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Made in es
Gangly Grot Rebel




Im going the GT from next month without hellbrute, sorry hes just useless. No f8 but for termies.

Daemon Prince isnt much worth neither, enemy will always go assassinate and you vannot troll with him. Neither you can with to the last

Orks 5000p 
   
Made in us
Decrepit Dakkanaut





Headed to a 150 player tournament with the following:

Cult of Time



General plan is as such:



- Squads 6 & 7 pin the back field with the Forgefiend. I threw Psychic Stalk on one of them for opportunity plays. Both will likely smite all of the time.
- Rhino and squads 4 & 5 beat feet. They hop out, #5 gives Pyric Flux to #4 and #4 Surges itself into a weak point.
- Mutalith, Exalted, and #9 Scarabs anchor the middle. Scarabs have Guidance to get them sniping out to 30" or to give the Vindicator a lift. Exalted has crystal to punch out with the Scarabs if an opportunity opens.
- Ahriman and the Vindicator go up the other side. Ahriman can buff from behind cover and has Desecration to slow down problem units early on.
- Termie Sorc and #8 Scarabs plummet in. Scarab Sorc has flamer staff for lots of additional shooting. Perplex is here as well to turn off something occasionally.

I struggled to slim down to just 3 characters. I really wanted to make it difficult for my opponent to choose assassinate and I hope it will work. Abhor can still be maxed obviously, but no big deal there. I'll post up my thoughts on the missions and terrain the tournament has set up.

This message was edited 1 time. Last update was at 2021/10/04 16:39:43


   
Made in us
Frightening Flamer of Tzeentch





I am looking forward to seeing the results of your strategy. Good luck in the Tournament and keep us posted.

I played against Blood Angles last weekend. My list was Arhiman on disk, Exalted on Disk, Infernal Master, DP, 3 x 5 man SoT, 1 5 man Rubric with flamers, 1 5 man Rubric with bolters/soulreaper, 1 9 man Rubric with bolters/soulreaper, 10 man Cultists (for extra detachment for DP), 2 x hellbrute with LC/ML.

I ended up winning pretty convincingly with the same strategy I used in the last two games of being aggressive on getting and denying primary, with Mutate and Engage. This time I took Octarious Data again (figured cultists could do it), but only got two off. I think it is hard for TS to really utilize that one as you need all your units shooting/fighting and even if one unit has that ability to allow and action and shoot, that unit probably won't be in two table quarters. I think for secondaries we need to stick with things that don't really require normal actions.

I scored full points on Mutate again. If you are playing to get the primaries it is just such a good secondary, especially if the other side has no denies. I think any 5 or 6 objective map it is a must take. I have not scored less than 12 on it in 4 games.

I disagree with a previous comment that the Hellbrutes are worthless. They are not meta breaking awesome, however, the -1d with the 5++ makes them pretty resilient. They generally absorb the AT fire that would otherwise be going at the SoT. Then the LC is ok at shooting vehicles, but what they actually do well is pick off the last remaining models in elite units that were not finished off by psychic powers from range. In the game against the blood angles they killed his primaris dreadnought which was his only vehicle, but then went on to finish the last model in two Eradicator squads, and the last model in the intercepter squad (the jump guys). They really fill a need adding some long range punch.

Again the 3 SoT squads did really well, however be advised that they will die quick to melta in shooting, or any multi-damage CC attacks.

I was not impressed with the DP. Only 5 attacks plus the claw he just did not seem that killy even after swelled which only adds one attack(although he had to forego doing it once for mutate). Also if you want him to be more than a caster (which you do which is why I paid 2CP for extra detachment, plus his high point cost), you have to have the wings. You can't take the Aether, because you absolutely need the -1d trait. He easily would have died in this game without that trait. I actually think the Plate is probably more optional than the -1d, depending on what else you would bring.

Personally in my next list I am going to try something similar that was talked about here in taking a Terminator Sorcerer with Aether and battle psyker for kind of a daemon prince light. I am thinking of giving him the Psyker Bane staff, not because I am worried about killing psykers, but it has a natural -4 AP. With swell, that is 6 attacks hitting on 2, at strength 8, with a -4 d3d. For like 70 points less than a DP. If anyone else uses this killy sorcerer I would love to know how it works out.

Hope this was helpful.
   
Made in hk
Longtime Dakkanaut





I hold my DP back just to sort of keep my opponents honest. So its like a weapon I hope I don't need to use. So, if the opponent doesn't come close to my castors, then I don't need to activate my DP for a pre emptive or a counter charge.

