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How have people felt about rhinos in general for TSons? Seems most are running Cult of Duplicity so the mobility may not be as helpful for getting rubrics up the field.

On the one hand - with the 5++ and once emptied the rhinos make very unattractive targets. Good for tying up units in melee and screening on the cheap. Maybe helps with deployment and against indirect fire in a pinch.

On the other hand - in general - most TSon lists are running light on vehicles. Unless bringing a daemonforged army - it seems rubrics and scarabs are the strong preference. This makes the rhinos easy targets for any/all anti-tank in an opponent list. Further, aside from potential help with TTL the rhinos don't help with scoring any secondaries for the most part.

The opportunity cost for a rhino (vanilla) vs a rubric squad (vanilla) is a difference of 25 points - is it just better in general to take the rubric squad instead of the rhino? In my current list I was taking 3 rhinos with infernal bolters but I'm wondering if I should just translate to 2 additional min rubric squads with warpflamers instead...

This message was edited 2 times. Last update was at 2021/09/15 18:01:34


 
   
Made in gb
Ambitious Acothyst With Agonizer





 xeen wrote:
So I played two crusade games on Saturday....


Thanks for sharing! Cabal Points might not scale well, but I've found MW spam is even more potent at 1000pts. Assuming you run at least 3 exalted (or 2 plus Ahriman). You are right hitting 12 cabal points is crucial (Psychic Maelstrom and Malevolent Charge). Having only 6CP is tough though.

Eldenfirefly wrote:
Played a game today. Tsons vs Tsons!!!....


Again thanks for sharing! Sounded like a really interesting game. Glad I'm not the only one finding we aren't needing to take AT weapons.

MortarionsFriend wrote:

On the other hand - in general - most TSon lists are running light on vehicles. Unless bringing a daemonforged army - it seems rubrics and scarabs are the strong preference. This makes the rhinos easy targets for any/all anti-tank in an opponent list. Further, aside from potential help with TTL the rhinos don't help with scoring any secondaries for the most part.


This is my main problem with Rhinos they give my opponents AT weapons something to do. I think the more scarabs you run the less of a problem it is as AT weapons tend to be put into scarabs too.

This message was edited 1 time. Last update was at 2021/09/15 18:47:22



 
   
Made in gb
Sinister Chaos Marine




As long as you are not standing out in the open turn one with your Rubrics they are tough enough. So Rhinos don't do very much for surviability.

They don't add much movement if you pop out turn one and they remove your ability to spell cast and shoot if you stay in them until turn two. I think they also remove your cabal point generation as well.

It could just be that non open topped transports are just generally overcosted currently.

They would be a lot more interesting if Tzaangors could ride in them.
   
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Longtime Dakkanaut





MortarionsFriend wrote:
How have people felt about rhinos in general for TSons? Seems most are running Cult of Duplicity so the mobility may not be as helpful for getting rubrics up the field.

On the one hand - with the 5++ and once emptied the rhinos make very unattractive targets. Good for tying up units in melee and screening on the cheap. Maybe helps with deployment and against indirect fire in a pinch.

On the other hand - in general - most TSon lists are running light on vehicles. Unless bringing a daemonforged army - it seems rubrics and scarabs are the strong preference. This makes the rhinos easy targets for any/all anti-tank in an opponent list. Further, aside from potential help with TTL the rhinos don't help with scoring any secondaries for the most part.

The opportunity cost for a rhino (vanilla) vs a rubric squad (vanilla) is a difference of 25 points - is it just better in general to take the rubric squad instead of the rhino? In my current list I was taking 3 rhinos with infernal bolters but I'm wondering if I should just translate to 2 additional min rubric squads with warpflamers instead...


I tried using one Rhino in a game and loved it. I don't know if spamming Rhinos might be too much, but one Rhino definitely feels like it added to my army's versatility. The thing is to already take enough rubric marine squads and then add one Rhino. If you are scrimping on rubric squads to add a Rhino, then I think that's not the way to go. I already had 6 rubric squads in my list, so having the Rhino as well was a great addition, not an alternative at all.

The Rhino helped to absorb witchfire and smites, and I imagine it would draw some anti tank fire too. The reason it complements a Tsons army is that it gets onto a midboard objective for sure. Unlike chaos spawn with a 7 inch move, where you might fail an advance and end up not on an ojbjective. The Rhino move 12. If need be, a move advance will almost certainly put it onto a midpoint objective. And once it is sitting on an objective, with a squad of rubrics in it, that's a neat package that gives your opponent a ton of problems. They got to kill a Rhino with a 5++ save which can spend a CP to blow smoke for -1 to hit as well. And even if they do, a squad of rubrics pops out onto the objective. And rubrics are not that easy to kill either.

