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EightFoldPath wrote:
I have a feeling it might end up similar to my pre Nachmund Dark Eldar games. You get to turn 3/4 and the DE (now AC) just seem to have 1 unit (or 2 small units) too many and then the domino effect happens.

I am very unhappy that the 4+++ chapter seems to be the best and most popular chapter. I was really hoping it would be one of the other ones.


It addresses what would be their biggest weakness. MW. And its probably the easiest to play. You will always remember you have a 4+++ against MW when you are being hit by MW.
   
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Eldenfirefly wrote:
EightFoldPath wrote:
I have a feeling it might end up similar to my pre Nachmund Dark Eldar games. You get to turn 3/4 and the DE (now AC) just seem to have 1 unit (or 2 small units) too many and then the domino effect happens.

I am very unhappy that the 4+++ chapter seems to be the best and most popular chapter. I was really hoping it would be one of the other ones.


It addresses what would be their biggest weakness. MW. And its probably the easiest to play. You will always remember you have a 4+++ against MW when you are being hit by MW.


Yea I played a Custodies player this past weekend rocking that ability (Also it has Salamader type re-rolls). The list I was playing was heavy on MW (cult magic) spam for heavy damage and he just basically shut it down. We could have played that game 100 times I would never been able to win.

With this new meta (Tau also has multiple ways to ignore MW though not 4+++), I think we can't rely on MW spam and need some kind of heavy firepower. Unfortunately we are very limited in what we can take in that regards. I am working with Leviathan Dread and some normal LC/ML dreads to see if they can give me the heavy hits against larger targets. Also, I think Duplicity is the best cult, with Time second and everything else "fun list only". The maneuverability is just so important with the way the new missions are structured.
   
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 xeen wrote:


Yea I played a Custodies player this past weekend rocking that ability (Also it has Salamader type re-rolls). The list I was playing was heavy on MW (cult magic) spam for heavy damage and he just basically shut it down. We could have played that game 100 times I would never been able to win.

With this new meta (Tau also has multiple ways to ignore MW though not 4+++), I think we can't rely on MW spam and need some kind of heavy firepower. Unfortunately we are very limited in what we can take in that regards. I am working with Leviathan Dread and some normal LC/ML dreads to see if they can give me the heavy hits against larger targets. Also, I think Duplicity is the best cult, with Time second and everything else "fun list only". The maneuverability is just so important with the way the new missions are structured.


I believe custodes pick "4+++ against mortal wounds+ or the "fall back and charge" ability, but cannot have both. My 10 terminators with -1 to hit and 4++ save can take a big charge but after that I need the right backup to punish them. I want to keep 'cult of time' and first turn I use temperal surge to move the terminators closer and keep the crystal in case i need to teleport out of close combat and start reviving terminators back. I think i'am going to switch my excalted sorcerer (with defensive spells) with a daemon prince that got the plate and -1Damage WLT. If the custodes bikes charge and the got the 4+++ against mortal wounds I counterattack with my daemon prince and try to pin them down. if the got the fall back and charge ability I throw as much mortal wounds at them and still counterattack with everything I got to take them down.

The ' Egleighen's orrey' relic also starts to look appealing, so that it can ignore the transhuman only wound on 4+ stuff.
   
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dorset

Yes, normally custodes can only have the 4+++ or the fall back and charge, but the 4+++ subfaction has a 1cp strat that let's them put a unit into another subfaction bonus for a full battle round (Esteemed Amalgam). But note they loose the 4+++ and the free re roll if they do this.

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The AC 4+++ into fall back and charge happens in the wrong order for TSons.

In their turn they move, shoot and charge the Scarabs. Then you get your turn to smite into the 4+++. Then in their next turn they activate fall back and charge (and shoot for another CP) and either finish off the Scarabs or go for an even better target. After two turns of shoot and charge they can die with their normal 6+++ knowing they traded up substantialy. (At which point the second unit of bikes has started the next round of this).

The Orrery doesn't work on transhuman style abilities only on minuses to wound. It is a good relic but I prefer Crystal, Prism, Scrolls at the moment. Although the Scrolls are maybe the luxury relic I need to drop if I want to be more optimal.

I'm all in on Duplicity currently, although I don't take the WL trait as too often I deployed for going second and then just used it to boost the alpha strike slightly. I don't even use the spell that much, but the threat of it keeps entire enemy units out of the game which is so valuable.
   
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xerxeskingofking wrote:Yes, normally custodes can only have the 4+++ or the fall back and charge, but the 4+++ subfaction has a 1cp strat that let's them put a unit into another subfaction bonus for a full battle round (Esteemed Amalgam). But note they loose the 4+++ and the free re roll if they do this.


EightFoldPath wrote:The AC 4+++ into fall back and charge happens in the wrong order for TSons.


Didn't know the could switch this with a stratagem.

Ah well, I think the 10 terminator blob backed up by a plate daemon prince, spawns and maybe other stuff, like S6 warp flamers (+1 Strenght with infernal master +1Strenght with psychic power), is the best way to go. Could also counterattack with as much force staffs as long as the custodes cannot kill stuff with counter offensive stratagem.

I hope the only kill about 6 terminators, then crystal the 4 terminator outside 9 inch... revive two terminators and remove invulnerable save from one custodes bike unit. shoot with 6 terminators with a +1 to wound. Then charge back in with 6 terminators (also with a +1 to wound) and other stuff to take them down.






   
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Anyone have any suggestions on how to take on Tau. Had a game where where my opponent fielded two 5 man Crisis suits in which all the weapons were strength 8 and did at least damage 2. Broadsides are T5 and have 8 wounds now, and auto wound on 6's. Their guns do auto mortal wounds on successful to wound rolls. All in all with their character support, I was losing 3 units a turn.
   
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Don't go out into the open to get shot at by his line of sight guns. Our termies can tank their out of LOS missiles fine. Hide behind obscuring terrain. Force his suits to come in super danger close if he wants to shoot. Then he will be open to getting charged.

Tsons have ways to get close. (Warp time, sorcerous facade, Crystal). Charge him. Tsons aren't great in combat, but believe it or not, Tau are even worse. So, charge him.

This message was edited 1 time. Last update was at 2022/02/27 23:06:29


 
   
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The list I'm up against as three flat redeploys, stealth suits with a beacon for turn one deep strikes, a warlord that grants ignore all penalties to hit with rerolls to hit. I've been trying to "play the mission" but with their speed and firepower, as well as changes to abhor the witch its been brutal. Sons don't trade all that well.
   
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The4thEnemy wrote:
The list I'm up against as three flat redeploys, stealth suits with a beacon for turn one deep strikes, a warlord that grants ignore all penalties to hit with rerolls to hit. I've been trying to "play the mission" but with their speed and firepower, as well as changes to abhor the witch its been brutal. Sons don't trade all that well.


Its not so efficient, but Tsons can use 2 cp to infiltrate a rubric squad with a strategem Risen Rubricae. Its a way to screen out his stealth suits because then he can't put his stealth suits within 9 inches of your infiltrated Rubric squad. He is probably using his redeploy to see if he goes first or not to decide on whether he wants to be aggressive with his stealth suit homing beacon.

Another way is to counter deploy. Take cult of duplicity, and now you also have a warlord trait to redeploy your warlord and d3 units. Usually, its just that one key Termie unit you need to redeploy out of danger from his potential crisis suit bomb.

Worse come to worse. Put your terminators into deep strike. He can't shoot what is not even on the board. .

Just remember this about Tau. Whatever they can see and shoot, it will die, or at least get heavily destroyed. And they are very mobile now (potential redeploy, homing beacon manta strike, crisis suits that can move up to 18 inches and move shoot move.). Again, if they are so aggressive, they are getting super danger close. This opens them to being charged. And once they get tied up in combat, only 1 unit gets to fall back and shoot with their commander ability. And once they do get tied up in combat, they can only shoot into the unit they are engaged in.

You have to know what his hardest shooting units are. If you see a 5 crisis suit unit with tons of high Cyclic Ion guns, fusion guns, plasma guns, etc. And that unit has shield drones as well. That unit is potentially costing as much as 400 points. It will delete stuff it shoots at. It similar to our 10 man Occult termie unit that cost 430 points. Whatever we aim that at usually dies as well (with buffs). So, just as that Occult termie unit is one of our key units that absolutely cannot just die for nothing. That crisis suit unit is in the same boat. If it comes down from manta strike, destroys a screen of cultists or even just one rubric marine squad only. And next turn it gets shot, charged and destroyed. Then he just threw away 400 points for one of his most effective units. And while a crisis unit with drones is tanky. If it is so far forward it is in range to get shot at and charged by multiple units, then it is still likely to get destroyed (or heavily depleted).