I am fine if he doesn't see combat at all the whole game really. Or maybe I would fly him into combat on turn 4 or 5 because by then, it probably doesn't matter at that point if he lives or dies.

That's why psycologically, I think people are more likely to give a big scary DP more respect than they would an exalted sorceror on a disk. So I run a DP.
   
Made in us
Frightening Flamer of Tzeentch





I do the same with the DP. But he is expensive in that roll. I am not saying he is bad by any stretch, I am just saying I don't know if he is an auto-include (like Ahriman).

Actually that brings me to an opinion that I was wondering how other people feel. After a fair number of games I really feel (barring a few exceptions below) our book is pointed perfectly. Rubrics and SoT feel like they are spot on, as does Ahriman and the Exalted, and even the DP doesn't feel over or under-costed. There is nothing that is glaringly under-costed in the book. I think GW did a really good job with this codex not making it Dark Eldar level stupid, but keeping it in line with the other 9th edition books. My only issues are:

Magnus - I have beaten this horse already many times, I just don't think he is worth 450.

The Space Marine Vehicles (Predator, Rhino, Land Raider, Vindicator)- This is actually a problem in every codex that these units are in. They are like 10-30 points to much. It is actually less of a problem in our book as the 5++ really helps these units, but technically we are not supposed to be factoring points for our detachment ability as no other army does (which is why cult of strife is a problem). If a predator was base 110, so 150 with LC or 130 with HB it would be really interesting. And the poor poor Landraider. Personally, I don't think they should decrease the points, they should make it T9 and fall back and still shoot.

But even the two above are not that bad for being overpriced. The only real MISS of the whole army is the enlightened.

Enlightened - why would anyone every pay 18 points per model for this unit? Other than some niche action monkey crap (which cultists and Tzgor can do) they offer nothing. The spears hit like a wet noodle even if you get into combat, which is unlikely since they are only T4 5++ 2W so any even remotely efficient shooting will wipe them. They also reduced the squad size to 6 so you can't even like hoard them up. I don't think I would take them even at 14 points. Maybe 12.
And then you have the bows. GW really missed the ball on these. First, no way they are worth 18 points. In their current form, again maybe 12? But what is real upsetting about the bows is GW's laziness with this unit. If they wanted to make them snipers why did they not make two data sheets. One for Enlightened, and then one for Skyfires, like in Sigmar. Then the Skyfires could lose the auto-wound 6's, but gain 1MW on a 6 to wound, you know, like every other sniper unit in the game!!! At this point I wish they kept the old bows over these ones.

Finally, just a little quirk thing for me, not really an issue, is I wish the Tzgor with chain swords and auto pistols were 6 points. Then the upgrade to blades could be 1 point per model. Right now there is no reason not to take the blades. If you could get the others a little cheaper that might make it less of a no brainer. But this isn't a big deal, unlike the enlightened.

But again other than above, I think our book is panning out pretty well.


   
Made in gb
Longtime Dakkanaut





UK

Apologies if this has already been asked (I've not read all 22 pages of this thread)...

Would you take Scarab Occult Terminators or Rubric Marines? Point-for-point, which are best in 9th edition given that both have ObSec?

https://www.flickr.com/photos/dreadblade/
Chaos Knights - Ultramarines - Thousand Sons - Grey Knights 
   
Made in fr
Sinister Chaos Marine






 dreadblade wrote:
Apologies if this has already been asked (I've not read all 22 pages of this thread)...

Would you take Scarab Occult Terminators or Rubric Marines? Point-for-point, which are best in 9th edition given that both have ObSec?


Depends, both are really durable at range. And both can really put the hurt between the shooting and the psychic. And both really don't do well in combat (even if the Scarabs do way better). Personally I'm really partial to the Rubrics because of the Warpflamers. With the new Psychic power giving them +1 S on a 10 man unit you can really do work. Even in overwatch !

As for the Scarabs I tend to only ever take them in 5 men squads. To really use the -1 dmg against shooting strat.

-"For the Ruinous Powers!" 
   
Made in us
Frightening Flamer of Tzeentch





 dreadblade wrote:
Apologies if this has already been asked (I've not read all 22 pages of this thread)...

Would you take Scarab Occult Terminators or Rubric Marines? Point-for-point, which are best in 9th edition given that both have ObSec?


