to 12".

After all this is said and done (and suppose they are even getting done for free, no points increase at all), they will still be worse than Flamers of Tzeentch.

This post was made by the disappointment gang.

If you want lots of dakka just go for pink horrors.
More wounds, more range, don`t trigger deepstrike abilities if you use denizens of the warp and they can sit on objectives and block them from enemy models.
Sure they miss the AP-1 which is a pain against Marines in cover but you`ll get a lot more mileage out of them.

Also Warpflamer Marines are not that bad in comparison. 9 Flamers will kill 2,6 Primaris in cover, 8 Flamer Rubrics for about the same points will kill ~ 4 (adding the minismite and warpflame pistol) You could push that even more with adding extra Rubrics and VotlW.
Even if Rubrics get 8 ppM more expensive, they still do about the same damage.
On top you get better armour, Psi, better CC, All is dust and basicly everything better except the native 4++ of the flamers.

   
Made in us
Quick-fingered Warlord Moderatus




I agree that the extra wound and points increase might not be good for us.


I never thought I'd be in a position to say this but yeah - if my Rubrics get two wounds, I'm probably shelving the army. lol Such weird times.

I've never played my Tsons as a soup army, but I DID combine a Supreme Command Detachment to my Battalion (of 30+ Rubrics). With Supreme Command gone, combined with the Smite nerf, my army was already struggling. If we get the points increase that would naturally correspond with getting the additional wound, my Tsons list just becomes (literally) unplayable ...

My group is putting 9th to the side for a while until it levels out, but we did have some games this weekend, and I did get to run the two Vortex Beast list. 2000 pt games and I went 1 -1 on the weekend.

First game was against Iron Hands, so you know where the loss came from


Second game was against Ultras, but it was an unusual list. Mostly Assault Marines and nowhere near the amount of Aggressors (or tanks for that matter) one would expect so that likely heavily contributed. In that game, everything went off perfectly for me. I got the Beasts into his face very early, and my summing and spell casting consistently went off without a hitch. Buffing the Screamers with the Beasts made them an absolute nightmare for the Assault Marines and it took him too long to chew through everything (I had first turn), so by the time the Vortex Beasts and Demons were no longer impeding him, the Rubric squads had run up a decent lead on objectives.

That said, I admit I was playing against a less-than-optimized marine list so still pretty inconclusive.

This message was edited 1 time. Last update was at 2020/08/18 18:01:29


Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in de
Krazy Grot Kutta Driva





Tycho wrote:
Second game was against Ultras, but it was an unusual list. Mostly Assault Marines and nowhere near the amount of Aggressors (or tanks for that matter) one would expect so that likely heavily contributed. In that game, everything went off perfectly for me. I got the Beasts into his face very early, and my summing and spell casting consistently went off without a hitch. Buffing the Screamers with the Beasts made them an absolute nightmare for the Assault Marines and it took him too long to chew through everything (I had first turn), so by the time the Vortex Beasts and Demons were no longer impeding him, the Rubric squads had run up a decent lead on objectives.

That said, I admit I was playing against a less-than-optimized marine list so still pretty inconclusive.


Sounds good!
The first turn is still pretty important, although the fokus seems to shift from first strike to first move a little bit with this edition.
Had a lot games where the first player got midfield first and established dominance without giving up on the board control for a few turns.
Have been on both sides and i think about lists that want (or don`t mind) to go second to flip the middle by going all in against the part of the opponents army that came out in the open.
Thousand Sons got lots of movement tools / tricks and can deal damage in 3 phases. For example shooty armies like admech can clear a few units from objectives, but have problems to reach / conquer them, even with dedicated units.
To be fair, i don`t think TS are the only army that can do this, bit i feel like we have a lot of different tools to get the job done more smootly.
   
Made in us
Longtime Dakkanaut




I have found going 2nd to be beneficial, especially with certain primaries like grind them down (kill more). But since going 1st means a lot of movement but not as much shooting anymore (at least what I have found in my games) letting my opponent come to me is big. Obspec is huge if your going that route though, you want your opponent close enough to be able to punch but you also want to be durable enough to hold the objective without worrying about a guardsman coming by and taking it from you. Rubrics can hold well, deamon princes / hellbrutes / maulerfiends / defilers can punch well.

