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![[Post New]](/s/i/i.gif) 2020/01/21 11:47:11
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Fresh-Faced New User
UK
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MinMax wrote:
It should only be 3 mortal wounds for Tzeentch's Firestorm - 2 for the spell, and then an additional 1 for the warlord trait.
I see now that you are correct.
"When this Warlord manifests a psychic power that inflicts 1 or more mortal wounds on an enemy unit, increase the mortal wounds inflicted on that unit by 1."
It's the "or more" that I'd missed previously. Well that's a little disappointing. Still makes Astral Blast and similar spells d3+1 and the 1+1 on surrounding units, so that's decent.
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![[Post New]](/s/i/i.gif) 2020/01/21 12:07:14
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Longtime Dakkanaut
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Also makes FNP rules interesting with this WL trait.
Already it appears that if you don't roll a 6 or 4+ on Firestorm or Infernal Gaze, you won't trigger the effect, but, if your opponent FNPs the initial MWs, then, i think it also prevents it from triggering.
I've added it to my list of faq questions.
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![[Post New]](/s/i/i.gif) 2020/01/21 12:32:47
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Shadowy Grot Kommittee Memba
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BoomWolf wrote:The problem with change is that the relic is the only thing worth a damn.
Yep, which is why I'd reserve it to a small probably supreme command with ahriman and two princes.
The question is whether Magic for the super-smiter is better or whether having the crest on the board is better. And I think it just depends on how many psykers the enemy has, since a more reliable caster who debuffs enemy psykers will be more useful into a bunch of deny attempts anyway.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2020/01/22 09:04:23
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Regular Dakkanaut
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the_scotsman wrote: BoomWolf wrote:The problem with change is that the relic is the only thing worth a damn.
Yep, which is why I'd reserve it to a small probably supreme command with ahriman and two princes.
The question is whether Magic for the super-smiter is better or whether having the crest on the board is better. And I think it just depends on how many psykers the enemy has, since a more reliable caster who debuffs enemy psykers will be more useful into a bunch of deny attempts anyway.
I think change will be the go to choice for TS supreme command detachments in chaos soup. Their power is actually ok, as it can target units and - is never bad. That said it is slightly less useful than the cult of Magic’s power. This gap IMO is a lot smaller than some think however, as Magic’s has less range (15 inches vs 18) and has to target the nearest enemy unit. The restrictions that magic have aren’t that big of deal when facing easier opponents, but matter a lot more vs experienced players.
Outside of the that, I think cult of change relic is ridiculous. Very few relics in the game offer meaningful benefits to your psychic phase, while disrupting your opponents. One of the first to come out was the Tyranid relic from Blood and Baal. Cult of changes relic is IMO better than that one, as your opponent will be forced to re-roll any 6’s on important powers (so long as they are casting within 18 of the bearer), as once they accept a 6 as result you can force them to change that into 1, and they have to live with it. Makes it extremely easy to stop a very important power, while you get to basically guarantee that any important power you have can go off. I’d be happy if this relic just had the turning 1’s into 6’s effect. The 6’s into 1’s effect just makes this ridiculous.
So while the cult of magic might have a better psychic power than cult of change, IMO cult of change’s relic being much better than cult of Magic’s more than makes up for this. In any army which can afford to take 2 thousand son warlord traits I could see using cult of magic due to their good warlord trait, but in a lot of soup lists this isn’t really an option and the first psychic power warlord trait you’re taking is always “High Magister.” Meaning any list which takes a non thousand son warlord should be using cult of change for their supreme commands.
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This message was edited 2 times. Last update was at 2020/01/22 09:06:35
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![[Post New]](/s/i/i.gif) 2020/01/22 10:46:07
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Journeyman Inquisitor with Visions of the Warp
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Another power I think people are sleeping on is Cult of Manipulation.