Not saying it will be an easy match. But at least Tsons have a chance against Tau compared to some other armies. Our rubrics and Occults can weather their out of LOS shooting much better than most other armies. This means they need to come at us aggressively in order to get angles to shoot us if the terrain on the board has been set up fairly and properly. We can take secondaries like Mental Interrogate and hide out of LOS and just get 3 points every turn. Tau cannot stop us. We can take "To the last", "Raise banners" and again, force Tau to come danger close.

Tau are not good at holding objectives. They are not good at taking objectives either. They have to shoot something off, and then move something onto it. Make sure the terrain has been set up properly. People play with too little obscuring terrain or just too little terrain period. By right, both armies should be able to start without being able to shoot at each other on initial deployment. Not unless he makes super aggressive moves.

We can surprise Tau with our temporal surge as well. Chao Spawn under temporal surge have a move of 14 inches (cos double move). That plus a 2d6 charge is a long threat range. If we can single out and kill the Tau commander, then his crisis suit unit cannot even fall back and shoot anymore. The commander in crisis suit only has 6W and can only take 2 drones. If he gets charged by 5 Spawn. Get through his drones, and if he fails 3 saves, he is dead. Use the Fated mutation and you will be doing 10d3 +5 attacking on his commander with his 2 drones. Highly likely he dies. Not enough attacks, chose the more attacks mutation so you will be throwing 15d3+5 attacks at him. Ideally, kill him, consolidate into his crisis unit. Now his crisis unit cannot fall back and shoot because his tau commander is dead. And if he stays in combat and spends all his shooting killing a bunch of cheap chaos spawn. Then that's a great trade too.
   
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 dreadblade wrote:
After two losses with my new TSons army, I finally won this evening. 65-51 and tabled my opponent

The Rubric flamer brick was unstoppable, and the Scarabs (buffed by an Infernal Master) did a load of work. The first half of the game was spent dishing out a whole load of psychic and flamer pain, then Ahriman's manoeuvrability along with Sorcerous Facade on other units was critical in gaining enough VP in the final rounds. The Chaos Land Raider wasn't exceptional, but it did hold the back objective and contribute shooting where needed to supplement the other units.


A similar result against Orks on Wednesday using the same tactics (I previously played against SW). I've not played Orks before so I wasn't sure how it would go. Turns out they're quite squishy and run away lots

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shogun wrote:
So I played against custodus... damn these jetbikes are fast and tough. My 10 terminators can really take a punch but 6 Praetors bikes and a captain really is too much. I played a double tournament and my companion finished them off (grey knight dreadknights) after the removed my terminators. I failed the 'weaver of fates' power so no 4++ for the terminators, so that didn't help.

The 10 terminator setup is still the best way to deal with them but I also need a decent counter. You have to create the situation that the bikes will always be punished after the charged a unit.
My 2000 point list will include 5+4 spawns that i'am going to keep close or simply shield the terminators with them.

Removing the invulnerable save is also crucial if you hit back with ap3 swords or shoot with reaper cannons.




This is why I am anti-10 man. You need to play more cagey and a huge block just does not allow for that. That said - it's mostly a losing battle v Custodes right now anyway.
   
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Against Custodes its just very tough right now. Most are playing Emperor's Chosen, so they get a 4+++ against our MW. Tsons aren't usually shooty enough to take out enough bikes on turn 1. And we actually don't like to be tagged in combat. Once those bikes do tag us in combat,(usually on turn 2), its really rough for us.

Normally, Occults are fine in combat, but against T6 bikes where they wound on 5s... its rough.
   
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 Daedalus81 wrote:
shogun wrote:
So I played against custodus... damn these jetbikes are fast and tough. My 10 terminators can really take a punch but 6 Praetors bikes and a captain really is too much. I played a double tournament and my companion finished them off (grey knight dreadknights) after the removed my terminators. I failed the 'weaver of fates' power so no 4++ for the terminators, so that didn't help.

The 10 terminator setup is still the best way to deal with them but I also need a decent counter. You have to create the situation that the bikes will always be punished after the charged a unit.
My 2000 point list will include 5+4 spawns that i'am going to keep close or simply shield the terminators with them.