So far my win rate going 2nd is probably in the 40% area. Not amazing but not the detrimental game crushing effect going 2nd at the beginning of 8th was.

Of course if your opponent builds his list for going 1st and not 2nd then yeah, a balanced list that can adapt to 1st or 2nd will have a worse time than the alpha strike "oh i went 2nd, I lose probably " type of list.

This message was edited 1 time. Last update was at 2020/08/19 02:51:28


 
   
Made in gb
Longtime Dakkanaut




 carldooley wrote:
 Grotrebel wrote:
 carldooley wrote:
 grouchoben wrote:
That's not possible on the turn you DS/teleport/DMC, as you count as moving. Whereas every flamer profile we've seen leaked has been shunted up to 12".


Can you explain your reasoning? The way that I read Malicious Volleys is that so long as you are within 12 inches of the target, you can shoot twice with your bolters. The preceding paragraph says that if ANY apply, not ALL apply. If all have to apply, then Rubrics can never use it, as they aren't Helbrutes, Bikers, or Terminators. By my reading, vehicles with combi-bolters can use it too, yes, provided they are within half range?


You can still double tap for rapid fire range, but the Infernal fussilade strategem for quadro-tap can only be used, if the Rubrics / Scarabs did not move this turn.
And all our tellyport options (Duplicity power, Dark Matter Crystal, Webway Infiltration Strategem) result in them counting as moved.

The only way would be to use the Risen Rubricae Strategem to infiltrate them and hoping you get the first turn. Did that a few times and had some devastating shooting phases.

Would be so cool if we get a strategem like marines did so they do not count as moved.


By my reading, vehicles with combi-bolters can use it too, yes, provided they are within half range?

Correct.


Edit: Dammit, to slow.


So we aren't at loggerheads, how many shots can a model with an infernal boltgun, that doesn't move, and is within 12 inches of its target able to make with the stratagem and Malicious Volleys? 4 or 8?


Rubrics
No Moving –
Outside of 12” = 2 shot each
Within 12” = 2 shots each

Moving –
Outside of 12” = 1 shot each
Within 12” = 2 shots each

No Moving + Strat -
Outside of 12” = 4 shot each
Within 12” = 4 shots each


SoT
No Moving –
Outside of 12” = 4 shot each
Within 12” = 4 shots each

Moving –
Outside of 12” = 4 shot each
Within 12” = 4 shots each

No Moving + Strat -
Outside of 12” = 8 shot each
Within 12” = 8 shots each

   
Made in us
Automated Rubric Marine of Tzeentch





 D6Damager wrote:
I agree that the extra wound and points increase might not be good for us.

Maybe they will change "All is Dust" to reduce incoming damage by 1 to a minimum of 1 instead of improving the save.

Everyone is worried about blast weapons, but I think people will instead be shoehorning as much D2/D3 as possible into their lists.


It's a guarantee that it won't be good for Rubrics. As it is right now people are figuring out that you don't need to kill the Rubrics, just tie them up in CC with a cheap OBSEC unit that out numbers the unit for 2-3 turns. That's a win for the opponent they end up with more VPs and shutting down a 115-250 point unit with 50-150 points. If they change AiD to -1 damage then I would expect a price drop since Rubrics would become Marines with AP-2 guns and no CC options.

SOT will be better off. No longer getting one shot by Plasma, and our ability to heal on top of restoring units will mean we can start with a 10 man squad and end with a 10 man squad. Again, if they change AiD to -1 damage i would expect a huge points spike. Their needing to be hit by 4+ damage to die instantly would push them into only d6 damage can kill them with 1 shot and even that is only a 50/50 chance.


Overall I think if they keep the points increase to a minimum then Rubrics will be very bad at just about everything, but very good at scoring VP but will need a screen at all times. SOT will be very good at shooting units off objectives, but won't have the speed or OBSEC needed to secure them.

 
   
Made in de
Krazy Grot Kutta Driva





Had a game yesterday against T`au.
He had 2 Commanders, 1 Ethereal, 3 Riptides, about 30 Drones, 3 Crisis Suits (with 4 drones & 2+ Relic) and some troops.