Their massive move with advance also means you can probably hide them behind obscuring turn 1. So they are almost assured of being able to move onto a midpoint objective on their movement phase. Now ordinarily, move blocking would be a thing. But its less of a problem to Tsons armies somehow. I imagine most opponents would not want to get so close on turn 1 to a Tsons army and all of its smites, and all that just to move block one solitary Rhino.

So yeah. After trying out one, I think they are excellent. The trick is not to see them as an alternative to rubrics. They are not. Bring as many rubric squads as you want or need. And then find the points from elsewhere to cut in order to bring a Rhino or two.

After thinking abit more about the whole target of anti-tank issue. My opinion is that the entire Tsons army is tough to shoot at. Normal 1 damage weapons are really tough to get through because the whole army effectively has a 2+ or better save against 1 damage weapons. This leaves multi damage weapons or anti tank weapons. Now the issue is that with enough rubric marines, its a really inefficient to rely on anti tank weapons to remove rubric marines. They are only 21 points each. Say I throw two Rhinos with min rubrics onto two objectives and I teleport a third rubric or Occult squad onto yet another objective. How many anti tank guns do you need to have to be able to clear all that (since your anti infantry 1 damage guns are going to be mostly ineffective). And because rubrics are obsec, until you totally kill off the whole squad, I will still hold that objective. Unless you also throw your own obsec on to the point.

Our Occult terminators are the natural targets for all anti tank weapons anyway since they are the most dangerous. But they are also extremely tanky if we stack glamour of tzeentch and weaver of fates on them and/or put them in light cover. I think I will purposely make my Occult bloc a big target in future games if only to draw all the firepower. I mean, sure they will get shot up, etc, but if it took your whole army one or two turns to do it, while the rest of my army could perform its mission unobstructed, then I am perfectly fine. If I have 6 other rubric squads and other stuff more (like two full squads of chaos spawn, cultists and Tzaangors), then losing that one big Occult squad doesn't really stop me from performing my mission objectives. And when it comes to shooting at a big 10 man Occult squad buffed with defensive spells, there is literally no way an opponent can get a lucky big damage roll spike. They literally need to slog through 10 models with a high save and -1 to hit.

In the midst of that, the humble Rhino will likely be ignored. Especially if destroying it will have a squad of rubrics spilling out onto the objective. And if you want to devote yet more anti tank shots onto a cheap Rhino, I don't think I would mind. Once the Rhino is sitting on a midfield objective with a squad of rubrics in it, it has literally already performed its job. Everything else it does after that is icing on the cake.

This message was edited 2 times. Last update was at 2021/09/16 01:01:33


 
   
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I've played about a dozen games with the new tsons varying lists and testing stuff out.

My normal list is
Exalted
Infernal master
Demon prince
5 min sized rubrics with soulreapers and icons
1 10 man so
2 5 man sits
2 forge fiends with hades autocannons and jaws.

The name of the game is castle.
Standing in a way that forces your opponent to come to you and just eat fire and easy to shift mortal wound targeting.

I tested out switching the 2 forgefiends for helbrutes but I think the hades autocannons are just far more reliable turn after turn than helbrute anti tank weapons. They boy get 5 attacks in melee and can benefit from the same strategies and spells. If the helbrutes got more shots or could take the hades autocannons I would edge them ahead because of core and re rolls nut forgefiends are faster and tougher and heal.

Never take rod with tsons. Psychic actions are your friends. If they are foolish enough to bust out a psyker do as best you can with wrath of magnus.
   
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Austin, Texas.

Working on a tsons patrol to bring with my DG, and honestly, I know people have been singing nothing but praise, but HOW much worth it for Ahriman over a normal sorcerer?

I see a 90 point sorcerer who is able to cast 2 and take warlord traits etc, and compare that to 160pt ahriman, and while rerolls to cast, and +1 power/cast is great, is it really worth 70! more points? Thats almost another sorcerer. Im finding my points are very tight, and it seems that while ahriman would do it better, a normal sorcerer is able to do what I want for much cheaper.

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Dimmamar

 ninjafiredragon wrote:
Working on a tsons patrol to bring with my DG, and honestly, I know people have been singing nothing but praise, but HOW much worth it for Ahriman over a normal sorcerer?