It's "only" a single Mortal Wound but it's 24" range and doesn't require LOS! Meaning you can infiltrate Rubric squads into screening cover and chip away at important HQs. The enemy can't remove the threat either, as you can simply deploy other MSU into safe positions if they get killed. If they don't remove your forward units, they can't easily target your psychic snipers either due to character restrictions. And if their gunline can't apply its firepower, or loses its critical support characters before you really start engage in earnest, they're probably going to lose.
The WL trait and Relic are also pretty good for a Sword Exalted, you have access to 2 different CC relics and SM Smash Captains might strike at -4 to hit (WLT, Glamour, Boon result, TH penalty). So you can really penalize fast assaulters who come after your Rubrics, and if they come after your Exalted, you can yoke a MSU squad into action with a 2D6 charge. In fact, this is the first time I can think of a legit use for SOT. They'd be perfect in this role.
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This message was edited 1 time. Last update was at 2020/01/22 10:48:13
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![[Post New]](/s/i/i.gif) 2020/01/22 11:48:51
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Longtime Dakkanaut
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The more I think about it, the more I’m leading towards a Duplicty/Time/Magic mix. However, depending on what happens over the next few weeks, Time might get replaced with Mutation.
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![[Post New]](/s/i/i.gif) 2020/01/22 12:22:01
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Journeyman Inquisitor with Visions of the Warp
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Mutation power is fire! Visibility to the target is not required.
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![[Post New]](/s/i/i.gif) 2020/01/22 14:29:42
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Power-Hungry Cultist of Tzeentch
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Salt donkey wrote:
Outside of the that, I think cult of change relic is ridiculous. Very few relics in the game offer meaningful benefits to your psychic phase, while disrupting your opponents. One of the first to come out was the Tyranid relic from Blood and Baal. Cult of changes relic is IMO better than that one, as your opponent will be forced to re-roll any 6’s on important powers (so long as they are casting within 18 of the bearer), as once they accept a 6 as result you can force them to change that into 1, and they have to live with it.
That's the part that I'm not really sure of and that I think will require a FAQ, what's the order of operations on the relic? as based on how it's currently warded the 6 that you change to a 1 can then be re-rolled as it's a change not a re-roll so the rule "can't re-roll a re-roll" don't apply, atm I think the possible interpretations seems to be:
Opponent Rolls 5 and 6 -> you replace the 6 with a 1 -> the opponent can use/uses command re-roll on the 1 that you've placed to still cast successfully as technically you replaced a die didn't re-roll it so "can't re-roll a re-roll" doesn't apply (making the relic far less powerful)
Opponent Rolls 2 and 6 -> you replace the 6 with a 1 -> he opponent can use/uses command re-roll on the 2 potentially translating into a successful cast (making the relic good but not exceptional as the opponent can react)
Opponent Rolls 1 and 6 -> the opponent has to decided if to use command re-roll -> after the re-roll you decide if to use the relic ability, meaning that once the relic is used no command re-roll can be used on either of the die (making the relic REALLY good)
And I have the sad feeling (following the unwritten law of physics that's states 'Chaos can't have nice things') that it is case 1, re-rolls can be done after you modify the value AND they can re-roll the 1 that you've placed, this also seem to be the common agreement on Reddit where I initially posted this thing
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This message was edited 2 times. Last update was at 2020/01/22 14:31:11
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![[Post New]](/s/i/i.gif) 2020/01/22 15:48:20
Subject: Re:All is dust! All is dust! 8th Ed. TSons tactics!
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Oozing Spawning Vat
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So with the Cult of Prophecy- Guided by the Whispers the warlord can move 6 after overwatch. Does that mean: A charge is declared towards my Warlord on let say 7 inches. I fire overwacht and them move out of range to 13 inches. Thus making them fail the charge.
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![[Post New]](/s/i/i.gif) 2020/01/23 00:59:16
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Longtime Dakkanaut
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Am I right in thinking that a unit teleported by the Dark Matter Crystal can still use the Infernal Fussilade start to fire again?
Nowhere does it say that I can find that they count as moving.
Where as with the Sorcerous Facade power it does specify that they moved.
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This message was edited 1 time. Last update was at 2020/01/23 00:59:36
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![[Post New]](/s/i/i.gif) 2020/01/23 09:07:27
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Power-Hungry Cultist of Tzeentch
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dan2026 wrote:Am I right in thinking that a unit teleported by the Dark Matter Crystal can still use the Infernal Fussilade start to fire again?
Nowhere does it say that I can find that they count as moving.
Where as with the Sorcerous Facade power it does specify that they moved.
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons?
A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.
This was a FAQ a while back, all reinforcement count as having moved when they arrive, it pretty much affects anything that removes models and places them back again so also the DMC, was a hell of a debate at the time as people would Waptime units that arrived from DMC and that's forbidden too
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![[Post New]](/s/i/i.gif) 2020/01/23 12:17:50
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Longtime Dakkanaut
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Ah poop.
I thought I had found a neat little trick.
There goes my dream of plonking down 20 Rubrics and shooting twice for an absurd number if shots all for 1CP.
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![[Post New]](/s/i/i.gif) 2020/01/23 19:37:20
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Nurgle Chosen Marine on a Palanquin
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Karang029 wrote:Scout Deployment for a unit of 20 Rubrics. Dark Matter Crystal on infantry and Da Jump on anything. TSons just got some verrrrry aggressive early game pressure ioptions
Can that be used turn 1? Its called Sorcerous Facade. Or for that matter, the dark Matter Crystal?
Nevermind, can't be used. Too bad. One or two units cheating, isn't like an entire army alpha striking.
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This message was edited 1 time. Last update was at 2020/01/23 19:39:05
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![[Post New]](/s/i/i.gif) 2020/01/24 10:37:34
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Journeyman Inquisitor with Visions of the Warp
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Any thoughts on the Prophecy cult power?
1's - Pretty useless unless you have large squads that are testing morale. Reroll with Gaze I think.
2's - Probably most useful to negate Perils. Also to change a failed wound for the right unit.
3+ - Now we start to be able to use this in most situations. Most useful to ensure key powers, denies, charges, critical weapons results, etc. I think we also get some control over the Athenean Scrolls since we can deliberately force a double.
6's - This opens up huge charges with the DMC, guaranteed hits regardless of WS/BS, guaranteed Doombolt or really good chance of gateway with +2, etc. So many possibilities!
I think it's best to cast this at the start of your psychic phase. Depending on your result, it can cue you as to what you want to do as you can actually pre-plan around that dice roll.
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![[Post New]](/s/i/i.gif) 2020/01/24 13:33:44
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Warplord Titan Princeps of Tzeentch
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At first, I really looked down upon it-a miracle dice that you have one turn to spend, costs a spell to generate and effects a limited subsection of the army? pass.
Then I looked again, and if I'm reading this right-unlike miracle dice, this is used AFTER rolling.
And the relic is silly good.
This entire cult is going to need to be FAQed XD
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2020/01/24 14:38:56
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Journeyman Inquisitor with Visions of the Warp
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Lol! I really hope not
You could pull some real shenanigans with the 6" move if you get charged, you either set up an easy intervention from Rubricae or whatever failed the charge becomes Smite bait.
Most DS chargers set up at 9", so they'd have to make a 15" charge? That's probably tough even for an Eversor.
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![[Post New]](/s/i/i.gif) 2020/01/24 23:54:52
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Nurgle Chosen Marine on a Palanquin
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There are enough rerolls with command dice, gaze of fate and the new prophecy replace a die roll, that you can do something nasty like field a defiler, teleport it and 3 rerolls to guarantee a charge. You need two cults to pull that off though. Not sure if you can do with, but you got up to 3 detachments in 2000pts so why not.
I'd field like 3 defilers, just so I can do that 3 times, maybe Maulerfiends since they can be broke good too. Or both in a spearhead. I think its going to be fun and make a lot of people sad if you pull it off.
Then add in some nightlord warp talons raptorial hosts, combat plus lock them in combat when you consolidate. Mellee Tsons is going to be viable.
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![[Post New]](/s/i/i.gif) 2020/01/25 12:16:42
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Journeyman Inquisitor with Visions of the Warp
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In matched play we're probably facing a 3 detachment limit. So probably how this gets built is:
- 1x battalion, 2x speciality detachment
- 2x battalion, 1x speciality detachment.
- 1x brigade, 2x specialty detachment
We're going to have the same issue as CSM, too many cool powers to cherry-pick them all. So we probably have to decide what's most important in our primary det, and then what secondary support fits into our game plan best.
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![[Post New]](/s/i/i.gif) 2020/01/25 12:41:01
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Warplord Titan Princeps of Tzeentch
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It gets worse if you are using a CP battary.
And they seem important to me.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2020/01/25 16:46:38
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Journeyman Inquisitor with Visions of the Warp
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My guess you'd be burning 5-6CP alone in the psychic phase in the average game if you're trying to get off lots of powers other than Smite.
So you either need a ton of CP, or some kind of dice manipulation which can affect your psychic phase.
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![[Post New]](/s/i/i.gif) 2020/01/27 15:28:04
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Shadowy Grot Kommittee Memba
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This Sunday I tried out a list setup with tons of sorcerors, 2 10-mans of Rubrics and 2 5-mans of Scarabs. I used a Battalion with Cult of Time, and a supreme Command of Change with the crest on a disc exalted sorceror.
The crest was, in a word, absolutely crazy. I have never had a relic make a bigger difference in any game of 40k I've ever played, both my opponent and myself were remarking on it throughout the game.
Not one, not two, but FOUR times I turned a smite into a bigly smite with the Crest, I used it to effectively deny my opponent's casts 2 times (he only had two psykers, so not a ton of opportunities to do that) and I used it to turn failure into success for my own powers so many times I lost count.
The powers were not the game changers I thought they'd be, tbh. I used the Change power one time to debuff some terminators I was tarpitting with horrors, and I used the Time power three times to resurrect a total of 5 rubrics over the course of the game. Ironically my best roll resurrecting 3 was IMMEDIATELY nullified by that squad of rubrics using the crest to get a power off, willingly periling in order to successfully Doombolt an enemy Discolord, which resulted in 3MWs zooping the three rubrics I had just respawned back into the warp.
Will probably test out two different cults in my next game for variety, but Change is 1000% just worth it for the relic. Probably Duplicity for my big detachment and Magic for my supreme command, we will try out The Nukebird TM with my demon prince. (+1 to cast relic, +1MW trait, Infernal Gateway and the Cult of Magic power for ultimate brainmelting.)
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This message was edited 1 time. Last update was at 2020/01/27 15:33:37
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2020/01/27 16:33:41
Subject: Re:All is dust! All is dust! 8th Ed. TSons tactics!
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Power-Hungry Cultist of Tzeentch
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One sad thing about relics, after reading the wording of the "Sorcerous Arcana" it seems that the limitations of the accessibility of the content are even higher then what I initially though, you can take only 1 Relic from the whole Ritual of the Damned and it has to match the cult of your warlord, which implies that with the extra relic strat you can't get additional Cult Relics, is my understanding correct? .... if yes that really sucks, and it also means that the Crest can be accessed uniquely if your warlord if from the Cult of Change
"If your army is led by a Thoushand Sons <Cult> Warlord you can give the relevant <Cult> Sorcerous Arcana Relic to a Thousand Sons <Cult> Character model from your army instead of giving them a Sorcerous Arcana Relic from codex: TS"
also the_scotsman how did you play the Crest for your opponent? meaning once you replace his 6 with a 1, he can re-roll it or not? that's something that I keep on trying to discuss but somehow always get's missed, on the enemy front the crest to me sounds very confusing, as RAW that's not a re-roll so it can be then re-rolled by the opponent, still it's good enough just for the effect on our own casts
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![[Post New]](/s/i/i.gif) 2020/01/27 19:50:02
Subject: Re:All is dust! All is dust! 8th Ed. TSons tactics!
