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Made in pl
Been Around the Block




 dan2026 wrote:
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.

1.
Although this trick aint legal, there is another one that comes handy:
There is a stratagem that let you deploy your rubric squad anywhere 9"outside of opponen unit and deployment zone meaning you can have them in range for turn1 double shot without moving.
After all the buffs, you can have them: 76 shots, hitting on 2+ / rerolling 1ns, +1 to wound -> s4, ap-2
and you can throw some defensive powers on them if you think they gonna soak up a lot of return dmg:
-1 to hit, +2 invaruable save (1 from powers, 1 from stratagem) leaving you up with 3++/2++ against dmg1 weapons.
Then you need either, cult of time to keep healing models from them or cult of duplicity letting you jump this bomb around table every single turn (I like option 1 more).

2.
Cult of magic -> to be honest we only need this on a single character, that preferably is DP
We take -1cp Magister / -1cp relic or we make him our warlord for +1 to cast and mortal wound increase trait.
With arcane blast, infernal gateway and doombolt(or other mortal wound spell)
This way, if our opponent sets up units close to each other (like TAU gunbase or possessed bomb) we can cast all three powers for a UNBELIVABLE CRAZY amount of mortal wounds
We get either 3d3+3 into target and all the units in 3" range get d3+3 mortal wounds
Or if we manage to cast +12 gateway we do: 2d3 + d6 + 3 into target and all units within 3" d6+3
Worst case scenario:6 mortal wounds into target, 4 mortal wounds into every single unit that is within 3", not bad at all.
Best case scenario: 15 mortal wounds into target, 9 mortal wounds into every single unit that is within 3"
From 1 character...
On a single psychic phase....
That is not monster and can be screened....
(using +2 to cast stratagem gives you quite nice chance of getting big gateway (33%), or high cast values so its hard to deny and other dice manipulation let you reroll dmg's of the spell for a superb consistency)
To get this cheap, we can always take a patrol of a daemon prince and cultist's.

3.
Cult of time, i think it works best on a big blob of 10 scarab occult terminators, it let them heal 1 model every turn, but sometimes you can heal up to 4 models if you get 9+cast (unmodified).
if you want to relay on this unit heavily you can use some cults and cp rerolls to manipulate dices in order to get +4 models constantly.
(u can use this revive to get better charge range - > you simple create a line forward into opponent that stays inunit coherency)

4.
DMC is best now on the 10 scarab occult terminator's , we can move them around map turn 1 and still get full 24" rapid fire for 40 shots. Not bad, Not bad at all.

5.
I really like the combos, shenigans, and synergies between 2 or 3 cult play but i think competetive wise "The way is always the same." ->
TS stay's best as a SUPRREME COMMAND in chaos soup lists, and PA gave them just a little more dmg output with cult of magic for that.
I hope to be proven wrong, would love to see this Mono 1KSons lists goin well all around the world.




   
Made in us
Regular Dakkanaut




Unfortunately you are correct, mono Tsons is still played one way to be semi competitive and that is smite spam with min squads of rubrics.

True competetive lists will only use Tsons in Supreme command.We are lacking in actual units to be competetive not rules, we have very little good anti tank. Preds are too flimsy, dreads as well.

Cult of time sounds great but in practice you probably wont use the spell more than 3 times and because it must be used on cult units there is limited synergies in your force.

Duplicity I think is better for Pure Sons lists as it gives us much needed mobility and opens up some larger units to us, A leviathan that can DS turn one or a blob of 20 rubrics for instance.

Magic is useful only on a singe character, so useful in a supcom or patrol detachment.

We are very much hampered spell wise by the fact that the spells only affect cult units and dont affect Thousand Sons units, which to me is odd because none of the powers get OP if they can be used cross cults. Especially since theyre all just single use per turn
   
Made in de
Krazy Grot Kutta Driva





Although this trick aint legal, there is another one that comes handy:
There is a stratagem that let you deploy your rubric squad anywhere 9"outside of opponen unit and deployment zone meaning you can have them in range for turn1 double shot without moving.
After all the buffs, you can have them: 76 shots, hitting on 2+ / rerolling 1ns, +1 to wound -> s4, ap-2
and you can throw some defensive powers on them if you think they gonna soak up a lot of return dmg:
-1 to hit, +2 invaruable save (1 from powers, 1 from stratagem) leaving you up with 3++/2++ against dmg1 weapons.
Then you need either, cult of time to keep healing models from them or cult of duplicity letting you jump this bomb around table every single turn (I like option 1 more).

I expect that 2++ to get FAQ´d as soon as GW realises it, like they did with Tzeentch Daemons.^^
Might leave it the way it is though, there are not many weapons that trigger this special situation outside of not overheating plasma and D1 power weapons.

Used time cult for that infiltrating Rubric bomb but i got lucky with enemy charges and that way you just have the DMC as backup. Still cool though.
I`ll go for Duplicity next time, its safer and more flexible for sure.


We are lacking in actual units to be competetive not rules, we have very little good anti tank. Preds are too flimsy, dreads as well.

Well i think the Hellforged Contemptor and Leviathan are fine.
You can keep them out of sight if you go second and get some buffs on them if you don`t use it for magnus or a large squad of Rubrics.
170 points for the Contemptors 4 x 2+ LasCannons is fine and did work great for me. It`s small enough to avoid some LOS and shoot around corners hoping not to get obliterated too soon.

Cult of time sounds great but in practice you probably wont use the spell more than 3 times and because it must be used on cult units there is limited synergies in your force.

Duplicity I think is better for Pure Sons lists as it gives us much needed mobility and opens up some larger units to us, A leviathan that can DS turn one or a blob of 20 rubrics for instance.

I personally like the idea of a time and duplicity battalion with 3 x 5 Rubrics each to get most out of the two psychic powers. With 2 x 5 or 1 x 10 time Cult Scarabs as well to get the maximum additional points per battle.
Then another battalion with magic Cult for that MW nuke and 3 x 10 cultists for cheap CP.
With Ahriman, 2 Exaltet and 3 princes thats 2000 points and enough CP to fool around.
Might not be highly competitive but gets the most out of our beautiful models without those beaky dudes.
Just need 10 more Rubrics for this.

If i would run 20 Rubrics in that list i would go for Duplicity Cult to jump them around and keep returning models to that 10 Time Scarabs at the same moment.
   
Made in il
Warplord Titan Princeps of Tzeentch






demontalons wrote:

We are very much hampered spell wise by the fact that the spells only affect cult units and dont affect Thousand Sons units, which to me is odd because none of the powers get OP if they can be used cross cults. Especially since theyre all just single use per turn


None of it would have been broken even if there were no cults at all abd these were just more warlord traits, relics and spells to choose from.

But as it is, especially with the limitation that you can only pick a relic from your warlord's cult...
The entire book basically buffs one dude. In the army most suffering from "allied supcom syndrome" in the game.

As much as I love the army, its just nonfunctional. Having effectivly no army trait means we are still stuck in almost index era.
And seeing the rise of GK, who hard counter us to absurd levels, just makes me lose hope for the army being remotely useful any time soon.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Regular Dakkanaut




I think once our codex comes out and the Army Doctrine kicks in we will see our army play like our army.

If we got a mirror of what the Grey Knights got we would all be ecstatic and it would open up alot of stuff. But we will have to wait for that.

Im curious if they will try and tie in Death Guard and Thousand Sons into the main Chaos codex like they did with Loyalist marines except for Grey Knights.
   
Made in be
Longtime Dakkanaut




demontalons wrote:
I think once our codex comes out and the Army Doctrine kicks in we will see our army play like our army.

If we got a mirror of what the Grey Knights got we would all be ecstatic and it would open up alot of stuff. But we will have to wait for that.

Im curious if they will try and tie in Death Guard and Thousand Sons into the main Chaos codex like they did with Loyalist marines except for Grey Knights.


Let's not kid ourselves; if they were planning to give us a better army doctrine they would've done so in PA.

You don't have to be happy when you lose, just don't make winning the condition of your happiness.  
   