I see a 90 point sorcerer who is able to cast 2 and take warlord traits etc, and compare that to 160pt ahriman, and while rerolls to cast, and +1 power/cast is great, is it really worth 70! more points? Thats almost another sorcerer. Im finding my points are very tight, and it seems that while ahriman would do it better, a normal sorcerer is able to do what I want for much cheaper.


Put Ahriman on a disc so he is 180, and then you can compare two sorcerers to one Ahriman.

Ahriman has a 4++, M12", WS2, A5, W6, and FLY. He has re-roll 1s aura. He can cast and deny 3. He re-rolls psychic tests, so on the most expensive powers at WC8, he will succeed 83% of the time.
A Sorcerer has 5++, M6", WS3, A4, W4, and can benefit from cover for Sv2+. He can take a force sword, which is a bit better than a staff imo. He can cast 2 and deny 1. On the most expensive powers at WC8, he will succeed 58% of the time. He can take Command upgrades.

While the Sorcerers get an additional cast, their casts are less reliable. Ahriman has better movement and his casting is more reliable. The extra deny isn't really a benefit, since TSons have more than enough DtW against any army except GK. I'm not sure who is more survivable, since the Sorcerers together have an extra two wounds and a potentially better armor save...but Ahriman has a better invuln. You'll get six hits in CC with the Sorcerers, and 4-5 with Ahriman, so that's roughly comparable. Ahriman CANNOT do psychic actions, bc losing 3 casts is too much, so the sorcerers win that one.

I'd say Ahriman wins out on casting, bc 3 casts that are more reliable is better than 4 casts with a larger chance of failure. He can even fish for super smite with his psychic re-roll. He also has extra movement so that he can set up his targets better.
Otoh, a Sorcerer with Witch Warrior becomes more reliable at dealing mortals.
Survivability is unknown, bc I don't want to run all those numbers at the moment, but I would guess it's pretty close.
Action utility goes to the Sorcerers, since there are two units and together they can do a psychic action and still get two casts, or three casts with the Thrall upgrade.
Melee goes to the Sorcerers by a hair, and can go a lot more if you put extra points into the Battle-psyker upgrade.

Taking two Sorcerers, one for the backfield and one for advancing with your main brick, isn't a bad idea.

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Reliability is more important than number of casts. Otherwise, you don't even need to bring a sorceror. Just bring a normal rubric marine squad. Then you get one cast right there, plus you get obsec and 10W and the ability to shoot. Number of casts are not the key thing actually. You can easily get over 10 casts in your army if you bring enough rubric marine squads. But smites get harder and harder to cast. And if its a crucial spell like temporal surge, or weaver of fates, you only get one try at it regardless of who you cast it with. That's why a psyker like Ahriman is so good. Because he can reroll his psychic. That increases the chances of his psychic going off by a ton. If you have crucial spells that you need to go off, having Ahriman cast them will ensure they go off far easier than if you used a normal sorcerer or psyker.

If your opponent brings something that is out in the open, and visible to multiple of your castors and rubrics. It is already probably dead from the multiple smites and shooting you can throw into it. Its when you run into smart opponents. Those that know how to hide their units, those that know how to screen them with vehicles or chaff. That's when Ahriman can do something far more reliably than a typical sorceror.

Take a situation. Opponent has hidden his star unit behind a midboard obscuring terrain like a wall and its more than 18 inches away. You can't see him, your smites can't reach him. So, even with an army of castors, you can't hurt him. Ahriman is on a disk. He can zip out 12 inches from your lines, and then from an angle, he might then be able to get line of sight and a bead on this hidden unit. It leaves Ahriman exposed. But he has 3 casts. So throw two witchfire/smite and then on your third cast, you temporal surge Ahriman back into the safety of your lines. You could of course take a Rehati exalted sorceror on disk for 150 points that can do the exact same thing. But if this exalted sorceror fails at his casts, its painful, you only get two witchfire casts at the opponent. Each cast has to go off. Even more crucially, temporal surge MUST go off. Else, your exalted rehati sorceror is exposed and will likely be killed. So in this kind of situation, would you rather use an exalted Rehati sorcerer for 150 points to do the above, or would you rely on Ahriman at 180 points with his reroll psychic for all three casts? I would take Ahriman every time for that 30 points more.

This message was edited 2 times. Last update was at 2021/09/16 16:16:57


 
   
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I like that Ahriman is so strong, I just personally prefer not to use special characters and wish there was a way to "build my own Ahriman", you know?