I had 3 detachments:
Duplicity Cult Battalion with Ahriman on Disk, DP, Exalted on Disk, Tzaangor Shaman, 2 x 10 Cultists, 20 Rubric Marines, 5 Scarabs and 1 Hellforged Contemptor with 4 LasCas.
Magic Cult Auxiliary detachment with Magister DP (Devastating Sorcery & Arcane Focus)
Tzeentch Daemon Patrol detachment with Fluxmaster and 30 Pink Horrors.

The Scouring mission had 5 objectives with 1 in the middle and the 4 others 6" from our deployment zones.
His Secondaries were to keep his 3 Riptides alive and obviously killing characters & psykers. I took Raise the banners, Psychic Ritual & Domination.


I got the first turn and jumped my fully buffed Rubrics in a -1 to hit forest to one of the "opponents" objectives, while my cultist raised banners on "my" two objectives and the Horrors advanced towards the middle objective while screening all characters. My fluxmaster started the Psychic ritual and I killed some drones and troops with smites and the Rubrics. His turn my buffed Rubrics tanked most of his shooting with their 2++ / 3++ but i lost the cultists and 2 Riptide hits one-shotted my Contemptor. :(
My second turn i moved the Horrors on 3 objectives and the rubrics killed the remaining Drones & Firewarriors with Infernal Fusillade + damaged 2 Riptides.
Wrapped my characters with Horrors to be safe from zipping Cammander and deepstriking Crisis.



His second turn he deepstriked his Crisis behind my Horrors and together with the Riptides he killed 25 of them (Thank good they had a Warp Surge 3++ so they could save my characters)

Turn 3 i finished the Psychic Ritual, raised more banners and had maxed out Primary and Secondary points so far. My Terminators deepstriked in front of my characters to help the Horrors screen them a bit longer. The Rubrics jumped again and helped a Prince to kill the Crisis and a few of them killed the first Riptide with the support of smites and the Terminators.
He managed to kill 1 Prince with his Zip-Commander, finished off the Horrors and killed 3 Terminators so my character screening was gone. Managed to do enough invuls so no more characters died.

Turn 4 i killed another Riptide and got in CC with the last one, he could not do much in his turn and turn 5 i tabled him.

Total score was 100:33 for me.

Had some games with that list now and absolutely love the resilience 20 Rubrics and 30 Horrors with 3++ each bring on the table while being quite killy with their shooting as well.
I spammed infernal fusillade and VotlW as much as i could, but i think about skipping the Contemptor and add more Scarabs and / or a defiler since he get`s blown off the table as soon as he gets out of cover to shoot. (And his explosion is fatal for TS...) Scarabs would add firepower and models for objectives while the defiler would be a bit more tanky and killy in CC.
Those 3 detachments and pre battle strategems go quite heavy on CP, might skip on the Magic cult prince but i love his output and ability to reliable snipe 4-5 wounds characters... If i switch him into the CD patrol i could give him the 3++ relic though but loose a cast / turn and the TS reroll.
Oh and i will keep playing my Fluxmaster instead Changecaster & Exalted on disks to go for 12" move psykers. The flexibility, especially paired with Duplicity & DMC is fantastic.

Had the idea to summon the Pink Horrors and Fluxmaster turn one, but if i go second that puts my characters at risk with less screening and i can`t use Warp Surge on them.



   
Made in gb
Combat Jumping Rasyat




East of England

You can't warpsurge pink horrors dude. They're flat 4++, not ephemeral '+1 to your invuln saves', and warpsurge tops out at 4++.
   
Made in de
Krazy Grot Kutta Driva





Oh damn, they FAQ`d Warp Surge. When did this happen? Have just been using them in 9th edition and used CD in 8th mostly as Brimstone CP farm.
Well, that sucks. But in that case you can summon them if you can`t use the strat anyway to safe command points.
   
Made in gb
Combat Jumping Rasyat




East of England

The change happened quite a while ago, mid-8e if I remember correctly. GW didn't like Mr 2++ bigbird

Yeah, a nice choice for summoning, but they won't have obsec as they're not part of a daemons detachment at that point.
   
 
Forum Index » 40K General Discussion
Go to: