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Made in hk
Longtime Dakkanaut





Bear in mind the psychic MW that Tsons army churn out is only one part of our total damage each round (although its an important part). Tsons can put out a fair amount of shooting, and a lot of it is at least -2 AP or more.


Automatically Appended Next Post:
Initially, I was leaning towards smaller MSU units. Now after watching some battle reports, and thinking about it more, I am not so sure.

Our rubrics and Occult terminators don't care about morale anyway, and they benefit from strategems and psychic more if its a big squad of ten. The only problem is that strategem unwavering Phalanx for the -1 damage that goes from 1 CP to 3CP for big squads. I feel that its better to bite the bullet and pay that 3CP and gain the benefits of having a big squad of ten.

So many things get so much better when we are dealing with big 10 man squads as compared to a small 5 man squad.

Also, I think warpflamers are almost a must for rubrics squads. They are too bad in combat. Overwatching with multiple warpflamers when an enemy unit is trying to charge your unit of Rubrics is going to be huge. I am not so much afraid that the Rubrics will get shot at, instead I am more concerned they get charged. Once they get charged and are stuck in combat, their damage plummets. There are spells that can get them out of combat. But in that case, warpflamers are even better. Because you take your pound of flesh when they charge in and then during your turn, you teleport them out of combat and flame some more.

The inferno boltgun is not a good weapon over 12 inches. Either you don't move and get 2 shots, or you move and get that 1 shot only. 9th edition is a game of mobility. The idea of standing still and having tons of targets to shoot at while achieving primary and secondary objectives is just impossible. And even at 2 shots per gun its nothing to write home about.

The warpflamer is a totally different story. Its range is 12 inches now. So, with a 6 inch move, that's 18 inches threat range. Also, more crucially, it protects Rubrics from being charged, which is their one very big weakness. A squad of Rubrics with warpflamers is a pretty scary unit to charge. You could take horrendous casualties charging in. 12 inches is also the range where most of our withfire psychic is within. So, Tsons Rubrics want to be in that range rather than standing at 24 inches plinking away with a few inferno bolt shots and not getting to cast smite at all.

This message was edited 2 times. Last update was at 2021/08/11 12:07:10


 
   
Made in it
Dakka Veteran




Eldenfirefly wrote:
Bear in mind the psychic MW that Tsons army churn out is only one part of our total damage each round (although its an important part). Tsons can put out a fair amount of shooting, and a lot of it is at least -2 AP or more.


Automatically Appended Next Post:
Initially, I was leaning towards smaller MSU units. Now after watching some battle reports, and thinking about it more, I am not so sure.

Our rubrics and Occult terminators don't care about morale anyway, and they benefit from strategems and psychic more if its a big squad of ten. The only problem is that strategem unwavering Phalanx for the -1 damage that goes from 1 CP to 3CP for big squads. I feel that its better to bite the bullet and pay that 3CP and gain the benefits of having a big squad of ten.

So many things get so much better when we are dealing with big 10 man squads as compared to a small 5 man squad.


- It's a bad source of damage all things considered: Marines can already shoot better than TS with the same APs on their standard guns (+doctrine) and nobody is playing Intercessor at all due to them being irrelevant in the grand scheme of things.
- Morale is irrelevant on 5 models units anyway, only somewhat important for max sized ones but to get more benefits from both Strats and Psychics you're losing out on position versatility
   
Made in us
Shadowy Grot Kommittee Memba






KurtAngle2 wrote:
 the_scotsman wrote:
FWIW dumping mortal wounds on an ork boy is nearly as efficient as dumping mortal wounds on an intercessor at this point. And MWs are pretty decent against drukhari as well, no psychic defense and you bypass all those invulns and -1s to hit, most druk stuff is 10+ppw.


MWs are not efficient against Drukhari Troops/Vehicles due to absurdly cost efficient ppw


Raiders are 9.5ppw, wyches are 10ppw and Hellions are I think 9ppw? Not Necrons level amazing, but generally the ppw is about in line with marines. Certainly much better than MWs against Admech when it comes to the points you're taking off the board.

though I think our concentration of S4 Ap-2 d1 firepower suits us pretty well towards the admech matchup anyway.

"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!"  
   
Made in us
Decrepit Dakkanaut





Twilight Pathways wrote:
All of the healing stuff says 'a model can only be healed once per turn' so I think he can only ever be healed d3 per turn?


Temporal says that. The strat doesn't, but that's enough to block it. Oh well.


Automatically Appended Next Post:
Eldenfirefly wrote:
Bear in mind the psychic MW that Tsons army churn out is only one part of our total damage each round (although its an important part). Tsons can put out a fair amount of shooting, and a lot of it is at least -2 AP or more.


Automatically Appended Next Post:
Initially, I was leaning towards smaller MSU units. Now after watching some battle reports, and thinking about it more, I am not so sure.

Our rubrics and Occult terminators don't care about morale anyway, and they benefit from strategems and psychic more if its a big squad of ten. The only problem is that strategem unwavering Phalanx for the -1 damage that goes from 1 CP to 3CP for big squads. I feel that its better to bite the bullet and pay that 3CP and gain the benefits of having a big squad of ten.

So many things get so much better when we are dealing with big 10 man squads as compared to a small 5 man squad.

Also, I think warpflamers are almost a must for rubrics squads. They are too bad in combat. Overwatching with multiple warpflamers when an enemy unit is trying to charge your unit of Rubrics is going to be huge. I am not so much afraid that the Rubrics will get shot at, instead I am more concerned they get charged. Once they get charged and are stuck in combat, their damage plummets. There are spells that can get them out of combat. But in that case, warpflamers are even better. Because you take your pound of flesh when they charge in and then during your turn, you teleport them out of combat and flame some more.

The inferno boltgun is not a good weapon over 12 inches. Either you don't move and get 2 shots, or you move and get that 1 shot only. 9th edition is a game of mobility. The idea of standing still and having tons of targets to shoot at while achieving primary and secondary objectives is just impossible. And even at 2 shots per gun its nothing to write home about.

The warpflamer is a totally different story. Its range is 12 inches now. So, with a 6 inch move, that's 18 inches threat range. Also, more crucially, it protects Rubrics from being charged, which is their one very big weakness. A squad of Rubrics with warpflamers is a pretty scary unit to charge. You could take horrendous casualties charging in. 12 inches is also the range where most of our withfire psychic is within. So, Tsons Rubrics want to be in that range rather than standing at 24 inches plinking away with a few inferno bolt shots and not getting to cast smite at all.


Not sold on spending 3CP for -1D. We're sooo relic heavy and if you want any CP left for overwatch it will be tough. Even with all the CP regen options we're limited to 1 per round.


Automatically Appended Next Post:
KurtAngle2 wrote:

- It's a bad source of damage all things considered: Marines can already shoot better than TS with the same APs on their standard guns (+doctrine) and nobody is playing Intercessor at all due to them being irrelevant in the grand scheme of things.


Marines are only AP2 once, generally and they don't have a soul reaper and/or warpflamers or methods to easily pump them against higher toughness. Augmenting a unit's ability is kind of our thing. One shouldn't lean into it too much, but it can still do work.



This message was edited 3 times. Last update was at 2021/08/11 14:35:08


 
   
Made in hk
Longtime Dakkanaut





From what I see in several battle reports now. Once our troops die, our characters soon follow. Trying to win by playing with only characters is an uphill task. 3CP is very expensive... but if its to keep that Occult terminator squad that is protecting our characters alive, then I would still pay it.

This message was edited 1 time. Last update was at 2021/08/12 02:47:43


 
   
Made in us
Decrepit Dakkanaut





Eldenfirefly wrote:
From what I see in several battle reports now. Once our troops die, our characters soon follow. Trying to win by playing only with only characters is an uphill task. 3CP is very expensive... but if its to keep that Occult terminator squad that is protecting our characters alive, then I would still pay it.


But that's only one side of the board. You're going to want tough vehicles and tzaangors to help block for sorcerers. And if you're facing an army with enough D2+ they'll bleed your CP fast and you miss out on extra casts, +1 to wound, model rez, etc.

This message was edited 1 time. Last update was at 2021/08/11 16:07:59


 
   
Made in us
Warplord Titan Princeps of Tzeentch






The other answer is to have more dudes arond and not to go all-hog on HQs and upgrades for said HQs.


Though I must admit a Sicarian is very tempting. he's an excellent target for buffs, and with inbuilt 5++ he's not too fragile.
expensive as heck though.

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




Warpflamers are really not great IMO, especially on a big unit of 10. The charge deterrent is honestly minimal, it's a rare combat army that doesn't have a way around a single overwatching unit, whether it's a suppress overwatch ability, kool-aid manning through some nearby terrain, throwing in a single model or cheap screen to eat the overwatch, etc. The damage from rubrics is so marginal anyway that you honestly don't really care if they get tied up in combat, they're just going from doing almost no damage at range to almost no damage in melee (assuming they even survive, which they likely won't). Their function is to exist on the board, they're doing that no matter what they're armed with.

You're better off just taking min squads and writing them off if they get charged than spending points for a big squad of warpflamers hoping to get value from it, you very rarely will against stuff you aren't already winning more against.

The strength of this army is psychic, rubrics and scarabs are basically paying 30 points for the psyker; it's silly to dilute that value by taking bigger than MSU squads where you're paying through the nose for overvalued troops that are building in a several point premium per model for the psyker you're not getting.

I mean even if you want to compare psychic flamers to psychic flamers, compare rubrics with flamers to purgation squads with incinerators. A 5 man purgation squad with incinerators will run you 110 points. This nets you 4d6 S6 -1AP 1D flamer hits. Critically, they have built-in DS. Their spell allows them to ignore cover. Or you can give them psilencers instead, which lowers their output on base but allows you some truly horrific buff options, like making them shoot 24 S5 AP-2 D1 with +1 to damage shots on a unit a character debuffs. Or psicannons, which raises their points by 20 to 130, but gives you the potential for 12 S8 AP2 3D shots. They can even have the same 2CP vets option that the rubrics do at that point, since half range is 12" (15" with the tide). Critically, they have in-built DS. They even fight a little bit, with 4 attacks with a good melee weapon of your choice from the champion.

Now that's a unit you can actually trade with. Cheap enough that they aren't a big deal to lose, scary enough that your opponent has to think about them (especially if you take two, so then you've got similar firepower to the 10-man rubric squad, while retaining much better flexibility), and they're not paying a bunch of points for a defensive profile and obsec that you don't care about, or for not getting a psyker you're paying for in the base points cost.

This message was edited 3 times. Last update was at 2021/08/11 17:47:54


 
   
Made in us
Decrepit Dakkanaut





yukishiro1 wrote:
Warpflamers are really not great IMO, especially on a big unit of 10. The charge deterrent is honestly minimal, it's a rare combat army that doesn't have a way around a single overwatching unit, whether it's a suppress overwatch ability, kool-aid manning through some nearby terrain, throwing in a single model or cheap screen to eat the overwatch, etc. The damage from rubrics is so marginal anyway that you honestly don't really care if they get tied up in combat, they're just going from doing almost no damage at range to almost no damage in melee (assuming they even survive, which they likely won't). Their function is to exist on the board, they're doing that no matter what they're armed with.

You're better off just taking min squads and writing them off if they get charged than spending points for a big squad of warpflamers hoping to get value from it, you very rarely will against stuff you aren't already winning more against.

The strength of this army is psychic, rubrics and scarabs are basically paying 30 points for the psyker; it's silly to dilute that value by taking bigger than MSU squads where you're paying through the nose for overvalued troops that are building in a several point premium per model for the psyker you're not getting.


I'm with you on the 5 mans and over-use of flamers, but I still think flamers have a place. Losing 1 to 2 bolter shots for 3 to 4 autohits when things get hairy is a decent trade. With a WF Pistol, WF, and Soul Reaper you're only really dropping one bolter.

Bolter - ( results are damage * 100 / model cost )

GEQ - 4.2
MEQ - 2.1 // Boyz take the same amount of damage as marines
DEQ - 1.4 ( DG Equivalent )

Warpflamer

GEQ - 8.6
MEQ - 4.3
DEQ - 2.9

Warpflamer is 2 times as strong as the Bolter at it's best profile.

Scenario : Fling a 5 man unit to do a psychic action and then shoot some 3+ Vanguard while using +1 to wound.

Bolters - 9 * .666 * .833 * .666 = 3.3

Flamers
14 * .833 * .666 = 7.8
3.5 * .666 * .666 = 1.6

A 5 man unit clearing almost half a unit of Vanguard seems like a worthwhile spend of 2 CP while exposing a very small unit to retribution. It is a cheap enough unit that they wouldn't likely use enriched rounds so a full 20 man VG squad does 3 or so wounds. That seems like a decent trade - they'll obviously take the unit down, but at a large expenditure of their remaining shooting.
   
Made in us
Longtime Dakkanaut




They're better on a 5 man, that's for sure. Though that's still an expensive squad for what it does, that you need to spend resources to deliver. A 5 man is really starting to look like a bad purgation squad. But at least it's not so many points that it really matters if you don't have a good use for it and it just ends up camping an objective instead.
   
Made in us
Decrepit Dakkanaut





yukishiro1 wrote:
A 5 man is really starting to look like a bad purgation squad.


Well, I am willing to throw GK that bone.
   
Made in us
Implacable Skitarii




I'm tempted to try an 8 man warpflamer, 1 soulreaper cannon, plus Aspiring Sorceror squad in a Cult of Duplicity detachment just to try the re-deepstrike spell out. Ordinarily id stick with 5-man squads, but a single 10 man squad full of flamers sounds too much fun to not atleast try it once.
   
Made in us
Twisting Tzeentch Horror





I think a 5 man Rubric Squad with 4 flamers has it place. It is only 129 points, which is only 14 points more than a min squad with a soulreaper. If you are using duplicity you can teleport them turn 1, or if not, have them use warptime (man I got to get on top of the name change at some point) to put them mid-field near an objective. Also they can advance and shoot so that is helpful to their speed. Flame something close by to try to do some wounds. Then the opponent has to do something about them, to at least push them off the objective, and hopefully they will absorb some shooting and maybe charges that would otherwise be directed at your more valuable units (like SoT). This is why I don't think the whole "gotta earn back your points" in damage is a great metric. Sometimes a unit is valuable because it is getting you VPs or disrupting the opponent regardless of its damage output. I mean this unit costs 6% of your total points, so using it as a distraction away from more important units not a bad way to use those points.
   
Made in us
Decrepit Dakkanaut





Here's my present plan.

Spoiler:


Cult of Duplicity

Infernal Master is the yeeter-in-chief. And you can yeet Mutaliths! Turn 1 it gets tossed out front. Turn 2 the flamer squad with it's own Pyric Flux gets tossed out. The IM moves into sniper / debuff mode with Psychic Stalk and his remove cover / reduce charging pacts. ( I may replace Psychic Stalk with Desecration here )

This detachment has my backfield objective holders. Always have redundancy, so, each objective will have a 10 man of Tzaangors and 1 spawn. Pretty solid for 103 points each.

Ahriman is the buffer-in-chief, so, he will monitor the spawn's ( from the other detachment ) advance with the 4++, extra move, and healing. He can help keep the Mutalith up if possible.