This message was edited 1 time. Last update was at 2021/09/16 21:29:34


"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown

"Yeah, f*ck you too!" - R.J. MacReady, The Thing 
   
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Austin, Texas.

Thanks for the thoughts guys. For context, my DG back up is just a LoC and 3 PBCs.

So, my Tsons allied force was going to be

sorceror (Lord of forbidden lore)
sorceror (Loyal thrall, seeker after shadows)

4x 5 man Rubrics with flamers

10 man Termy unit, 2 cannons 2 missile racks,

2 rhinos

Idea of list is to hide sorcerors behind termy brick, and rubrics in rhinos. This list presents really hard to shift targets (Shoot at termies, shoot at Rhinos, or shoot at plague burst crawlers. Ideally give them no other option).

Trying to fit Ahriman into this list is hard, but I really like the idea of giving reroll ones to termy unit and ofc better casts.

Problem is, putting ahriman on a disk makes him a TTL target, which is currently only termies and PBCs. (PBCs better TTL target than Ahriman right?)

So. That's where I'm at. To fit Ahriman, Id drop one sorceror, drop the rhinos, and add some 3 man spawn units for another semi threat.

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 ninjafiredragon wrote:
Thanks for the thoughts guys. For context, my DG back up is just a LoC and 3 PBCs.

So, my Tsons allied force was going to be

sorceror (Lord of forbidden lore)
sorceror (Loyal thrall, seeker after shadows)

4x 5 man Rubrics with flamers

10 man Termy unit, 2 cannons 2 missile racks,

2 rhinos

Idea of list is to hide sorcerors behind termy brick, and rubrics in rhinos. This list presents really hard to shift targets (Shoot at termies, shoot at Rhinos, or shoot at plague burst crawlers. Ideally give them no other option).

Trying to fit Ahriman into this list is hard, but I really like the idea of giving reroll ones to termy unit and ofc better casts.

Problem is, putting ahriman on a disk makes him a TTL target, which is currently only termies and PBCs. (PBCs better TTL target than Ahriman right?)

So. That's where I'm at. To fit Ahriman, Id drop one sorceror, drop the rhinos, and add some 3 man spawn units for another semi threat.


You can free up some points changing the Lord of Contagion for a normal DG chaos Lord or Malignant plague castor. You lose contagion anyway and its not like you need that reroll 1 to hit. You might as well swop him for one more castor. If TTL is a concern, just bring Ahriman without a disk. In any case, if you don't absolutely need his reliability, you can just being an exalted sorcerer for 10 more points than a sorcerer.

Personally, if I was going DG TSons soup, I would make DG the main detachment with the warlord and bring a Foul Blightspawn with stench vats. That character with that relic basically stops a ton of melee lists out cold. A lot of powerful melee units can still dare to charge your Occults bloc because they strike first in a charge. But if there is a Foul Blightspawn with stench vats behind them removing charge and making them fight last.... that's a whole different story altogether. I honestly don't see much that you gain by making Tsons your main detachment since you don't appear to be bringing any relics of note. The warlord traits you are taking are also not super essential either. Just my humble 2 cents worth.

Seeker after shadows is great, but its not essential. In an all Tsons build, the reason why we dare to go for secondaries in warpcraft is because we have cabal points to make a psychic ritual undeniable.

This message was edited 1 time. Last update was at 2021/09/17 00:28:30


 
   
Made in us
Decrepit Dakkanaut





 ninjafiredragon wrote:
Thanks for the thoughts guys. For context, my DG back up is just a LoC and 3 PBCs.

So, my Tsons allied force was going to be

sorceror (Lord of forbidden lore)
sorceror (Loyal thrall, seeker after shadows)

4x 5 man Rubrics with flamers

10 man Termy unit, 2 cannons 2 missile racks,

2 rhinos

Idea of list is to hide sorcerors behind termy brick, and rubrics in rhinos. This list presents really hard to shift targets (Shoot at termies, shoot at Rhinos, or shoot at plague burst crawlers. Ideally give them no other option).

Trying to fit Ahriman into this list is hard, but I really like the idea of giving reroll ones to termy unit and ofc better casts.

Problem is, putting ahriman on a disk makes him a TTL target, which is currently only termies and PBCs. (PBCs better TTL target than Ahriman right?)

So. That's where I'm at. To fit Ahriman, Id drop one sorceror, drop the rhinos, and add some 3 man spawn units for another semi threat.


If you're going to soup and lose cabal you may just want Ahriman instead to make up for that loss in flexibility / reliability.