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Shadowy Grot Kommittee Memba
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deTox91 wrote:One sad thing about relics, after reading the wording of the "Sorcerous Arcana" it seems that the limitations of the accessibility of the content are even higher then what I initially though, you can take only 1 Relic from the whole Ritual of the Damned and it has to match the cult of your warlord, which implies that with the extra relic strat you can't get additional Cult Relics, is my understanding correct? .... if yes that really sucks, and it also means that the Crest can be accessed uniquely if your warlord if from the Cult of Change
"If your army is led by a Thoushand Sons <Cult> Warlord you can give the relevant <Cult> Sorcerous Arcana Relic to a Thousand Sons <Cult> Character model from your army instead of giving them a Sorcerous Arcana Relic from codex: TS"
also the_scotsman how did you play the Crest for your opponent? meaning once you replace his 6 with a 1, he can re-roll it or not? that's something that I keep on trying to discuss but somehow always get's missed, on the enemy front the crest to me sounds very confusing, as RAW that's not a re-roll so it can be then re-rolled by the opponent, still it's good enough just for the effect on our own casts
Yes, you can never have more than one model with a CULT relic in your army. I had my DpTz from the Change detachment as my warlord with the boosted invuln save trait, and then I gave the crest to a disc sorc.
It didn't come up. If my opponent had asked, I would have let him reroll the 1. RAW I don't think it's clear. Certainly the dice has not been 'Rerolled' and it's not a 'Modifier' as those are defined.
I will have to read the "more relics" stratagem in detail, but I *think* that you would be able to use it to gain additional CULT relics as long as the model fulfils the requirements. Just like you could take a relic that, say, replaces a power sword so long as the target model fulfils the requirement "has a power sword". If the stratagem just says "give a sorcerous arcana to a character from your army" then the relics in ROTD are sorcerous arcana and the rule is just relevant to the one free relic you get to have. Automatically Appended Next Post: "Your army can have 1 extra sorcerous arcana"
The relics in ROTD are defined as sorcerous arcana, and therefore they can be added to your army freely via the Relics of the Thousand Sons stratagem.
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This message was edited 3 times. Last update was at 2020/01/27 19:55:06
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2020/01/28 07:50:56
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Longtime Dakkanaut
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the_scotsman wrote:This Sunday I tried out a list setup with tons of sorcerors, 2 10-mans of Rubrics and 2 5-mans of Scarabs. I used a Battalion with Cult of Time, and a supreme Command of Change with the crest on a disc exalted sorceror.
The crest was, in a word, absolutely crazy. I have never had a relic make a bigger difference in any game of 40k I've ever played, both my opponent and myself were remarking on it throughout the game.
Not one, not two, but FOUR times I turned a smite into a bigly smite with the Crest, I used it to effectively deny my opponent's casts 2 times (he only had two psykers, so not a ton of opportunities to do that) and I used it to turn failure into success for my own powers so many times I lost count.
The powers were not the game changers I thought they'd be, tbh. I used the Change power one time to debuff some terminators I was tarpitting with horrors, and I used the Time power three times to resurrect a total of 5 rubrics over the course of the game. Ironically my best roll resurrecting 3 was IMMEDIATELY nullified by that squad of rubrics using the crest to get a power off, willingly periling in order to successfully Doombolt an enemy Discolord, which resulted in 3MWs zooping the three rubrics I had just respawned back into the warp.
Will probably test out two different cults in my next game for variety, but Change is 1000% just worth it for the relic. Probably Duplicity for my big detachment and Magic for my supreme command, we will try out The Nukebird TM with my demon prince. (+1 to cast relic, +1MW trait, Infernal Gateway and the Cult of Magic power for ultimate brainmelting.)