I take three units of five man SoT in basically every list. Then warp flamer rubrics and some normal rubrics. But to be honest I think it kind of depends on your strategy. Are you taking rhinos? What else are you looking to put in the list. I would say you always want at least one unit of SoT and probably always one flamer rubric in every list. But after that I think it is more dependent on how you want to play.
   
Made in gb
Sinister Chaos Marine




If SoT were a troop choice I think I would take 6 units of 5 and no Rubrics.

The extra melee output on them compared to Rubric fists is what pushes them over the edge for me.

This message was edited 1 time. Last update was at 2021/10/07 16:40:46


 
   
Made in gb
Longtime Dakkanaut





How are people using their Rubrics with Warpflamers?

Deep striking them in range?
Advancing them up the board?
In Rhinos?

Whats the general game plan for these guys?
I am considering starting Thousand Sons and could use some pointers.
   
Made in fr
Sinister Chaos Marine






 dan2026 wrote:
How are people using their Rubrics with Warpflamers?

Deep striking them in range?
Advancing them up the board?
In Rhinos?

Whats the general game plan for these guys?
I am considering starting Thousand Sons and could use some pointers.


I go with Rhinos. 5++ and 2 combi-melta/combi-bolter make our metal boxes pull their weight. But if there is a good defensible position in the mid board I like to deploy them inside a ruin (if possible) and try and go for warp ritual while they wait for my opponent's vanguard.

-"For the Ruinous Powers!" 
   
Made in gb
Longtime Dakkanaut





UK

EightFoldPath wrote:
If SoT were a troop choice I think I would take 6 units of 5 and no Rubrics.

The extra melee output on them compared to Rubric fists is what pushes them over the edge for me.


SoT aren't troops, but they do get ObSec...

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Chaos Knights - Ultramarines - Thousand Sons - Grey Knights 
   
Made in hk
Longtime Dakkanaut





 dreadblade wrote:
EightFoldPath wrote:
If SoT were a troop choice I think I would take 6 units of 5 and no Rubrics.

The extra melee output on them compared to Rubric fists is what pushes them over the edge for me.


SoT aren't troops, but they do get ObSec...


Well, you can't spam them because they aren't a troop choice. So you can't take 6.

I think SoT and rubrics are pointed well. The thing about SoT is that they are not cheap. For one squad of SoT, you can get close to two squads of rubrics. So, literally 3 squads of SOT equals to 6 squads of rubrics (plus or minus a little). While SoT are much better in melee than rubrics, there are definitely some things that will kill them in melee and then you just lost double the points on that point as compared to if you threw a squad of rubrics onto it.

Rubrics aren't really about melee. They just want to get onto an objective and then take it away from the opponent. Then they stand there and are irritatingly hard to shoot off. And they are okish shooting as well and a psyker to cast a spell or a smite while they are at it.

SoT are your damage dealers. Their ranged firepower is really good, and they fight well in combat too. They are an all in one package, but they are expensive in points. But actually, I am think their melee is just their icing on the cake only. You don't really want your SoT caught in melee because you can't shoot while you are in melee. You also don't want them to be charged because they do not have a fight first or "make your opponent fight last" mechanic. If your opponent has a true melee unit that charges a SoT, it won't have a good time.

Ultimately, I think both are pointed perfectly, and both are great in their respective roles. Definitely bring both. You want cheap units that as not so painful to lose, as well as expensive units (like SoTs) that do more.
   
Made in us
Frightening Flamer of Tzeentch





 dan2026 wrote:
How are people using their Rubrics with Warpflamers?

Deep striking them in range?
Advancing them up the board?
In Rhinos?

Whats the general game plan for these guys?
I am considering starting Thousand Sons and could use some pointers.


I like anything that gets them shooting in the enemy turn one. Orb, duplicity, advance and move again, risen rubrics. You want them in the enemy face ASAP. Especially if you are using max size.
   
Made in us
Decrepit Dakkanaut





EightFoldPath wrote:
If SoT were a troop choice I think I would take 6 units of 5 and no Rubrics.

The extra melee output on them compared to Rubric fists is what pushes them over the edge for me.


I'm going to state that after a 6 round tournament that...Scarabs are pretty meh in comparison to other melee out there. The only time you'd want to be charging is to grab some distance.

Here's a good trick though -- start your Rites Scarabs on the board. Losing a model or two is a good thing. Then take your crystal and jump them. Resurrect a model and then place it closer. Tah-dah - you now have a 5 to 6 inch charge.


