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Made in us
Decrepit Dakkanaut





Quad Cast Exalted -

Rehati

Lord of the Forbidden Lore ( knows an extra spell )
Immaterial Echo ( undeniable cast if you cast something on a 9+ )

Chronos Tutorum ( + WL Trait )


He will know three spells plus smite and cult. You'll have to force a 9 with cabal abilities occasionally to trigger with Echo. No Scrolls possible, since you need two WL traits to get the spell and the trigger.

You can otherwise get three solid casts with this one and CP a fourth:

Dilettante

Lord of the Forbidden Lore ( knows an extra spell )
Immaterial Echo ( undeniable cast if you cast something on a 9+ )

Chronos Tutorum ( + WL Trait )
Athenaean Scrolls


I never thought I would consider taking 'knows an extra spell'.
   
Made in gb
Ambitious Acothyst With Agonizer





 Daedalus81 wrote:
Quad Cast Exalted -

...

He will know three spells plus smite and cult. You'll have to force a 9 with cabal abilities occasionally to trigger with Echo. No Scrolls possible, since you need two WL traits to get the spell and the trigger.


Instead of the extra spell warlord trait. You could use the Unholy Sussurus stratagem to swap out the cult power for another spell. That way you get the 4 casts and you can take the scroll (or the relic that gives +1 to cast when you suffer a wound). So 4 casts at +2.

This message was edited 2 times. Last update was at 2021/08/12 14:12:16



 
   
Made in hk
Longtime Dakkanaut





Hmm, why would you need the warlord trait to know an extra spell? Don't a Rehati Exalted Sorcerer already know 4 spells? 2 base plus one cult plus smite?

By the way, consider this MW exalted sorcerer.

Rehati Exalted Sorcerer (Cult of Magic).

Knows Doombolt, Tzeentch Firestorm, Arcane Blast, Smite. Can cast 3 times. Use CP to manifest one more power with the great sorcerer strategem.

So, if you use 1 CP, he can cast 4 witchfire spells. All from just one castor. And he can reroll a failed witchfire spell if he takes the cult of magic warlord trait.

Doombolt - 3MW
Tzeentch Firestorm - average 3 MW ?
Arcane Blast - average 3MW (depends on how clustered the opponent is).
Smite - d3 MW.

Then spend 4 cabal ritual points to add another d3 MW to the damage. Possibly use another 4 to make Arcane Blast 18 inches, so that all the witchfire spells are now 18 inches.

So, that's 9+2d3 MW all coming from one castor. lol Some can be denied I suppose. But honestly, its easy for a Tsons list to have 10 casts or more. How many denies do most lists even have?

This message was edited 5 times. Last update was at 2021/08/12 14:10:13


 
   
Made in gb
Ambitious Acothyst With Agonizer





Eldenfirefly wrote:
Hmm, why would you need the warlord trait to know an extra spell? Don't a Rehati Exalted Sorcerer already know 4 spells? 2 base plus one cult plus smite?


The cult one is super short range and can be cast by any other unit in the cult so it's a bit of a waste for this sorcerer to be casting it. Is my guess.

This message was edited 1 time. Last update was at 2021/08/12 14:15:30



 
   
Made in hk
Longtime Dakkanaut





 Mushkilla wrote:
Eldenfirefly wrote:
Hmm, why would you need the warlord trait to know an extra spell? Don't a Rehati Exalted Sorcerer already know 4 spells? 2 base plus one cult plus smite?


The cult one is super short range and can be cast by any other unit in the cult so it's a bit of a waste for this sorcerer to be casting it. Is my guess.


I don't quite understand. Every castor in a Tsons army cast with a +1. Doesn't really matter who is casting it as long as it goes off right? Short of Ahriman who can reroll all his psychic, every castor in a Tsons army is "equal" when it comes to casting a spell. Even the range of a spell can be extended by 6 inches for 4 cabal points.
   
Made in gb
Ambitious Acothyst With Agonizer





Eldenfirefly wrote:
 Mushkilla wrote:
Eldenfirefly wrote:
Hmm, why would you need the warlord trait to know an extra spell? Don't a Rehati Exalted Sorcerer already know 4 spells? 2 base plus one cult plus smite?


The cult one is super short range and can be cast by any other unit in the cult so it's a bit of a waste for this sorcerer to be casting it. Is my guess.


I don't quite understand. Every castor in a Tsons army cast with a +1. Doesn't really matter who is casting it as long as it goes off right? Short of Ahriman who can reroll all his psychic, every castor in a Tsons army is "equal" when it comes to casting a spell. Even the range of a spell can be extended by 6 inches for 4 cabal points.


Is your 4 cast sorcerer going to be within 6" of a rubric/scarab unit that has lost a model every turn for the whole game? If the answer is no, then he will only be able to cast 3 powers on some of those turns and his movement will be dictated by the need to be 6" near a damaged rubric/scarab unit.

Also as mentioned you can give him +2 to cast on all those spells if he is wounded thanks to the warpweave mantle, you can easily inflict a wound on him by attempting to summon on 3 dice (any doubles cause a single mortal wound, you dont actually need to summon anything). Or if an infernal master fails a pact and you use the stratagem to autopass and inflict a single mortal wound on a model near him.

Does that make more sense?

This message was edited 3 times. Last update was at 2021/08/12 14:39:22



 
   
Made in us
Decrepit Dakkanaut





 the_scotsman wrote:
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.


Ok - arm twisted. A twin volkite contemptor drops one...maybe two Scarabs with rr1s and AP1. 5 Scarabs do about the same with +1 to wound with more room to get amped. Definitely a loss in range though.

Spoiler:



Automatically Appended Next Post:
 Mushkilla wrote:
 Daedalus81 wrote:
Quad Cast Exalted -

...

He will know three spells plus smite and cult. You'll have to force a 9 with cabal abilities occasionally to trigger with Echo. No Scrolls possible, since you need two WL traits to get the spell and the trigger.


Instead of the extra spell warlord trait. You could use the Unholy Sussurus stratagem to swap out the cult power for another spell. That way you get the 4 casts and you can take the scroll (or the relic that gives +1 to cast when you suffer a wound). So 4 casts at +2.


Oh. Good idea!


Automatically Appended Next Post:
 Mushkilla wrote:

Is your 4 cast sorcerer going to be within 6" of a rubric/scarab unit that has lost a model every turn for the whole game? If the answer is no, then he will only be able to cast 3 powers on some of those turns and his movement will be dictated by the need to be 6" near a damaged rubric/scarab unit.

Also as mentioned you can give him +2 to cast on all those spells if he is wounded thanks to the warpweave mantle, you can easily inflict a wound on him by attempting to summon on 3 dice (any doubles cause a single mortal wound, you dont actually need to summon anything). Or if an infernal master fails a pact and you use the stratagem to autopass and inflict a single mortal wound on a model near him.

Does that make more sense?


Right - Immaterial Echo is Cult of Time, which has the resurrect spell. I want him tossing as many mind bullets as possible so swapping out the Cult spell works best for what I have in mind.

This message was edited 2 times. Last update was at 2021/08/12 15:24:52


 
   
Made in hk
Longtime Dakkanaut





 Mushkilla wrote:
Eldenfirefly wrote:
 Mushkilla wrote:
Eldenfirefly wrote:
Hmm, why would you need the warlord trait to know an extra spell? Don't a Rehati Exalted Sorcerer already know 4 spells? 2 base plus one cult plus smite?



Is your 4 cast sorcerer going to be within 6" of a rubric/scarab unit that has lost a model every turn for the whole game? If the answer is no, then he will only be able to cast 3 powers on some of those turns and his movement will be dictated by the need to be 6" near a damaged rubric/scarab unit.

Also as mentioned you can give him +2 to cast on all those spells if he is wounded thanks to the warpweave mantle, you can easily inflict a wound on him by attempting to summon on 3 dice (any doubles cause a single mortal wound, you dont actually need to summon anything). Or if an infernal master fails a pact and you use the stratagem to autopass and inflict a single mortal wound on a model near him.

Does that make more sense?


Hmm.. ok. Makes more sense now.
   
Made in gb
Ambitious Acothyst With Agonizer





You could also do a buff base build for the quad caster.

Rehati
Prism of echoes
Glamour of Tzeentch
Weaver of fates
Immaterial Echo
Smite

Prism of echoes - each time the bearer successfully manifests a blessing double the range of the effect.

You could then swap out smite on turn 1 for another blessing and potentially Immaterial Echo for a more potent blessing on turn 2.

The great thing with this is it makes Glamour of Tzeentch and Weaver of fates 36". You can make our 6" buffs 12" (even 18" with the ritual) etc.

Makes it much easier to keep your caster out of deny range (against annoying armies like sisters).

This message was edited 3 times. Last update was at 2021/08/12 15:42:10



 
   
Made in us
Regular Dakkanaut




How does one yeet a MVT?
   
Made in us
Longtime Dakkanaut




The cult of duplicity teleport spell works on both infantry and monsters, so you can technically use it on a mutalith.
   
Made in us
Decrepit Dakkanaut





yukishiro1 wrote:
The cult of duplicity teleport spell works on both infantry and monsters, so you can technically use it on a mutalith.





Automatically Appended Next Post:
Sorthis' Mirror

It says you select an INFANTRY model and it makes 'attacks against its own unit', which I take to mean if I use this on a character it will attack itself. It's too bad the squigosaur is cavalry...


This message was edited 5 times. Last update was at 2021/08/12 20:19:07


 
   
Made in hk
Longtime Dakkanaut





Here is my stab at a list based on my impressions and watching all the battle reports I could find on TSons on youtube.

Tsons Cult of Magic Patrol:

HQ: Rehati Exalted Sorcerer on Disk
Psychic: Doombolt, Tzeenth firestorm, Arcane Blast
Relic: Helm of Daemon's eye (get CP on a 5+)
Warlord Trait (The cult of magic one, can reroll a witchfire spell).