Removing the invulnerable save is also crucial if you hit back with ap3 swords or shoot with reaper cannons.




This is why I am anti-10 man. You need to play more cagey and a huge block just does not allow for that. That said - it's mostly a losing battle v Custodes right now anyway.


Sorry, but thats a bad reason to be anti-10 man terminator unit. You cannot play cagey against custodus with 16 inch movement and 2x5 terminators is not going to help with that. Weaver and glamour can only protect one unit. You have to create a situation that the bikes need to deal with the 10 terminator brick. Custodes have to move in and assault and hopefully kill only max 6 terminators. Next turn crystal them out of close combat, revive models (increase assault range) and throw everything at them. Problem is that this relies on the succesfull 4++ terminator saves and unsuccesfull d3 damage from the custodes. While testing this, at times I would only lose 3 terminators but sometimes I would lose all 10 of them!! It's very swingy..
   
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shogun wrote:
 Daedalus81 wrote:
shogun wrote:
So I played against custodus... damn these jetbikes are fast and tough. My 10 terminators can really take a punch but 6 Praetors bikes and a captain really is too much. I played a double tournament and my companion finished them off (grey knight dreadknights) after the removed my terminators. I failed the 'weaver of fates' power so no 4++ for the terminators, so that didn't help.

The 10 terminator setup is still the best way to deal with them but I also need a decent counter. You have to create the situation that the bikes will always be punished after the charged a unit.
My 2000 point list will include 5+4 spawns that i'am going to keep close or simply shield the terminators with them.

Removing the invulnerable save is also crucial if you hit back with ap3 swords or shoot with reaper cannons.




This is why I am anti-10 man. You need to play more cagey and a huge block just does not allow for that. That said - it's mostly a losing battle v Custodes right now anyway.


Sorry, but thats a bad reason to be anti-10 man terminator unit. You cannot play cagey against custodus with 16 inch movement and 2x5 terminators is not going to help with that. Weaver and glamour can only protect one unit. You have to create a situation that the bikes need to deal with the 10 terminator brick. Custodes have to move in and assault and hopefully kill only max 6 terminators. Next turn crystal them out of close combat, revive models (increase assault range) and throw everything at them. Problem is that this relies on the succesfull 4++ terminator saves and unsuccesfull d3 damage from the custodes. While testing this, at times I would only lose 3 terminators but sometimes I would lose all 10 of them!! It's very swingy..


Maybe, finally there is a point to Tgors. To screen those bikes (and now the eldar shining spears). The only hard part is keeping them alive to actually screen, but using obscuring should help with that.
   
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UK

 xeen wrote:
Maybe, finally there is a point to Tgors. To screen those bikes (and now the eldar shining spears). The only hard part is keeping them alive to actually screen, but using obscuring should help with that.


I've still not built the Tzaangors that came in Hexfire, and I haven't felt I've needed them yet either, but I've not played Custodes...

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Curb stomping in the Eye of Terror!

I've yet played a Nachmund game with Tsons and my meta has tons of Tau and Custodes.

So, theory hammering here.

I have four Terrax Termites....now hear me out.

You don't have to put any units in the Termites, which effectively becomes a tough Carnifex distraction unit that your opponents must deal with on turn 2 in their zone. They'll be able to guarantee getting 2 heavy flamers and 5 melta shots off per Termite...all the while unloading a TSon unit if embarked for that game (game & opponent dependent).

The Termite is a M8" W4 BS3 S7 T8 W14 A3 3+ save unit that gets the Tson 'Aracana' detachment bonus benefiting from 5++ inv save.

My list goes something like this:
Spoiler:
Cult: Duplicity
Cabal Points: 14
Starting CP: 9

HQ: Exalted Sorcerer, WL Master Misinformator, Umbralefic Crystal, Glamour, Temporal Surge
HQ: TSon DP, Sword, Aetherstride, Conniving Plate, Swelled by Warp, Twist of Fate

T: 10 Rubrics, 9x Warpflamer, 1x Warpflame pistol, Pyric Flux
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt

E: Tzaangor Shaman, Seeker After Shadows, Weaver of Fates

F: 5x Spawns

DT: Terrax Termite, 2x Heavy Flamers, melta-cutter
DT: Terrax Termite, 2x Heavy Flamers, melta-cutter
DT: Terrax Termite, 2x Heavy Flamers, melta-cutter
DT: Terrax Termite, 2x Heavy Flamers, melta-cutter


Turn 1, we have the option to:
Spawns + Crystal = In Yo Face Spawns
10x warpflamer + Sorcerous Facade = BBQ times

Alternatively, and probably most commonly, I'd only be sending the warpflamer units out in turn one, and the Spawns is escorting (provide counter assault) the DP and/or Shaman.