Made in il
Warplord Titan Princeps of Tzeentch






Yea, GK got them after all.
There is no reason to suspect us EVER getting a proper tactic.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in it
Longtime Dakkanaut





I think that i am in the minority here but... i actually kind of like the current doctrine of TS.

+6 range and unlimited smites seems quite good.

Sure, it doesn't affect the birds or the vehicles (like CSM), but they affect the core elements of the army quite well.

Maybe that it's just me that doesn't like birds and so doesn't see a problem.
   
Made in il
Warplord Titan Princeps of Tzeentch






The problem is that the tactic does not have any practical effect beyond the supreme command detachment. (yes, technically rubrics, scarabs and shamans are also effected. but that's 3 non-HQ units in the entire codex. the range RARELY matters, and the ability to spam smites isn't amazing when they do only 1MW, because perils can still kill your own dudes.)

The fact most of our unique units are actually no different in a TS detachment over a random chaos soup detachment makes TS effectively not an army.

Chaos marines in general are hosed by this that a BL predator is identical to a WE one, and both are outright inferior to ANY imperial counterpart, but TS somehow gets the situation even worse.

This message was edited 1 time. Last update was at 2020/02/04 23:45:00


can neither confirm nor deny I lost track of what I've got right now. 
   
Made in it
Longtime Dakkanaut





My lists tend to be composed of mostly Scarabs, Rubrics and sorcerers, so that is probably why our views differ.

In those lists the +6 range is always a game changer, and I throw a lot of smites. Now we even have a stratagem to avoid perils!

By the way, the next list i'm going to try is a double battalion of TS and a vanguard of Tzeentch demons for the exalted flamers (good thing that the rule of 3 does not affect summoning). CA rules oriented. Don't expect much from it, but should be fun.

The fact that a similar list got first place in a GT though gives me hope...

One cult will be prophecy to buff the exalted flamers, the other one i cannot decide between time, magic, change and duplicity.

This message was edited 1 time. Last update was at 2020/02/05 09:55:13


 
   
Made in us
Regular Dakkanaut




The fact that all marines got a mono army bonus and no one else did tells me that the mono army bonuses will be the main selling point of the new codexes.

Our additional range does matter a lot and is a good buff but as said previously, only affects our casters and not our bread and butter units. Our non magic damage output is not very good and neither is our resilience.
   
Made in pl
Been Around the Block




Guy's, what about ALL - IN strategy ?
2k, Batalion + super heavy auxiliary
Ahriman on Disc
Daemon Prince wings, talons
2x20 rubrics (2 soulreaper cannon)
25 tzangors bayhorn
heldrake
heldrake

Magnus the red

What we do is, we set up 1 unit of rubrics from stratagem 9" away from opponent.
We "jump" second squad of rubrics 9" from opponent. (spell from duplicity)
We push 25 tzangors 9" away from opponent with DMC and using rerolls, we try to get them turn1 charge (8+ with reroll is decent chance)
heldrakes all in !
And we either 16"+2d6 charge with magnus, and 12"+12"+2d6 (warptime) daemon prince
or we warptime magnus to have a 100% chance of hitting his charge, and we leave DP for turn 2.

If we dont start, we probably loose, or at least cry

This message was edited 2 times. Last update was at 2020/02/08 02:44:18


 
   
Made in fi
Yellin' Yoof



Joensuu, Finland


If you go Duplicity in any case, why not add Spawns instead of the second Heldrake. As fas as I can tell, cult sticks to Spawns so a sorcerer can fling them with Duplicity spell, 9" away, but it is still over 20% change of a charge, and no way can they be ignored. And cheap as it gets.

Timmon -- AAR's as fiction: Haruukian 415th http://www.dakkadakka.com/dakkaforum/posts/list/427181.page  
   
Made in us
Automated Rubric Marine of Tzeentch





deTox91 wrote:
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


    As far as I know the order of activation is...

    roll-> controlling player applies modifiers/rerolls -> non-controlling player applies modifers/rerolls-> die result is determined.

    The reroll strat might circumnavigate that but from what I can tell they are still spending CP to negate something you did with a single Artifact, which means they are burning extra CP.

    Looking at the different cults there are some which are worth noting.