Cult of Time

Here I have Scarabs, because I love resurrecting them. They drop in with the Terminator Sorcerer who is suited up to kill. Since the Scarabs will be the closest drop unit they carry Perplex to shut down backfield threats from getting cross table fire. The Termie Sorc carries the WS/BS debuff relic so if I needed to shutdown a knight, I can. He'll also drop +1 to hit on the Scarabs and give himself a combat boost for 6 WS2 S9 attacks.

Basic Rubrics with Doombolt to reliably make people hurt - this spell is so good on them.

And then my boy - the Exalted. He has Athenean Scolls which will go on Firestorm or Baleful depending on the opponent. The 3D6 will help trigger his trait, which gives him a third undeniable casting, which will be the opposite spell on the scrolls and then he'll Smite. When prudent Baleful or Firestorm will get dropped for Desecration of Worlds. He also has the Warpweave for a little protection and since you can cause a unit an inch away to fail if they roll 9+ it seems potentially hilarious. If I can get him wounded by the IM I will do so.

And to round out the list I have a Twin Volk Contemptor, a Vindicator, and a Heldrake.

Secondaries

I believe I have good flexibility on choices for secondaries with many scoring units and Tzaangors for activations. I obviously give it up on Assassinate and Abhor. If I find that I lose my Exalted too easily I would consider switching the Mantle for the Hourglass.


This message was edited 7 times. Last update was at 2021/08/11 23:54:21


 
   
Made in hk
Longtime Dakkanaut





I feel that a 10 Man Occult Termie squad gives us the kind of options that a 5 man squad doesn't.

Consider this:

5 man squad, we will slowly move them up the board at 5 inches per move and our characters are similarly stuck behind them, moving up the board 5 inches each turn. It will take us at least two turns, if not more to get up to a midfield objective. And like that, turn 1, our characters are likely out of smite range.

If its a 10 man Occult squad. Turn 1, dark matter crystal - bam! 10 man squad right up the midfield, likely on an objective. And then, fly + advance our characters on wings or a disk right up to them as well. A flying DP, Ahriman on a disk, and another exalted Rehati (cast 3 times) on a disk. Add the Occult Aspiring sorceror. Bam! That's 9 psychic casts we can use to throw witchfire at 12 to 18 inches away from our opponent.

We can dark matter crystal a 5 man squad of course. But when your occult terminators are protecting Ahriman, a DP and an exalted sorcerer... Do you want them to be protected by a 5 man or a 10 man? I would chose a 10 man any day of the week, and pay the extra 2 CP to make the Occults more durable.

But even a 30W unit with -1dmg, all is dust, a 4++ save, and a -1 to hit may not be enough. That's when I think about adding even more "abalative wounds" in the form of rubrics. Use Risen Rubricae strategem to position a unit of Rubrics behind obscuring terrain a bit forwards, now this unit can move into terrain and also shoot. Cast the cult of Duplicity spell "Sorcerer's Facade" to Yeet another 10 man Rubric Marine squad with warpflamers into BBQ range.

So now, on turn 1, we have not 30W but 70W worth of units that are near enough to the opponent they can use all of their guns to blast. And we have 3 Aspiring sorcerer's and another 3 characters within those units that cast throw out 11 witchfire casts.

This is a very nasty alpha strike. After being hit in the face by 20 MW from witchfire plus all the shooting from 40 warpflamers, 8 inferno combi bolters, and 2 soulreaper cannons and hellfire missile racks, will there still be much left standing within 12 to 18 inches?

After such a turn 1 alpha strike, we will be left holding most of the midfield, and we would have made a sizable dent into our enemy forces. I would gladly then pay the 3CP on the Occults to take whatever they want to shoot at the Occults (If they want to try, because there will also be Rubrics there as a target). This also puts us into an absolutely great position to move around, play the mission, and further stomp our opponent into the ground on turn 2. After this kind of turn 1, our opponent has to contend with 70W (All is dust, hard to kill) obsec in the midfield. (and this may not even be all of our army).