Interesting write up, thanks!
The more I look at the Magic DP combo, the more I’m considering swapping Infernal Gateway out for either Doombolt or Bolt of Change. I feel like Infernal Gateway will work once (as it’s 3” from the closest model rather than the unit), whereas Doombolt/Bolt are always targetable where you want them.
Will be interesting to hear how you get on with it!
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![[Post New]](/s/i/i.gif) 2020/01/28 09:48:13
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Power-Hungry Cultist of Tzeentch
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Kdash wrote:the_scotsman wrote:This Sunday I tried out a list setup with tons of sorcerors, 2 10-mans of Rubrics and 2 5-mans of Scarabs. I used a Battalion with Cult of Time, and a supreme Command of Change with the crest on a disc exalted sorceror.
The crest was, in a word, absolutely crazy. I have never had a relic make a bigger difference in any game of 40k I've ever played, both my opponent and myself were remarking on it throughout the game.
Not one, not two, but FOUR times I turned a smite into a bigly smite with the Crest, I used it to effectively deny my opponent's casts 2 times (he only had two psykers, so not a ton of opportunities to do that) and I used it to turn failure into success for my own powers so many times I lost count.
The powers were not the game changers I thought they'd be, tbh. I used the Change power one time to debuff some terminators I was tarpitting with horrors, and I used the Time power three times to resurrect a total of 5 rubrics over the course of the game. Ironically my best roll resurrecting 3 was IMMEDIATELY nullified by that squad of rubrics using the crest to get a power off, willingly periling in order to successfully Doombolt an enemy Discolord, which resulted in 3MWs zooping the three rubrics I had just respawned back into the warp.
Will probably test out two different cults in my next game for variety, but Change is 1000% just worth it for the relic. Probably Duplicity for my big detachment and Magic for my supreme command, we will try out The Nukebird TM with my demon prince. (+1 to cast relic, +1MW trait, Infernal Gateway and the Cult of Magic power for ultimate brainmelting.)
Interesting write up, thanks!
The more I look at the Magic DP combo, the more I’m considering swapping Infernal Gateway out for either Doombolt or Bolt of Change. I feel like Infernal Gateway will work once (as it’s 3” from the closest model rather than the unit), whereas Doombolt/Bolt are always targetable where you want them.
Will be interesting to hear how you get on with it!
You don't really need to swap though as you can have both really, the Magic DP package assumes this character is there for the purpose of dealing MW , it knows Smite, Astral Blast + 2 other spells, these other two spells can (arguably should?) be Infernal Gateway and one of Infernal Gaze/Doom Bolt/Bolt of Change , in a psychic phase you'll be casting 2 + 1 (strat) spells, so you either go Smite -> Astral Blast -> Bolt if the enemy is spacing properly as a couterplay or you go smite -> Astral Blast -> Infernal Gateway if the opponent is clustered enough, arguably if you can hit even a single other unit with Gateway other then the primary target that's already the spell to use as it'll net the biggest benefit from the WL trait
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![[Post New]](/s/i/i.gif) 2020/01/28 18:00:07
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Regular Dakkanaut
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I have to say the fact that the psychic powers are locked into the cults keyword as well severely limits their use to Tsons as a whole.
I feel if they had just let the psychic powers be used on any Thousand Sons unit then we would as an army be more flexible but as is, youre basically getting one psychic power that only works on a specific detachment.
Hopefully an faq rectifies this but I doubt it.
That said, magic sounds good but against an opponent expecting it doesnt have a large impact on the game. The Time psypower is great but only able to be used on one squad from one detachment.
The Change relic really shines because it can be used on any Thousand Sons.
All in all a bit lackluster in comparison with what Grey Knights got. Hopefully we get a similiar buff when we get our 9th codex.