    Time and Change can net you lots of extra Rubricae up to 18, 12 on average, espically if you use GoF. Including the strat and

    Magic, Scheming, and Duplicity seem to sync well. Using the latter two, to bait the enemy into a position where they are tightly packed togeather so you can get maximum effect with your AoE spells.

    Change and Manipulation allowes for some interesting HQ shenanigans, forcing opponents to attack themselves, even if they have very high Leadership (10).

    Unfortunately I have to agree with Boomwolf when it comes to Knowledge, it is absolutely meme worthy. At best it gives a very small bonus for MSU play but that is about it, the warlord trait seems good till you realize it's only 2 casts which let you reroll 1s. If want to go full meme just bring min squads of Rubrics and put Plasma Pistols on every Aspering Sorcerer.

    Were definitely in a better place but still not anywhere near competitive mono lists.

    The point about our chapter tactic is solid boomwolf, the only time the range really comes into play is during the first turn. After that first turn the range becomes a nonissue, and that's only if your Rubric/SOT heavy. It's useful for 1 turn and then it becomes useless after that. So we have a CT that is useful in the first round with a particular Army composition. Which is a hell of a difference compared to other CT which are useful all game.

    Honestly what we need is a transport that carrys 6 models (maybe 9) and allows 1 Psyker to cast while in/on the transport.

    This message was edited 3 times. Last update was at 2020/02/08 21:18:31


     
       
    Made in it
    Longtime Dakkanaut





    Prophecy relic FAQed. Now it only works on Cult units.

    Was kind of expecting that.
       
    Made in us
    Automated Rubric Marine of Tzeentch





    Yeah that was unsurprising. Which sucks because it was about the only thing that made Knowledge mildly viable.

     
       
    Made in gb
    Longtime Dakkanaut




    Biggest nerf for me is the stealth nerf to Cult relics on the last page of the FAQ doc.

    Spoiler:
    Q: If I have a <Cult> Warlord and I use the Relics of the
    Thousand Sons Stratagem to give a Thousand Sons Character
    from a different <Cult> a Sorcerous Arcana, can I select their
    relevant <Cult> Sorcerous Arcana?
    A: No, as you can only select that Sorcerous Arcana if
    your Warlord is from that <Cult>


    You now only get 1 Cult relic per list, and only on your Warlord. No using the extra relic strat to get 1 or more of them.

    I personally think this is a massive mistake and misunderstanding by GW, but.... yeh.

    This message was edited 1 time. Last update was at 2020/02/11 08:58:34


     
       
    Made in il
    Warplord Titan Princeps of Tzeentch






    As I said from the get go, PA was a joke for TS.

    can neither confirm nor deny I lost track of what I've got right now. 
       
    Made in us
    Automated Rubric Marine of Tzeentch





     BoomWolf wrote:
    As I said from the get go, PA was a joke for TS.


    Looking more and more like this is the case.

    Unfortunately, they really just don't care about TS not sure why. They seem to think TS are fine, or they have something in the pipeline which they plan on releasing fairly soon, which I doubt.

     
       
    Made in us
    Tzeentch Veteran Marine with Psychic Potential





    After a few more games, it is readily apparent that all of the TS stuff in PA is unnecessarily restrictive. We would have been better off with no cults with GW just giving us the best 6 of the relics, spells, WL traits all of them working on TS units. I mean would it really be that game breaking to use the Duplicity spell on Tgors? Even losing the free spell these upgrades with no cults would have been so much better. Now the FAQ really made this even more the case with unnecessary restrictiveness. No other army I can think of has this limitation on taking relics (you can take a relic from two different CSM legions for example). Not being able to cast Cult spells on none cult units also is unnecessary. So if a time and duplicity cult are fighting together they won't share their internal spell and teleport or heal, but gladly cast weaver etc. on the other cult? There is just no reason for this.

    Ultimately, I still think what we got was good, and is an improvement, but no where near SM or even Grey Knights. But then again what non-imperial force was that improved either?
       
    Made in gb
    Regular Dakkanaut





    1 Cult relic per list is just so stupid. I was looking forward to trying out a full-Magic sorceror backed up by the Capricious Crest, but that's impossible now.