Automatically Appended Next Post:
 dan2026 wrote:
How are people using their Rubrics with Warpflamers?

Deep striking them in range?
Advancing them up the board?
In Rhinos?

Whats the general game plan for these guys?
I am considering starting Thousand Sons and could use some pointers.


Mine went in a rhino and I would have them warptime themselves. I only took one unit of 5. Some other units sprinkled with flamers/flamer pistols. They are a surgical unit. Against DE they'll turn overwatch off, but in many cases they make a superb deterrent.

Advancing is a no cost option for the unit regardless of rhinos or not.

This message was edited 1 time. Last update was at 2021/10/11 17:33:52


   
Made in gb
Ambitious Acothyst With Agonizer





 Daedalus81 wrote:
EightFoldPath wrote:
If SoT were a troop choice I think I would take 6 units of 5 and no Rubrics.

The extra melee output on them compared to Rubric fists is what pushes them over the edge for me.


I'm going to state that after a 6 round tournament that...Scarabs are pretty meh in comparison to other melee out there. The only time you'd want to be charging is to grab some distance.

...


Yeah, I'm not blown away by scarabs other than charging onto objectives to flip them. Being movement 5" vs 7-12" (advancing with flamer rubric) makes them real slow.

How did the tournament go? Any other insights?



 
   
Made in us
Raging Ravener





10 hellions can reliably kill 10 unbuffed sot adding a little more fuel to the fire that drukarhi trade up a little too well.

I'm still trying to figure out how to fight drukhari with tsons. They seem like a hard counter.
   
Made in us
Decrepit Dakkanaut





dreadlybrew wrote:
10 hellions can reliably kill 10 unbuffed sot adding a little more fuel to the fire that drukarhi trade up a little too well.

I'm still trying to figure out how to fight drukhari with tsons. They seem like a hard counter.


DE aren't too bad, I think.

I went 73 to 94 and then 77 to 51 against two different DE lists at the tourney. I'm writing up stuff that I'll post more later on.

Admech are the real problem army.



This message was edited 1 time. Last update was at 2021/10/14 20:42:38


   
Made in us
Raging Ravener





False alarm, 10 hellions had extra stratagems used on them and wernt allowed to do all those things it was accidental cheating. And the TO of the league might be awarding me a win.

All as planned it seems.
   
Made in gb
Longtime Dakkanaut





dreadlybrew wrote:
False alarm, 10 hellions had extra stratagems used on them and wernt allowed to do all those things it was accidental cheating. And the TO of the league might be awarding me a win.

All as planned it seems.

Tzeentch planning ten steps ahead as usual.
   
Made in gb
Sinister Chaos Marine




dreadlybrew wrote:
False alarm, 10 hellions had extra stratagems used on them and wernt allowed to do all those things it was accidental cheating. And the TO of the league might be awarding me a win.

All as planned it seems.

I was thinking about asking about the loadout for the Helions as that seemed a bit too good. You can of course buy 20 Helions and still have a lot of change left over compared to 10 SOTs, but that is because the points are wrong on most of that codex. I was recently laughing at the 3rd power from pain ability as it is actually probably stronger on its own than the entire Death Guard Inexorable Advance ability.
   
Made in us
Decrepit Dakkanaut





Phew ok, so...tournament! You'll have to forgive lack of overall details. My brain is shot and I didn't take enough pics.

Round 1 - Win - 87 to 43 vs IH & UM soup w/ Bobby

His list had a ton of shooting with plenty of rerolls, but he didn't have enough units to play objectives. He didn't move out enough to control so I eventually dominated the board.

Round 2 - Loss - 73 to 94 vs Drukhari

This was a more traditional list with the usual suspects. Incubi, wyches, drazhar, etc.

Mission was hold 1/2 and hammerhead deployment, which may have helped. This game was incredibly tense and fun. I went with mutate (12), ROD (12), and grind (9).

Mutalith was great on boats here. Biggest mistake - kill the Incubi boat first. They are the biggest problem.

Round 3 - Win - 87 to 70 vs DE

This list had the bomber, reavers, hellions, as well as plenty of boats. Hold 2/3 with Dawn of War. I deployed so that his bomber couldn't fly over me and drop. He went first so he set his bomber mid table. He killed the rhino and it blew up wounding Ahriman badly. With some bad luck I left that bomber on 1 wound which he dropped on Ahriman and smote him. From there I took revenge with the mutalith going beastmode.