I really like having 6 Rubric units on the table, then add 4 tough Termite units to keep the heat off the Rubrics seems really spicy, as the Rubrics are free to maximize the mission objections while casting smite/doombolt and plinking.

Thoughts guys?

Thanks!

This message was edited 2 times. Last update was at 2022/03/17 19:42:04


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It is an interesting strategy, however, can you use 4 Termites? Wouldn't rule of three prevent that? But even with three, I think the concept holds.
   
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Curb stomping in the Eye of Terror!

 xeen wrote:
It is an interesting strategy, however, can you use 4 Termites? Wouldn't rule of three prevent that? But even with three, I think the concept holds.

It's a dedicated transport.

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 whembly wrote:
Spoiler:
I've yet played a Nachmund game with Tsons and my meta has tons of Tau and Custodes.

So, theory hammering here.

I have four Terrax Termites....now hear me out.

You don't have to put any units in the Termites, which effectively becomes a tough Carnifex distraction unit that your opponents must deal with on turn 2 in their zone. They'll be able to guarantee getting 2 heavy flamers and 5 melta shots off per Termite...all the while unloading a TSon unit if embarked for that game (game & opponent dependent).

The Termite is a M8" W4 BS3 S7 T8 W14 A3 3+ save unit that gets the Tson 'Aracana' detachment bonus benefiting from 5++ inv save.

My list goes something like this:
Cult: Duplicity
Cabal Points: 14
Starting CP: 9

HQ: Exalted Sorcerer, WL Master Misinformator, Umbralefic Crystal, Glamour, Temporal Surge
HQ: TSon DP, Sword, Aetherstride, Conniving Plate, Swelled by Warp, Twist of Fate

T: 10 Rubrics, 9x Warpflamer, 1x Warpflame pistol, Pyric Flux
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt

E: Tzaangor Shaman, Seeker After Shadows, Weaver of Fates

F: 5x Spawns

DT: Terrax Termite, 2x Heavy Flamers, melta-cutter
DT: Terrax Termite, 2x Heavy Flamers, melta-cutter
DT: Terrax Termite, 2x Heavy Flamers, melta-cutter
DT: Terrax Termite, 2x Heavy Flamers, melta-cutter

Turn 1, we have the option to:
Spawns + Crystal = In Yo Face Spawns
10x warpflamer + Sorcerous Facade = BBQ times

Alternatively, and probably most commonly, I'd only be sending the warpflamer units out in turn one, and the Spawns is escorting (provide counter assault) the DP and/or Shaman.

I really like having 6 Rubric units on the table, then add 4 tough Termite units to keep the heat off the Rubrics seems really spicy, as the Rubrics are free to maximize the mission objections while casting smite/doombolt and plinking.

Thoughts guys?

Thanks!

Missing 30 Scarabs! Just kidding...

You can't Crystal Spawn (or vehicles). INFANTRY only (or the character holding it).
You can't Facade Spawn (or vehicles). INFANTRY or MONSTER only. (So no teleporting Exalteds on Discs).
You can Misinformator Spawn (but still can't do it to vehicles). CULT only so no Tzaangors of any kind can be redeployed including Shaman.

Also, as this came up for a friend recently. For those TS players who don't currently know this, you can't use Temporal Surge's move again after redeploying from either Crystal or Facade or coming in from reserves or deep strike. Also, Surge is INFANTRY, BEASTS or CAVALRY only. Note that this is different to Facade. MONSTERS can teleport but not move twice, while CAVALRY can move twice but not teleport...

As you can see INFANTRY can do pretty much everything. One of the many reasons 20~30 Scarabs are the way...

For your list, I'm not sure the Spawn do much. The Drills are sort of a counter melee threat and for defence I'm pretty sure you want to be casting 4++ and -1 to hit on a Drill rather than Spawn.