   
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FAQ is up. Only real item of note ( for me ) is that Conniving Plate got nerfed to round up.

https://www.warhammer-community.com/wp-content/uploads/2019/09/djrQBhGf6Lkf78BE.pdf

   
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The biggest thing of note, is that you can use Risen Rubricae AFTER using the redeploy from Master Misinformator.

It's SO much better to infiltarte after seeing you are first compared to infiltrate hoping you are first then backing off if you are not.

can neither confirm nor deny I lost track of what I've got right now. 
   
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 BoomWolf wrote:
The biggest thing of note, is that you can use Risen Rubricae AFTER using the redeploy from Master Misinformator.

It's SO much better to infiltarte after seeing you are first compared to infiltrate hoping you are first then backing off if you are not.


Ah, damn. I didn't even catch that one!


Automatically Appended Next Post:
So, as I think about it I don't think I am going to use that. GW made a goof and wasn't consistent here. Similar stuff like UM and Blood Axes got ruled the other way.

This message was edited 1 time. Last update was at 2021/09/17 19:08:35


   
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Eating the 2 cp for the forward flamers and re deploying back is totally worth it.

Just play the rules conservatively
   
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 Daedalus81 wrote:
Only real item of note ( for me ) is that Conniving Plate got nerfed to round up.

I suppose you could still get 3A models down to one if you worked in Dysmanifestation.
   
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I was hoping they would faq the Tzaangors and cultists not allowed into Rhinos as a thing but they didn't... So its intentional that Tsons's glorious Rhino literally exists only for the purpose of transporting only one thing... rubric marines.... orzz.....

Would have been so easy to change Arcane Astartes into Tsons infantry in the Rhino Transport rules.... just like how they did it to allow the Defiler to actually use its smokescreen launchers.

This message was edited 1 time. Last update was at 2021/09/18 01:13:30


 
   
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Been running Sons in a crusade and the I'm finding min sized squads are really working for me. Not needing to take morale checks is essential and making your opponent have to account for every wound on your models is huge. I suppose it goes without saying that mortal wound spam in smaller point games might be a little too potent as most armies either don't bother with a Psyker or can't bring enough deny's to the table. My MVPs so far have been a five man squad of flamers. I give them surge for additional movement when needed (get into range or get onto a point to hold) or in full games, I have the unit champ mentally interrogate or net me another CP through cabal points. The real magic happens when combined with Wrath of The Wronged. To date, I've been able to burn down two Deff dreads, a snazz wagon and cripple a Redemptor dread. If you're not running Duplicity, I suppose Rhinos have a solid place, but I find the Vortex beast too good not to include. My opponents hate 'em. Not only can the fight semi decently, they can be ported around the table, heal/be healed and just tick wounds of targets. I'm hard pressed not to field two of em.

I've learned Tsons don't want to be in combat, they're just not great at it. They excel at range...like almost criminally so.
   
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Just had a thought.

It feels like a lot of Tsons witchfire spells are all traps. Unless you are using them to snipe a character, you are better off using smite most of the time. They will average maybe 1 MW pretty often.

The only standout is Doombolt because it is a flat 3 MW.

Baleful Devolution is ok too, but it needs 8 to cast, and it only works on units of 6 and above.

Tzeentch Firestorm needs a 9 cast to be decent and you can't even modify that psychic roll. So, most of the time, it goes off on a 6+ and you just do 1 MW even if you rolled 9 dice.

Dark Blessing is unreliable. Infernal Gaze is unreliable. Desecration of worlds can be mitigated by simply not moving, and anyway, MW on 6s per model isn't a big deal unless its a huge unit so its situational too.

Infernal gaze and Tzeentch firestorm is only good if you plan to snipe a character. This depends on whether you have that kind of opportunity. And it almost demands then that you spend Malevolent charge on that spell. I guess its good to have one of these in your pocket.

If you want reliable max witchfire damage, it feels like you cast doombolt, use cabal points to cast it again. Then maybe a Tzeentch firestorm or Baleful Devolution and hope for many 6s. And finally, everything else pumped into all smites, hoping for super smites and add d3 MW with 4 cabal points and spend 1 CP to make a smite a flat 3MW. Keyword being "reliable". Casting psychics that depend on rolling lots of 6s is just not reliable.