    You could put the relic on a non-WL though, it's just that your WL has to be from that cult (yay! restrictions!)
       
    Made in us
    Tzeentch Veteran Marine with Psychic Potential





    Kildare, Ireland

     xeen wrote:
    After a few more games, it is readily apparent that all of the TS stuff in PA is unnecessarily restrictive. We would have been better off with no cults with GW just giving us the best 6 of the relics, spells, WL traits all of them working on TS units. I mean would it really be that game breaking to use the Duplicity spell on Tgors? Even losing the free spell these upgrades with no cults would have been so much better. Now the FAQ really made this even more the case with unnecessary restrictiveness. No other army I can think of has this limitation on taking relics (you can take a relic from two different CSM legions for example). Not being able to cast Cult spells on none cult units also is unnecessary. So if a time and duplicity cult are fighting together they won't share their internal spell and teleport or heal, but gladly cast weaver etc. on the other cult? There is just no reason for this.


    I think the reason for this is that it has upped the number of spells our basic squad sorcerers know to 3, for zero points.
    Moreover, there are some really nice toolbox spells there- Teleport, Resurrect, Fall back and shoot, free reroll.
    Astral blast is a decent damage spell to replace minismite- and there are debuff spells for the enemy too.

    These open some new and interesting ways to support different army builds, if you commit to one cult.
       
    Made in us
    Loud-Voiced Agitator






    Kansas, USA

     =Angel= wrote:
     xeen wrote:
    After a few more games, it is readily apparent that all of the TS stuff in PA is unnecessarily restrictive. We would have been better off with no cults with GW just giving us the best 6 of the relics, spells, WL traits all of them working on TS units. I mean would it really be that game breaking to use the Duplicity spell on Tgors? Even losing the free spell these upgrades with no cults would have been so much better. Now the FAQ really made this even more the case with unnecessary restrictiveness. No other army I can think of has this limitation on taking relics (you can take a relic from two different CSM legions for example). Not being able to cast Cult spells on none cult units also is unnecessary. So if a time and duplicity cult are fighting together they won't share their internal spell and teleport or heal, but gladly cast weaver etc. on the other cult? There is just no reason for this.


    I think the reason for this is that it has upped the number of spells our basic squad sorcerers know to 3, for zero points.
    Moreover, there are some really nice toolbox spells there- Teleport, Resurrect, Fall back and shoot, free reroll.
    Astral blast is a decent damage spell to replace minismite- and there are debuff spells for the enemy too.

    These open some new and interesting ways to support different army builds, if you commit to one cult.


    Wouldn't it be bad to use your one astral blast per turn with an Aspiring Sorceror? If you commit to magic wouldn't you just use your warlord with the +1 damage? Using it just as an upgraded smite seems like a huge waste.

    I have to disagree with everyone, I think that PA really helped us out. Cult of Duplicity's Warlord Trait is really good. And the Cult of Change relic is also good. The duplicity shenanigans makes TS feel like a different army. Also, don't think that the Grey Knights got much better, they are still one of the if not the worst faction in the game.

    This message was edited 1 time. Last update was at 2020/02/17 23:44:27


     
       
    Made in de
    Krazy Grot Kutta Driva





    Problem is not our PA; problem is everyone else got far better supplements / PA rules.

    I think the amount of buffs we got would have been perfekt for all other books.
    Slight improvement and new toys to play around, but nothing gamechanging. 40k right now is killy enough.
    Except some stupid restrictions with our new relics / traits combos and the usual useless stuff everybody gets our update seems fine to me.

    Ok some kind of army wide buff would have been nice though. Even if its just something like improved all is dust, which would have been super cool and fitting.
    Or a mechanic like tzeentch destiny dice or the new sisters rule for manipulating dice would have been great as well.

    Now we are even more in a spot of getting used to spice up chaos soup with our top (HQ) units.
    No real reward for going solo except access to multiple cults.
       
    Made in gb
    Fleshound of Khorne





    Jabberscythe wrote:
     dan2026 wrote:
    Ah poop.