That night I saw I was matched to a 2x8 bike, 2x5 squighogs, 2 buggies, ghaz, etc Ork list. I was certain this was going to be a layup for me since he had no D3 shooting and everything scary was melee. Top it off with it being the small long ways deploy.

Round 4

And that's where I first goofed - thinking this would be a breeze. His squigs deployed into reserves and everything else on the line. I was set back a little, but not terribly far considering a 28" no man's land. He went first...and decided to WAAAGH. gak. 20" bike moves. 8" charges into terminators and mutalith. He was Goffs so exploding 5s on the mutalith and down he went. The rites terminators held ( unsurprisingly ). On my turn I goofed again and didn't fallback with rubrics tying up the bikes. I was banking on Baleful cranking out enough MW to cause a leadership test. Out of 11 dice...no sixes. This left Ahriman and the Forgefiend very exposed. I had jumped my Exalted and rites termies behind his lines and started sniping out characters and objective holders. Then his squigs come in and thankfully fail both charges, but I was still working from a terrible position on a hold 2/3 and couldn't clean my DZ fast enough being down key pieces.

Loss 60 to 82. There were other more minor mistakes, too. Brutal outcome where I should have won if I played smarter.

Next game was Ravenguard successors - master artisans & exploding 6s in melee - 20 LC/SS VV, 2 redemptor, 2 volcons, 6 eliminators, sniper captain.

Already this was a concerning game due to the sniping and fast melee. I deployed to shield myself from a turn 1 charge by the VV should I lose the roll off, which I did. And he of course set up to make the charges. He crushed the terminators and landed on the other side in melee with the vindicators after taking out a rubric squad. I went ham in the psychic phase and took down the squad of 5 and another 3 of them, but then shooting came and he never failed a friggin' save so I still had a ton of very problematic models in my DZ. I stripped the invuln, but I don't know why - storm shields are getting that 4+ regardless. Don't waste your time with twist of fate as you won't have the tools to make a difference most of the time. Eventually I cleared them out and funneled all his dreadnoughts to the middle. At the point I jumped everything over / past cover and took out almost everything. But this was a hold 2/3 and I forgot that it also was one where you keep objectives after you move off and I didn't have enough time to recover.

Loss 54 to 97

Final game vs DG - 3 PBC, 2 volcons w/ Tally, 3x3 Shrouds, 90ish pox

This guy was a very competent player and by this point I was pretty tired and morale was low. He punished my mistakes pretty heavily. Rubrics in cover are great at not giving a crap about PBC mortars even if you don't have -1D, so, I focused the Shrouds down, but I lost my exalted too early to turn the game around. And by turn 2 I was already forgetting to do my secondaries.

Loss 45 to 94

So, not a stellar result. I was feeling pretty confident about getting 4-2 or 5-1, but I let myself get ahead too far and made too many mistakes rushing through things and forgetting secondaries.

What would I keep / change?

- 2x5 rubrics in a rhino are awesome. Flamers are great and did a good job making charge decisions tougher. Having to keep rubrics on backfield objectives sucked. More to follow here.
- Exalted is king. So many super smites.
- Vindicator was also great - landing huge hits and being scary enough to draw attention, but durable enough to take hits.
- Mutalith was a 50/50 experience. He came real close to blowing up in my lines multiple times. He whiffed hard in melee and spells didn't connect much, but when they did it was nice. I think I am going to drop him though, but this might put more heat on the vindicator.
- Forgefiend was good - would have been phenomenal if not for opponent's saves.
- Scarabs - superb...except when they're in melee. Never get them stuck in unless you need distance or can finish the target off.
- Terminator Sorc - okay-ish. I kept forgetting he had Aetherstride. He did not connect in melee. He will be dropped or revised.
- Ahriman - great, but I think I need to use him for more mortal wounds and less buffing. More to follow here, too.





   
Made in hk
Longtime Dakkanaut





Thanks for sharing!

I only tried out Vindicator once. Honestly, if opponent starts focusing on it, that's a big win in my book. The problem is if the opponent ignores it and it keeps wiffing, which it might. Its guns are very swingy.

And yeah, I realised this about Occult termies too. You don't want them in combat unless you can kill whoever you charge. And if it exposes them to being charged the next turn, that's not very good either. They are best standing at range and shooting and casting their psychic. Their melee is really just a bonus and maybe a deterrant to keeping your oppponent honest. They will still die hard to many of the dedicated melee threats out there.