Also, you could drop 1 Drill for 2 Rhinos. More capacity but less melta.

Can Drills carry Tzaangors? Maybe take some cheeky goats.

This message was edited 1 time. Last update was at 2022/03/17 21:07:29


 
   
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Curb stomping in the Eye of Terror!

EightFoldPath wrote:
 whembly wrote:
Spoiler:
I've yet played a Nachmund game with Tsons and my meta has tons of Tau and Custodes.

So, theory hammering here.

I have four Terrax Termites....now hear me out.

You don't have to put any units in the Termites, which effectively becomes a tough Carnifex distraction unit that your opponents must deal with on turn 2 in their zone. They'll be able to guarantee getting 2 heavy flamers and 5 melta shots off per Termite...all the while unloading a TSon unit if embarked for that game (game & opponent dependent).

The Termite is a M8" W4 BS3 S7 T8 W14 A3 3+ save unit that gets the Tson 'Aracana' detachment bonus benefiting from 5++ inv save.

My list goes something like this:
Cult: Duplicity
Cabal Points: 14
Starting CP: 9

HQ: Exalted Sorcerer, WL Master Misinformator, Umbralefic Crystal, Glamour, Temporal Surge
HQ: TSon DP, Sword, Aetherstride, Conniving Plate, Swelled by Warp, Twist of Fate

T: 10 Rubrics, 9x Warpflamer, 1x Warpflame pistol, Pyric Flux
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt
T: 5 Rubrics, 3x Inferno boltgun, 1x Inferno bolt pistol, 1x Soulreaper, Doombolt

E: Tzaangor Shaman, Seeker After Shadows, Weaver of Fates

F: 5x Spawns

DT: Terrax Termite, 2x Heavy Flamers, melta-cutter
DT: Terrax Termite, 2x Heavy Flamers, melta-cutter
DT: Terrax Termite, 2x Heavy Flamers, melta-cutter
DT: Terrax Termite, 2x Heavy Flamers, melta-cutter

Turn 1, we have the option to:
Spawns + Crystal = In Yo Face Spawns
10x warpflamer + Sorcerous Facade = BBQ times

Alternatively, and probably most commonly, I'd only be sending the warpflamer units out in turn one, and the Spawns is escorting (provide counter assault) the DP and/or Shaman.

I really like having 6 Rubric units on the table, then add 4 tough Termite units to keep the heat off the Rubrics seems really spicy, as the Rubrics are free to maximize the mission objections while casting smite/doombolt and plinking.

Thoughts guys?

Thanks!

Missing 30 Scarabs! Just kidding...

You can't Crystal Spawn (or vehicles). INFANTRY only (or the character holding it).
You can't Facade Spawn (or vehicles). INFANTRY or MONSTER only. (So no teleporting Exalteds on Discs).
You can Misinformator Spawn (but still can't do it to vehicles). CULT only so no Tzaangors of any kind can be redeployed including Shaman.

Also, as this came up for a friend recently. For those TS players who don't currently know this, you can't use Temporal Surge's move again after redeploying from either Crystal or Facade or coming in from reserves or deep strike. Also, Surge is INFANTRY, BEASTS or CAVALRY only. Note that this is different to Facade. MONSTERS can teleport but not move twice, while CAVALRY can move twice but not teleport...

As you can see INFANTRY can do pretty much everything. One of the many reasons 20~30 Scarabs are the way...

For your list, I'm not sure the Spawn do much. The Drills are sort of a counter melee threat and for defence I'm pretty sure you want to be casting 4++ and -1 to hit on a Drill rather than Spawn.

Also, you could drop 1 Drill for 2 Rhinos. More capacity but less melta.

Can Drills carry Tzaangors? Maybe take some cheeky goats.

Thanks for the rules/strategy correction.

Spawns are just about the only thing that can keep up and escort the DP. Everytime I try to move my DP w/o some sort of character protection, my opponent is able to get some shots off.

Yes, Drills can carry some cheeky goats. lol. But, they're just, OK in combat right? Can they be cheekier?

This message was edited 1 time. Last update was at 2022/03/17 21:56:36


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Speaking from experience, its hard to find space for multiple Terrax drills to appear out of deepstrike. They are large models and most opponents can screen screen them out effectively.

