lustigjh wrote:Speaking from purely theoretical standpoint (haven't used Talons myself):
Khorne: +1 A in first round of combat, +2 if charging. Can take Furious Charge if they bring a banner. These only matter for the first round of combat and only if you didn't make a disordered charge. This requires you to make it to combat.
Tzeentch: +1 invuln. When rolling invuln saves, this mark only matters if you roll a 4 (5 & 6 would already be saves), so it has a 1/6 chance of being useful. This also only matters when your armor is beaten so the one case where it'd be most beneficial (mass shooting attacks, gun line style) doesn't apply (massed shooting is generally not AP3).
Nurgle: +1 T. When your opponent rolls to wound, it has the same effect as above; a 1/6 chance that it matters. This doesn't apply against S 7+ or poisoned weapons.
Slaanesh: +1 I. Allows you to strike first against most basic units unless they're in difficult terrain. Also has a 1/6 chance of giving you a sweeping advance when you'd otherwise fail.
Considering that you're using them to escort your Lord into
CC, I'd lean for Khorne. The mobility of jump packs will be how you stay alive and get yourself charges. I5 is a close second but I've never been worried about a squad of
tac marines doing much in
CC. The extra attacks will help you wipe them out first round...
...actually, now that I think of it, go with Slaanesh. The best outcome is to leave 1-2 marines/etc alive so you're locked in combat and finish the squad on their turn. Khorne has more risk of wiping the whole squad round 1, leaving you in the open. Slaanesh will minimize your
CC retaliation and help you catch any escapees.
Raptors would be cheaper and give you the same ablative wounds (you're using your Lord's invuln anyway) but you'd lose most of your AP3. You would gain access to special weapons, though, and your Lord can probably finish off armor 3 once he's out of any challenges.
Automatically Appended Next Post:
swcorwyn wrote:If the lord has mark of tzeentch then the talons have to take mark of tzeentch as well. You cannot mix marks between attached character and squad.
Does that apply to
CSM? I thought that restriction came from Daemonic Instability.