Also... all this is doable without having to risk that much. We can literally hide the 10 man occult far back safely behind obscuring terrain during deployment and same for the other 10 man Rubric flamer squad. This is because they are not moving into position, we are yeeting them into position with dark matter crystal and the duplicity spell.

Now, I can do the same exact thing with a 5 man squad of Occults and rubrics. But for this kind of strategy, why would I want to? Just to save 2 CP?


This message was edited 6 times. Last update was at 2021/08/12 02:19:29


 
   
Made in us
Decrepit Dakkanaut





Spoiler:
Eldenfirefly wrote:
I feel that a 10 Man Occult Termie squad gives us the kind of options that a 5 man squad doesn't.

Consider this:

5 man squad, we will slowly move them up the board at 5 inches per move and our characters are similarly stuck behind them, moving up the board 5 inches each turn. It will take us at least two turns, if not more to get up to a midfield objective. And like that, turn 1, our characters are likely out of smite range.

If its a 10 man Occult squad. Turn 1, dark matter crystal - bam! 10 man squad right up the midfield, likely on an objective. And then, fly + advance our characters on wings or a disk right up to them as well. A flying DP, Ahriman on a disk, and another exalted Rehati (cast 3 times) on a disk. Add the Occult Aspiring sorceror. Bam! That's 9 psychic casts we can use to throw witchfire at 12 to 18 inches away from our opponent.

We can dark matter crystal a 5 man squad of course. But when your occult terminators are protecting Ahriman, a DP and an exalted sorcerer... Do you want them to be protected by a 5 man or a 10 man? I would chose a 10 man any day of the week, and pay the extra 2 CP to make the Occults more durable.

But even a 30W unit with -1dmg, all is dust, a 4++ save, and a -1 to hit may not be enough. That's when I think about adding even more "abalative wounds" in the form of rubrics. Use Risen Rubricae strategem to position a unit of Rubrics behind obscuring terrain a bit forwards, now this unit can move into terrain and also shoot. Cast the cult of Duplicity spell "Sorcerer's Facade" to Yeet another 10 man Rubric Marine squad with warpflamers into BBQ range.

So now, on turn 1, we have not 30W but 70W worth of units that are near enough to the opponent they can use all of their guns to blast. And we have 3 Aspiring sorcerer's and another 3 characters within those units that cast throw out 11 witchfire casts.

This is a very nasty alpha strike. After being hit in the face by 20 MW from witchfire plus all the shooting from 40 warpflamers, 8 inferno combi bolters, and 2 soulreaper cannons and hellfire missile racks, will there still be much left standing within 12 to 18 inches?

After such a turn 1 alpha strike, we will be left holding most of the midfield, and we would have made a sizable dent into our enemy forces. I would gladly then pay the 3CP on the Occults to take whatever they want to shoot at the Occults (If they want to try, because there will also be Rubrics there as a target). This also puts us into an absolutely great position to move around, play the mission, and further stomp our opponent into the ground on turn 2. After this kind of turn 1, our opponent has to contend with 70W (All is dust, hard to kill) obsec in the midfield. (and this may not even be all of our army).

Also... all this is doable without having to risk that much. We can literally hide the 10 man occult far back safely behind obscuring terrain during deployment and same for the other 10 man Rubric flamer squad. This is because they are not moving into position, we are yeeting them into position with dark matter crystal and the duplicity spell.

Now, I can do the same exact thing with a 5 man squad of Occults and rubrics. But for this kind of strategy, why would I want to? Just to save 2 CP?




It might work, but I feel like you're bunching up too much and you won't be able to hold much by turn 2. And your characters will be open from behind.

This message was edited 1 time. Last update was at 2021/08/12 02:24:46


 
   
Made in hk
Longtime Dakkanaut





If the characters are on disk, they can fly advance 12+d6 inches. Should definitely bring them to within 3 inches of the bloc of 10 occult terminators for look out sir or bodyguard strategem. The two 10 man rubrics are set up from Risen rubricae or yeeted into position with the duplicity spell. They can be near the Occult Termies or anywhere else. Its actually really quite flexible.