This message was edited 1 time. Last update was at 2021/10/15 00:53:24


 
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

Daed,

Cool report, at least you had fun. And yeah, GTs are a Marathon, usually 10 hour plus days.

Have you considered switching over to Duplicity? It didn't sound like Time worked out all that well. I've found Duplicity, especially after the FAQ is just too good to pass up. I also use Ahriman for my offensive spells, he usually goes with the Terminator block as well to provide rerolls.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
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Made in us
Decrepit Dakkanaut





Oh also Empyric Guidance on a Vindicator is

I think this is the new list. Dropping the Mutalith - just too dangerous. I really wanted the maneuverability of the Heldrake on top of it's fly over strat that does 3MW to a Raider and it should keep the target on him rather than on the Vindicator. Also some Tzaangors and a spawn to hold the home objective to get Rubrics moving more

Ahriman - Presage / Weaver / Gaze - making Ahriman slightly more offense based and planning to Doombolt with him more often when buffs aren't the better option.
Exalted - Scrolls / Crystal / Echo - Firestorm / Doombolt
DP ( no wings ) - Sword - Aether / Tutorum / Undying - Temporal / Swelled

Rubrics - 4x WF / WFP - Surge
Rubrics - 3x IB / WFP / SR - Pyric
Rubrics - 3x IB / WFP / SR - Temporal
10 Tzaangors

5 Scarabs - Rites - SR & HFM - Guidance
5 Scarabs - Incandeum - SR & HFM - Perplex

1 Spawn

Vindicatior - Shield / ICB / Havoc
Forgefiend - 2x Cannon / Plasma
Heldrake - Baleflamer

Rhino - 2x ICB / Havoc

   
Made in hk
Longtime Dakkanaut





https://www.youtube.com/watch?v=s7vnfnjua6c&ab_channel=GlasshammerGaming

Wow, this was such an awesome battle report for Tsons. You have to watch it if you are a Tsons player. I couldn't believe what I was watching... lol
   
Made in gb
Longtime Dakkanaut





UK

 xeen wrote:
 dreadblade wrote:
Apologies if this has already been asked (I've not read all 22 pages of this thread)...

Would you take Scarab Occult Terminators or Rubric Marines? Point-for-point, which are best in 9th edition given that both have ObSec?


I take three units of five man SoT in basically every list. Then warp flamer rubrics and some normal rubrics. But to be honest I think it kind of depends on your strategy. Are you taking rhinos? What else are you looking to put in the list. I would say you always want at least one unit of SoT and probably always one flamer rubric in every list. But after that I think it is more dependent on how you want to play.


I've currently gone with Ahriman, an Infernal Master, two 5-man Rubic squads with warpflamers and soulreaper cannons, and a 5-man SOT squad with a soulreaper cannon and helfyre missile rack. I've not got any vehicles yet, but I'm wondering about a Land Raider...


Automatically Appended Next Post:
What do people do about psychic powers? Do you select the same powers for multiple units to give flexibility for where to use them? Or do you run different powers on different units so you can use them all every round?

This message was edited 1 time. Last update was at 2021/10/16 16:44:00


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Chaos Knights - Ultramarines - Thousand Sons - Grey Knights 
   
Made in pt
Journeyman Inquisitor with Visions of the Warp




@ Daedalus : If you’re not running Spawn, in your tournament list wouldn’t it make some sense to throw -1 to hit and a 4++ on the Mutalith? It’s a pretty chunky target and nothing else can get that 2D3 recovery.
   
Made in au
Slaanesh Chosen Marine Riding a Fiend




Australia

 dreadblade wrote:
What do people do about psychic powers? Do you select the same powers for multiple units to give flexibility for where to use them? Or do you run different powers on different units so you can use them all every round?


Generally the latter is best, imo.

The Circle of Iniquity
The Fourth Seal
(HN) wrote:
It's an objectively mediocre book from the rule, lore, edition, content, hobby point of view.
 
   
Made in fr
Sinister Chaos Marine






 Marshal Loss wrote:
 dreadblade wrote:
What do people do about psychic powers? Do you select the same powers for multiple units to give flexibility for where to use them? Or do you run different powers on different units so you can use them all every round?


Generally the latter is best, imo.


Yeah. Plus, I do love me my bristol boards

-"For the Ruinous Powers!" 
   
 
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