    2.
    Cult of magic -> to be honest we only need this on a single character, that preferably is DP
    We take -1cp Magister / -1cp relic or we make him our warlord for +1 to cast and mortal wound increase trait.
    With arcane blast, infernal gateway and doombolt(or other mortal wound spell)
    This way, if our opponent sets up units close to each other (like TAU gunbase or possessed bomb) we can cast all three powers for a UNBELIVABLE CRAZY amount of mortal wounds
    We get either 3d3+3 into target and all the units in 3" range get d3+3 mortal wounds
    Or if we manage to cast +12 gateway we do: 2d3 + d6 + 3 into target and all units within 3" d6+3
    Worst case scenario:6 mortal wounds into target, 4 mortal wounds into every single unit that is within 3", not bad at all.
    Best case scenario: 15 mortal wounds into target, 9 mortal wounds into every single unit that is within 3"
    From 1 character...
    On a single psychic phase....
    That is not monster and can be screened....
    (using +2 to cast stratagem gives you quite nice chance of getting big gateway (33%), or high cast values so its hard to deny and other dice manipulation let you reroll dmg's of the spell for a superb consistency)
    To get this cheap, we can always take a patrol of a daemon prince and cultist's.



    You might want to check the wording on Infernal gateway, and it refers to a model, not the unit as the target:

    Infernal Gateway: The psyker opens a portal to the warp, a tear in the fabric of the mortal plane that sucks foes into certain oblivion.
    Infernal Gateway has a warp charge value of 8. If manifested, identify the nearest enemy model that is within 12" of the psyker
    and visible to him; that model’s unit, and every other unit (friend or foe) within 3" of that model, suffers D3 mortal wounds. The
    number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+.
       
    Made in fi
    Yellin' Yoof



    Joensuu, Finland

    Hi,
    Finally got to test the cults. Relaxed local league, first match, against BA with lots of Death Company and Sanguinary Guard, Mephiston, Lemarters, Sang Priest and Libby Dread. My list had Magnus in a supremeHQ of Cult Magic, outrider duplicity detachment 3 x single spawn, and battalion of cult of Time. Battalion had 15 rubrics and 10 scarabs.

    ITC ruleset, I gave 1st turn to BA, they managed (easily) a charge but not against my Rubric-castle with Magnus & al. inside. They broke stuff but that DC unit was killed by smites in turn. Then opponent made a mistake by not dropping second DC, Lemartes, Sang priest and DC dread from Stormraven, but instead driving that bird within my Smite-strike-range. I didnt even need to leave the rubric castle except with Magnus (to have on option of charging things). Smites destroyed the transport, then Rubrics double-double tapped DC squad, and Scarabs dropped for the purpose killed the DC dread, although just with a lucky charge. I played Veterans for Rubrics, which was a mistake as that left the dread allive. Then I failed to charger Lemartes also (hurrying unduly) and he intervened and killed some scarabs.

    Opponent then had just his characters left from the transport, but was able to drop Sang Guard in a line behind them, and made a 14 inch charge with stratagem to engage both Magnus and remaining 8 Scarabs (not the 2 termi sorcs behind scarabs though). Sang guard had 5 fists, four of them against Magnus, and swords against Scarabs. Character buffs, assault doctorine and stuff made for 5 attacks, wounding even Magnus with 2's and doing minimum of 2 dmg each. Magnus was first lucky, with Tzeench Glimmer being hit only with 5's (though full rerolls), losing only 6 wounds. Scrabs died all. Then transhuman psysich allowed Magnus to only kill 3 (sword) sangs in return. Then 3pts fight again stratagem, and again four fists with insane buffs. Magnus was left with one wound!

    My turn, Magnus made a fall back, with warptime, beyond anything BA had left, after smiting Sangs. Ahriman, Exalted Magic cult WL, and rubrics shooting twice again then killed all the sangs and Sang priest with sniping magic. Lemartes was also smitten to death.

    Rest was mopping, his Lib dread and 3 x 5 intercessors and 3 x 5 tacs didnt play any significant role, especially as the Libbydread had to lend a hand to Spawn-aggravated Tac squad on turn 2 and so was very out of position to main fight.