That being said, ive benn running 2 (with no passengers) and jut not deep striking them. If you are going to run 4 of them, Id just start them all on the front lines and push forward on turn 1.
   
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Mariongodspeed wrote:
Speaking from experience, its hard to find space for multiple Terrax drills to appear out of deepstrike. They are large models and most opponents can screen screen them out effectively.

That being said, ive benn running 2 (with no passengers) and jut not deep striking them. If you are going to run 4 of them, Id just start them all on the front lines and push forward on turn 1.

That's actually a great point.

My warpflamer unit is going to distract them most of the time, and moving 3 or 4 drills mid-table seems like would be my standard strategy.

I'm also considering dropping the 4th drill and the spawns for 2 rhinos. That frees up ~200 ish points to play around with as well.

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Sadly the goats aren't that cheeky. They just make for some good throwaways on early turns.

Like Mariongodspeed I was thinking of at least one transport starting on the board. I know it doesn't sound much, but the 3" disembark does make a difference when trying to move to or charge the other side of the board.
   
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EightFoldPath wrote:
Sadly the goats aren't that cheeky. They just make for some good throwaways on early turns.

Like Mariongodspeed I was thinking of at least one transport starting on the board. I know it doesn't sound much, but the 3" disembark does make a difference when trying to move to or charge the other side of the board.

Yeah, I don't think I'll give the goats a chance. As weird as it sounds, its a little pricey too.

Also I think I am dropping a drill (to total of 3 drills). That way, I can squeeze in two rhinos and have some extra points on the table. That'd give me 5 transports to shove my rubrics, if needed. I like having that flexibility a lot.

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The AoR we've all been waiting for:
https://www.warhammer-community.com/2022/04/11/command-a-near-endless-horde-of-teleporting-tzaangor-in-the-new-warpmeld-pact-army-of-renown/

The leaked portion of its rules don't look particularly strong. Musher Stampede it isn't.
   
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dorset

i....dont hate it?


a mainly tzanngor force could be mildly intresting. they can still take rubics and scarabs, i note, and will still need a normal tsons HQ choice to command it. it might be fun at a non competitive level, but GW haven't tempted me to buy a warzone book yet, and this isnt enough to intrest me in this one.


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

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The Blades of Ruin 2,000pts Watch Company Rho 1650pts
 
   
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This has to be a joke right? Giving up +1 to cast and alot of other stuff for what... 5+++ against mortals and some minor stuff?

Wished it was something more cool like beeing able to include tzeentch demons without penalties etc. GW must be joking at this point
   
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This AoR is completely non-impressive. Giving up the +1 to cast for the 5++ MW protection is a big deal for Thousand Sons armies. Also without any vehicles you will have 0 anti-tank weapons. Also, Tgor Enlightened are one of the worst units in the game, so really this is for just the troops. Finally the fact that it is locked to Cult of Mutation is the nail in the coffin. Even for a fun list I don't think I would use this. Maybe if they made Tgor Enlightened actually decent, and Cult of Mutation's power was improved somehow. I would think about it, but now no. Especially not to buy one of GWs overpriced campaign books.
   
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Crazed Spirit of the Defiler




A general issue for the AoR is being limited to 3 Enlightened datasheets and 3 Spawn datasheets in most games.

From the looks of it you lose:
Daemon Princes
Volkite Contemptors
Temporal Surge!
Presage!
5++ on Rubrics
+1 to cast on everything

And gain:
5++ on Spawn
5+++ vs MWs on Characters, Tzaangor and Spawn
6" pre game move on Characters, Tzaangor and Spawn

The WLT previewed works on Tzaangors but not Characters and Spawn.

The strat previewed works on Tzaangors but not Characters and Spawn.

The extra cabal ritual previewed works on Characters for the casting portion but is limited to Mal/Bless and Tzaangors but not Spawn for the resurrect effect.

There is some sort of boost to cabal points for Shaman via Tzaangors, probably +1 per Tzaangor unit near the Shaman or something.

So the hope is they aren't mentioning some bonkers WLTs, strats (six left) and rituals.

The other hope is Tzaangors to 6 points, Enlightened to 15 (or 12), Spawn to 20 in the next points update.

Or a general dataslate turning CAVALRY into either INFANTRY or BIKERS depending on how big their mount is (so all disc riders would be flying INFANTRY to match Hellions/jump packs).
   
 
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