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![[Post New]](/s/i/i.gif) 2020/01/29 23:12:58
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Longtime Dakkanaut
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Tried to make the most out of Duplicity in 2 1500 points games. The idea was to risen rubricae, teleport a close range Leviathan into the enemy (AM) backline, but it was to no avail. The dread just gets blown to bits after killing 1 basilisk.
list looked something like: Exalted on a disk, DP w/ wings, 15x rubrics, 3x5 rubrics, Contemptor w/ lascannons, and Leviathan with Gravbombards or Fist/soulburner.
Let's see if Magic brings better results!
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You don't have to be happy when you lose, just don't make winning the condition of your happiness. |
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![[Post New]](/s/i/i.gif) 2020/01/29 23:53:00
Subject: All is dust! All is dust! 8th Ed. TSons tactics!
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Journeyman Inquisitor with Visions of the Warp
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Matthew Allee came in 45th at LVO with a ton of Rubrics, Daemon Princes and Ahriman, a Hellforged Scorpius, and a CSM battalion with some Cultists and Oblits.
You can find more info here:
https://www.battle-report.com/2020/01/27/2020-las-vegas-open-lvo-warhammer-40000-grand-tournament/
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![[Post New]](/s/i/i.gif) 2020/01/30 22:56:17
Subject: Re:All is dust! All is dust! 8th Ed. TSons tactics!
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Krazy Grot Kutta Driva
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My first game last week with the new rules was quite a success.
I had 2 Daemonprinces, Ahriman, 1 Disc Exalted, 1 Exalted, 1 Shaman, a squad of 20 Rubric Marines, 2 x 10 cultists, 5 Scarabs, an Hellforged contemptor with 2 x TwinLasCa and a minimal Tzeentch Daemon Battalion.
Used magic and time cults with every important psychic power on board at least once.
Opponent had a LR Crusader, the rusty 17, an inquisitor, 1 culexus assassin and many custodes, some bikes and a Captain of those deep striking.
Infiltrated the 20 Rubrics midfield and placed my army very offensive behind them except some camping / screening cultists and horrors.
First turn:
My opponents forces deployed out of the risen rubrics range except the rusty 17 screening, who got obliterated by the magic DP with magic WL trait & relic(over a dozen mortal wounds) and the firepower of the 20 rubrics.
Contemptor weakened the LR Crusader.
Enemy turn my rubrics got all the enemy firepower with an 3++ from indomitable foes & glamour of tzeentch so i lost only 5 and some horrors nearby.
Custodes didn`t get any charges because they werea bit to far off.
Mahlstrom at its best: Easy "Priority orders recieved" Defend objective X for my warlord, had to move 3" to get my a nice 6:1 VP start vafter battleround 1.
Second turn:
After Death Hex and a load of MW from all my units the Rubrics got to quad-tab and i killed all Custodes except one squad + banner + Trajan.
My second CC DP got warptimed, charged his LR crusader who survived with 3 wounds remaining.
Now the custodes bikes + captain + Culexus arrived, but only managed to kill most of my screening units. Managed to screen really nice so the Culexus had to come in a bit offside, so most psi would be unaffected afterwards.
DP made 10/12 3++ saves and survived Trajan, Banner, Inquisitor, Custodes squad and some shooting, killed the inquisitor and some custodes in return.^^
Third turn:
Prince killed the LR Crusader with MW, got killed by the other prince by "accident" though.
All my HQ`s went all in, killed half the Custodes Bikes with MW & the rubrics helped them with another quad-tab.
Ahriman got counter charged by the Shield Captain, made enough invul. safes to survive with 1w and killed the dude.
Second Prince and some Characters took care of the remaining bikes in CC, my termis cleaned the opponents backjard from remaining enginseers and some acolythes.
Minor disturbances by the Culexus, who got engaged by my shaman, both failing to do anything.
Imperial forces had only the Culexus, Trajan and 2 or 3 custodes / bikes left, with a few close combats going on.
Minor losses for the TS, most characters still alive.
Fourth turn:
Basicly all over now, so after checking the objectives that were of the charts for me this game we called it a day, would have tabled him this turn anyway.