    Takeaways: Magic WL & spell less than overwhelming. Nice to have extra mortals, of course helped but was not ciritcal (forgot at least once). No positions to splas dmg really, managed that only twice for 1 extra mortal. Infernal gateway with Magnus for d6 was also sort of wasted. Time Cult got 8 rubrics back and kept the squad at full strenght, even out of cover. However, as they had perimeter duty, all never managed to fire.

    Used fire twice two times, for very good effect, both times with Veterans (second was mistake though). Very good combo. Scarabs didnt have opportunity to recuperate, as 2dmg was in play with BA stratagem & char attacks. Term Socr with Magistered High Magister & Familiar is a brutal caster. Both Term lords in a crater easily survived latter turn bolt rifle shots (no sniper Intercessors for some reason). Used "no-perils" stratagem once, very nice to have.

    Good and eventful game.

    Timmon -- AAR's as fiction: Haruukian 415th http://www.dakkadakka.com/dakkaforum/posts/list/427181.page  
       
    Made in gb
    Longtime Dakkanaut




    Timmon wrote:
    Hi,
    Spoiler:
    Finally got to test the cults. Relaxed local league, first match, against BA with lots of Death Company and Sanguinary Guard, Mephiston, Lemarters, Sang Priest and Libby Dread. My list had Magnus in a supremeHQ of Cult Magic, outrider duplicity detachment 3 x single spawn, and battalion of cult of Time. Battalion had 15 rubrics and 10 scarabs.

    ITC ruleset, I gave 1st turn to BA, they managed (easily) a charge but not against my Rubric-castle with Magnus & al. inside. They broke stuff but that DC unit was killed by smites in turn. Then opponent made a mistake by not dropping second DC, Lemartes, Sang priest and DC dread from Stormraven, but instead driving that bird within my Smite-strike-range. I didnt even need to leave the rubric castle except with Magnus (to have on option of charging things). Smites destroyed the transport, then Rubrics double-double tapped DC squad, and Scarabs dropped for the purpose killed the DC dread, although just with a lucky charge. I played Veterans for Rubrics, which was a mistake as that left the dread allive. Then I failed to charger Lemartes also (hurrying unduly) and he intervened and killed some scarabs.


    Opponent then had just his characters left from the transport, but was able to drop Sang Guard in a line behind them, and made a 14 inch charge with stratagem to engage both Magnus and remaining 8 Scarabs
    Spoiler:
    (not the 2 termi sorcs behind scarabs though). Sang guard had 5 fists, four of them against Magnus, and swords against Scarabs. Character buffs, assault doctorine and stuff made for 5 attacks, wounding even Magnus with 2's and doing minimum of 2 dmg each. Magnus was first lucky, with Tzeench Glimmer being hit only with 5's (though full rerolls), losing only 6 wounds. Scrabs died all. Then transhuman psysich allowed Magnus to only kill 3 (sword) sangs in return. Then 3pts fight again stratagem, and again four fists with insane buffs. Magnus was left with one wound!

    My turn, Magnus made a fall back, with warptime, beyond anything BA had left, after smiting Sangs. Ahriman, Exalted Magic cult WL, and rubrics shooting twice again then killed all the sangs and Sang priest with sniping magic. Lemartes was also smitten to death.

    Rest was mopping, his Lib dread and 3 x 5 intercessors and 3 x 5 tacs didnt play any significant role, especially as the Libbydread had to lend a hand to Spawn-aggravated Tac squad on turn 2 and so was very out of position to main fight.

    Takeaways: Magic WL & spell less than overwhelming. Nice to have extra mortals, of course helped but was not ciritcal (forgot at least once). No positions to splas dmg really, managed that only twice for 1 extra mortal. Infernal gateway with Magnus for d6 was also sort of wasted. Time Cult got 8 rubrics back and kept the squad at full strenght, even out of cover. However, as they had perimeter duty, all never managed to fire.

    Used fire twice two times, for very good effect, both times with Veterans (second was mistake though). Very good combo. Scarabs didnt have opportunity to recuperate, as 2dmg was in play with BA stratagem & char attacks. Term Socr with Magistered High Magister & Familiar is a brutal caster. Both Term lords in a crater easily survived latter turn bolt rifle shots (no sniper Intercessors for some reason). Used "no-perils" stratagem once, very nice to have.