Even if we keep them close to each other, there is no harm with that. The benefit of keeping them close enough to each other is that its this huge deathball in the middle of the board that projects death via MW and shooting in a 18 inch radius (which more or less covers the midfield). And the Occults can herotically intervene 2d6 inches via strategem. So anyone trying to charge the rubrics not only eats warpflamer death via overwatch, they also can get herotically intervened by 10 occult terminators with their new deadly Kopesh weapons.

This whole 10 man occult terminator, yeet and scout setup 20 rubric marines strategy can be set up as a beta strike as well if we want to wait until the opponent forces have made their first move. I think the whole Sheebag with 3 characters, 10 occults and 20 rubrics adds up to about 1400 points. So we still have 600 points to spend on other stuff.

This message was edited 7 times. Last update was at 2021/08/12 02:46:16


 
   
Made in us
Decrepit Dakkanaut





I'm sure it will do work against most people. It's just that I find going deathball can limit you.

Maybe 10 man SoT will be required. Who knows.

11 days until my tournament at least.
   
Made in hk
Longtime Dakkanaut





Wow, I just read from Auspex tactics one of the new infernal pacts.

Malefic Maelstorm: 24 inches. One TS unit gets +1 str to its ranged attacks.

... when you cast that on a 10 man Occult terminator unit, suddenly, its splitting out 32 Str 5 AP2 inferno shots and 10 Str 7 Ap3 Soulreaper cannon shots...
   
Made in us
Warplord Titan Princeps of Tzeentch






Eldenfirefly wrote:
Wow, I just read from Auspex tactics one of the new infernal pacts.

Malefic Maelstorm: 24 inches. One TS unit gets +1 str to its ranged attacks.

... when you cast that on a 10 man Occult terminator unit, suddenly, its splitting out 32 Str 5 AP2 inferno shots and 10 Str 7 Ap3 Soulreaper cannon shots...


Take it up to 11 with giving them a +1 to hit, +1 to wound and double soulreaper shots?

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Loyal Necron Lychguard





 BoomWolf wrote:
Eldenfirefly wrote:
Wow, I just read from Auspex tactics one of the new infernal pacts.

Malefic Maelstorm: 24 inches. One TS unit gets +1 str to its ranged attacks.

... when you cast that on a 10 man Occult terminator unit, suddenly, its splitting out 32 Str 5 AP2 inferno shots and 10 Str 7 Ap3 Soulreaper cannon shots...


Take it up to 11 with giving them a +1 to hit, +1 to wound and double soulreaper shots?

You're gonna need a comically large basket for all those eggs.
   
Made in hk
Longtime Dakkanaut





Raising the Str by +1 is effectively a +1 to wound in many situations. Don't think its worth it to spend 2CP for another +1 to wound. How do we get +1 to hit though? I am curious. Is it a new strategem ?
   
Made in fr
Crazed Spirit of the Defiler






Eldenfirefly wrote:
Raising the Str by +1 is effectively a +1 to wound in many situations. Don't think its worth it to spend 2CP for another +1 to wound. How do we get +1 to hit though? I am curious. Is it a new strategem ?


Prescience/presage ? Also, isn't +2 forbidden anyway in 9th ?

This message was edited 1 time. Last update was at 2021/08/12 07:41:45


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





Running an empty Rhino is interesting actually. After we have cleared out an immediate area of enemy units. A 5 man or 10 man Rubic unit with warpflamers can then jump into the Rhino and it can then zip forward 12 inches or even 12+d6 inches. We can also then use 1cp for warpflame gargoyles on the Rhino to do d3 MW around it on units on a 4+.




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DreadfullyHopeful wrote:
Eldenfirefly wrote:
Raising the Str by +1 is effectively a +1 to wound in many situations. Don't think its worth it to spend 2CP for another +1 to wound. How do we get +1 to hit though? I am curious. Is it a new strategem ?