This message was edited 1 time. Last update was at 2021/09/18 02:49:16


 
   
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Athenean Scrolls + Tzeentchs Firestorm tho

"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown

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Firestorm, gaze of hate and dark blessing are sniper spells, not for damage farm

I think spelld are OK. I just smite 90% time anyways

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dark blessing is not even good for sniping though, it does not have the range, and is FAR too unreliable at doing anything.

Gaze and firestorm, especially when put on a singular mobile platform, are rather reliable in at least hurting the target without having to stand right next to it.

can neither confirm nor deny I lost track of what I've got right now. 
   
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The4thEnemy 800197 11220389 wrote: My MVPs so far have been a five man squad of flamers. I give them surge for additional movement when needed (get into range or get onto a point to hold) or in full games, I have the unit champ mentally interrogate or net me another CP through cabal points.


Unfortunately, rubrics can't perform mental interrogation (or any of the other 2021 warpcraft secondaries) as they are not characters.


 
   
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 BoomWolf wrote:
The biggest thing of note, is that you can use Risen Rubricae AFTER using the redeploy from Master Misinformator.

It's SO much better to infiltarte after seeing you are first compared to infiltrate hoping you are first then backing off if you are not.


Also, Pact from Beyond explicitly gives you a super-Smite if the casting value of Smite has gotten up to 11+.
   
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Question, the cult of knowledge power says you can reroll "a wound roll of 1" for each "attack" made against the target unit. so if i shot that unit with a predator, i could reroll a wound roll of a 1 for each of it's weapons since they all make separate attacks right?

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 odorofdeath wrote:
Question, the cult of knowledge power says you can reroll "a wound roll of 1" for each "attack" made against the target unit. so if i shot that unit with a predator, i could reroll a wound roll of a 1 for each of it's weapons since they all make separate attacks right?


each individual hit/wound/save cycle is a separate "attack", as officially, you resolve each shot's results before starting the next one. so, yes, if you get, say, 4 hits with the hull heavy bolters, and roll 2 ones on the wound rolls, you'd be able to re-roll both of those.


edit: i realise you are thinking at the "per weapon" level, but it applies to each hit with a weapon, not just one wound roll for each gun. if you had a pred that got 6 autocannon hits and 6 heavy bolter hits, and managed to roll 1 for every wound roll, you'd be allowed to re-roll all 12 wound rolls (obviously, you'd roll the autocannon, resolve it, then do the heavy bolters and resolve them, not both weapons at once).

This message was edited 1 time. Last update was at 2021/09/18 17:42:29


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Look at the Sicarian Battle Tank.

It now gets 5++ on top of 2+ save on T7 W14 platform.

Give it the heavybolters (for 210pts) and now you have an analogue to the DE Dissy Ravagers! (the 2x lasecannon seems too swingy for me for D6 dmg)

9x str 5, -1 AP at D2.

Not even talking about the main gun yet!
6x str 7, -2 AP at D3.

Have an infernal master and "Maelific Maelstrom" and esconcelled round strategem the Sicarian for:
9x str 6, -2 AP at D2.
6x str 8, -3 AP at D3.

Awfully spicy....

Now, question... does it supplant the Volkite Contemptors? (have 3 already)

This message was edited 2 times. Last update was at 2021/09/18 18:07:11


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If I may I take your idea and expand on it — is there any available FW tank that is all about fire, so we can also give it +1S from Flux and be a little less dependent on core rerolls?

Edit. Nevermind, wouldn’t work with the wording of Pyric Flux

This message was edited 1 time. Last update was at 2021/09/18 18:32:09


 
   
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xerxeskingofking wrote:
 odorofdeath wrote:
Question, the cult of knowledge power says you can reroll "a wound roll of 1" for each "attack" made against the target unit. so if i shot that unit with a predator, i could reroll a wound roll of a 1 for each of it's weapons since they all make separate attacks right?


each individual hit/wound/save cycle is a separate "attack", as officially, you resolve each shot's results before starting the next one. so, yes, if you get, say, 4 hits with the hull heavy bolters, and roll 2 ones on the wound
rolls, you'd be able to re-roll both of those.


edit: i realise you are thinking at the "per weapon" level, but it applies to each hit with a weapon, not just one wound roll for each gun. if you had a pred that got 6 autocannon hits and 6 heavy bolter hits, and managed to roll 1 for every wound roll, you'd be allowed to re-roll all 12 wound rolls (obviously, you'd roll the autocannon, resolve it, then do the heavy bolters and resolve them, not both weapons at once).


That's how I was reading it as well, cheers!

This message was edited 1 time. Last update was at 2021/09/18 19:25:58


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