    Good and eventful game.



    Nice! Always good to hear more peoples experiences with the new Cults.

    However, not sure what happened with the 14" charge. I'm guessing you meant that he moved 14" with the 3d6, but Magnus etc were in 12" range to be charged?
       
    Made in fi
    Yellin' Yoof



    Joensuu, Finland

    Yes, Magnus and Scarabs were within 12", but he needed that 14" to bring four of his fists against Magnus. Bare 11" for successful charge would have 1 or 2 fists and mayby 1 - 2 sworsds tops against Magnus, and even less for scarabs.


    Timmon -- AAR's as fiction: Haruukian 415th http://www.dakkadakka.com/dakkaforum/posts/list/427181.page  
       
    Made in us
    Unrelenting Rubric Terminator of Tzeentch





    Posted this in the list forum but I figured I’d come here for all of you fine sorcerer’s arcane knowledge as well. I Played a lot of Daemons in 6th and 7th but I’m a relative newb in 8th I’ve always loved Tzeentch but Chaos Daemons are just plain boring if half decent from what I can tell and want to do the mind bullet and psychic trickery thing again. So I’ve turned to Thousand Sons. Let me know what you think.


    ++ Battalion Detachment +5CP (Chaos - Thousand Sons) [88 PL, 1,251pts, -1CP] ++

    + Configuration +

    Cults of the Legion: Cult of Duplicity

    + HQ +

    Ahriman on Disc of Tzeentch [9 PL, 166pts]: Death Hex, Doombolt, Glamour of Tzeentch

    Daemon Prince of Tzeentch [9 PL, 195pts, -1CP]: 6. High Magister, Dark Matter Crystal, Gaze of Fate, Infernal Gateway, Magister, Malefic talon, Wings

    Exalted Sorcerer on Disc of Tzeentch [8 PL, 140pts]: Duplicitous Tactician, Force stave, Inferno Bolt Pistol, Prescience, Warlord, Warptime

    + Troops +

    Chaos Cultists [3 PL, 40pts]
    . 9x Chaos Cultist w/ Autogun: 9x Autogun
    . Cultist Champion: Autogun

    Rubric Marines [27 PL, 290pts]
    . Aspiring Sorcerer: Force stave, Inferno Bolt Pistol, Weaver of Fates
    . 15x Rubric Marine w/ Inferno Boltgun: 15x Inferno boltgun
    . Rubric Marine w/ Soulreaper cannon: Soulreaper cannon

    Tzaangors [10 PL, 178pts]: Brayhorn
    . Twistbray: Tzaangor blades
    . 20x Tzaangor w/ Tzaangor Blades: 20x Tzaangor blades

    + Elites +

    Scarab Occult Terminators [22 PL, 242pts]
    . Scarab Occult Sorcerer: Force stave, Inferno Combi-bolter, Temporal Manipulation
    . 5x Terminator: 5x Inferno Combi-bolter, 5x Powersword
    . Terminator w/ Heavy Weapon: Power sword, Soulreaper cannon

    ++ Total: [88 PL, 1,251pts, -1CP] ++
    BBC
    Created with BattleScribe



    Idea is to use Risen Rubricae and DMC to apply early pressure with the Rubrics and Tzaangors along with all of the characters who should keep up fairly well with 12” movement + advances and possibly warptime somewhere. Turn 2 Termiators come down and keep up the pressure. Thoughts? I worry that the list might be too too heavy and trying to be pulling off too much chicanery in lieu of more bodies, but it seems half decent in my head. All C&C welcomed and appreciated.

    "Backfield? I have no backfield." 
       
    Made in us
    Longtime Dakkanaut





    Hey guys seriously contemplating getting a force of Thousand Sons however I am wanting to only utilize Rubric units. Do you think it is possible to run a pure Rubric Army and still be decently effective?

    19th Krieg Siege Army 7500pts.
    40k/HH Night Lords 5000pts.
    Orks Waaaghmacht Spearhead 2500pts.
     
       
     
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