Prescience/presage ? Also, isn't +2 forbidden anyway in 9th ?


Ah, I forgot about Prescience!

Actually I think it does stack. The infernal pact raises the Str of the weapons, the strategem wrath of the wronged gives a +1 to wound. The two are two different things. Its just that wrath of the wronged at 2CP is a bit steep just for the +1 to wound.

This message was edited 1 time. Last update was at 2021/08/12 07:47:26


 
   
Made in fr
Crazed Spirit of the Defiler






Eldenfirefly wrote:
Actually I think it does stack. The infernal pact raises the Str of the weapons, the strategem wrath of the wronged gives a +1 to wound. The two are two different things. Its just that wrath of the wronged at 2CP is a bit steep just for the +1 to wound.


Woah ! That's nice ! But as you said: for 2 CP it would for a surprise burst of damage or something like that.

-"For the Ruinous Powers!" 
   
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Warplord Titan Princeps of Tzeentch






Well, its not the "lets do this every turn" scenario of double-shots with +1 to wound for 2 cp while stationary we pulled off pre-codex, but i think wrath of the wronged will still have a place.

Sometimes that +1 to wound pushes something from doing heavy damage to taking out a key threat.

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





I am trying to decide which one is better for the infernal master. The pact Malefic Maelstorm or the pact Glimpse of Eternity.

Malefic Maelstorm is like a 2CP equivalent for buffing up the strength shooting attaks of a big bloc of Occult termies while Glimpse of Eternity is like the gaze of fate. A free reroll you keep in your pocket which is like having a free 1 CP reroll each turn.

I think Malefic Maelstorm is more worth it. Because its the equivalent of a wrath of the wronged which is 2CP. Whereas a free CP reroll is 1CP. Of course, the good thing is that the Infernal master can have two infernal pacts (though he can only cast one per turn). So I can have both known.

We don't really need much rerolls for psychic in the new Tsons now. We can only perils on a 12 because the +1 means we can't perils on a double 1. Plus we can just pay 1 CP to not perils anyway. And Ahriman rerolls all his failed psychic anyway. Plus we can also use CP to +1 to our cast, or +2 to our cast, or simply autocast. There really isn't much need to reroll any psychic.

Also, most of the psychic powers we have are very easily castable with the +1 to cast. I counted only 3 powers that have a WC of 8. And its easier to just use 7 cabal points to autocast a WC8 power.

This message was edited 3 times. Last update was at 2021/08/12 10:18:19


 
   
Made in us
Warplord Titan Princeps of Tzeentch






Well, +1S and +1towound are very much not the same effect.

The infernal master knows two pacts and can only use one though, so I see no reason not to take both and then use the one that helps more that turn.


Also. +1 very much does NOT mean we do not peril on a double 1. its still a double 1 even if the result is a 3.


In other note, i vote to call the cabal points ritual points instead, so RP rather than CP, who is easily confused with command points.

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





 BoomWolf wrote:
Well, +1S and +1towound are very much not the same effect.

The infernal master knows two pacts and can only use one though, so I see no reason not to take both and then use the one that helps more that turn.


Also. +1 very much does NOT mean we do not peril on a double 1. its still a double 1 even if the result is a 3.


In other note, i vote to call the cabal points ritual points instead, so RP rather than CP, who is easily confused with command points.


Ah, sorry. I didn't realise. So a double 1 is still a perils. Ah well, we do have a 1 CP strategem to avoid perils. Given how many casts we do each turn, that will come in very handy.
   
Made in us
Shadowy Grot Kommittee Memba






yeah, I am also leaning towards 10 man SOT 5-man rubrics to have one concentrated power and strat-buffed unit in there. I love the fact that you can get 2 soulreapers in there and combo the stratagem, and handily my second SOT squad I magnetized the sorceror so his staff can be swapped out.

"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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