Well he had deployed poorly and played his forces far to defensive imo, which gave me the chance to kill his stuff in waves.
Also got lucky my rubrics never got charged and got to shoot a lot. Quad-tab with prescience, reroll1 and votlw is brutal, but hard to get of against lots of stuff i guess.
Loved my magic DP with relic and trait, he did at least 20 MW that game. Too bad he was out of range to snipe that banner, Infernal Gaze + Infernal Gateway & Smite & Astral Blast are quite a combination.
Infernal Gateway + Blast kinda worked against his screening, but is very hard to pull of properly.
Might change him for a disk sorcerer, but i like his extra durability and the chance to add his CC output to the MW he dishes out. Warptime on Ahriman got him exactly where i needed him to be, also good way to pull of gateway etc and get him back afterwards.
Time flux was a nice gimmic, got a few Rubrics back who did shoot a lot, so i will play time cult again for sure.
Used Adepts of the Immaterium & Sorcourous Infusion strats both once, also a nice-to-have.
But i need more CP, thats for sure.
That means getting more cultists / rubrics if i want to keep that mob of 20 or just play 4x5 + 2 x 10 cultists. Not sure which (3rd) cult though?
Also using that Tzeentch battalion means loosing a third cult. Maybe going for a brigade with 3 spawns but what would you add for heavy support?
Only got a defiler so far and then you need another battalion or some silly patrol detachment if you want 3 cults.
Oh and finally we actuelly have to think which relics to use.
3-5 are quite good now.
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![[Post New]](/s/i/i.gif) 2020/02/01 01:51:19
Subject: Re:All is dust! All is dust! 8th Ed. TSons tactics!
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Tzeentch Veteran Marine with Psychic Potential
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So I got a game in with the new rules, and I have to say I think the TS are much improved. Still probably not top tied as a pure army, but some of the new stuff is really good.
I played against UM who brought some storm ravens, predator, AssCan Razors, scouts, and Incessors (primaris jump guys) captin/Lt
I had dual battalion one time and one magic, plus a vanguard as duplicity.
The vanguard was Arhiman, SoT x5, Tgor mage, and Dreadnought
Magic was DP (no wings), Sorcerer and three cultists
Time was DP (wings), Sorcerer, two rubrics at 9 each (I have the only number of Tzeentch squads) 10 man Tgors, 5 of the Elightend with bows, and an Leviathan.
The Magic DP had the relic and WL trait for magic, the DP w/wings had time relic, and a Sorcerer had the cast WL trait.
Thoughts:Good
First the Magic relic/WL trait is bonkers. I did so many mortal wounds with Gateway/Blast/Smite, especially when you use the Strat that lets you cast another power so you use all 3.
I love the strat that lets you get a SoT back on a cast of 9+. I brought back 3 SoT during the game.
the SoT with duplicity is really good. They jump around the battlefield where needed, and they are better than most backfield units they will face. It is really good when you roll a 9+ and bring back a SoT then move them.
I used every new strat except the heroic intervention one. They are all money. The double shooting is really good, but can be a bit tricky with the not being able to move part.
I Thoughts: Bad
Time seems cool, but I don't think it does much for regular rubrics. I didn't even get to use it as the one squad was holding an objective on the far side of the table (so took very little shooting) and the other was killed in one turn. I think time might work really well with SoT, but then they have such limited movement. Obviously I need to play some more games with them, but bringing back an SoT is so much better than a Rubric that I can see any Time spells being focused on more SoT, so maybe bring more of them as opposed to Rubrics.
Why did Tgors up up a point???? Reasons?
I still think the Enlightened don't do enough for their points. They are too fragile, and their shooting does not have enough volume of shots or high damage to make them worth it. I have been using them in every game as I have models I really like painted, but they never seem to do anything and just get killed by even the lightest of small arms fire. And nothing new helps them at all.
Overall I am happy with what we got, and can't wait to play some more.
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