HQ: DP on wings with sword
Psychic: Infernal Gaze, Diabolic Strength
(Turn 1 fly up and blast stuff with withfire, turn 2, has the option to fly deep into enemy deployment zone and go tank/vehicle hunting. Good unit to countercharge any melee that wants to charge my 10 man Occult squad too)

Troop: 10 cultists

Elite: 5 Occult Terminators, hellfire racks, Soupreaper cannon - 215
Psychic: Glamour of Tzeentch
(move up steadily and buff the 10 man Occult squad)

Tsons Cult of Duplicity Patrol

HQ: Infernal Master
Psychic: Sorceress Facade, Empyric Guidance
Infernal Pact: Malefic Maelstorm, Glimpse of Eternity
Relic: Dark Matter Crystal (forgot the new name).
(This guy is the Yeeter).

Troop: 10 Tzaangors

Troop: 5 Rubrics, 2 Warp flamers, 1 soulreaper cannon
Psychic: Pyric Flux
Sergeant has Incamdeum relic (Str 5 flamer)

Troop: 5 Rubrics with 3 warpflamers
Psychic: Presience (mostly will just smite, prescience is cast on other units).

Elite: 10 Occult Terminators, 2 hellfire, 2 soulreaper
Rites of Coalescence (full heal one model each turn).
(This is the key unit to DMC forward).

Elite: 5 Occult terminator, hellfire, soulreaper
psychic: weaver of fates
(Move up steadily and buff the key 10 man Occult).

Fast attack: 3 Chaos Spawn (Counter charge Melee, can be warp timed and given a 4++ depending on the situation).

Heavy Support: 2 Vindicators - 260
(My main anti tank, quite resilient at T8, 5++. If need, they can also block up passageways so that tanks, dreadnaughts, calvary and bikes cannot easily get to my deployment zone).

So, I talked about my strategy before. I start hiding the key 10 man Occult unit well back, alongside the 5 man flamer rubric. Use the strategem Risen Rubricae to forward deploy one flamer rubric unit.

Then when I am ready, The Infernal Master will use DMC and his spell to yeet the 10 man Occult and the other Rubric unit forward to join the forward deployed rubric squad (who will advance move and then fire its warpflamers). The DP and the Rehati on disc flies+advance forward to join the 3 squads. Then I blast witchfire with the whole sheebag of 2 characters and 3 squads.

The two rear occult squads then move forward steadily and buff the 10 man Squad with Weaver and Glamour. I also move forward the 2 Vindicators and Chaos spawn unit. (Against more vehicle heavy lists, I will give Glimpse of Eternity reroll to one Vindicator's number of shots, and CP reroll the second Vindicator's number of shots).

I calculate I can throw 12 psychic casts, of which 9 are witchfire on turn 1 if I want to (so at least 20 MW). And if everything is in range, I can throw out on average 115 light shots and 15 heavy anti tank shots on turn 1 as well. If I instead want a more defensive approach, I will keep most of my units behind obscuring, and weaver of fates+warp time the Chaos Spawn unit forward onto a midboard objective, and then let the opponent makes his move, with the option to DMC and Yeet two units forward still present in my back pocket once my opponent has exposed himself. The whole army has a total of 151 fairly resilient wounds, so it can take a ton of beating before it goes down, and it will keep doing a ton of damage with its psychic and shooting as long as its castors are still alive.

Playing the mission: I need to playtest this. But given its ability to Yeet units around, and with a key strategy to yeet forward a big Termie unit onto the midfield as part of a deathball. I think it should play primary missions quite well. Getting a turn 1 15 VP against a slower, or hiding army is quite achievable.

Secondaries: Warpcraft. Will always take the Wrath of Magnus secondary against an army with psykers (unless its grey knights). This should be an easy 12 to 15 VP against most armies with just one or two psykers. Against non-psychic armies, I will take Psychic Ritual. Given how the army likes to have a big bloc of Occult terminators in the middle of the board and blasting away, Psychic Ritual secondary is great alongside this strategy.

Otherwise, may favor kill secondaries, as the killing power of the army is pretty high, while the army is pretty resilient. It should be able to outkill many armies. But given the teleport shenanegans of the army. Engage on all fronts is doable too. I think ROD is not ideal though, because the army's relatively expensive units would rather be dealing damage than performing actions.

This message was edited 10 times. Last update was at 2021/08/13 06:06:30


 
   
Made in gb
Automated Rubric Marine of Tzeentch




dorset

Involved in a discussion over on the custodes tactics thread. A player their faced new tsons a d got slaughtered, and part of his problems was the enemy was stacking multiple healing tricks onto a 10 man SOT block to raise two or three of them after they were dropped by a maximum effort that was most squashed by -1 damage and other defensive buffs.

Now, correct me if I am wrong, but most of our healing tricks have "a unit can only be healed once per turn" or words to that effect, don't they? And that wording applies to any source of healing, so you can't just stack then like that?

This message was edited 1 time. Last update was at 2021/08/13 06:34:18


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

Coven of XVth 2000pts
The Blades of Ruin 2,000pts Watch Company Rho 1650pts
 
   
Made in hk
Longtime Dakkanaut





xerxeskingofking wrote:
Involved in a discussion over on the custodes tactics thread. A player their faced new tsons a d got slaughtered, and part of his problems was the enemy was stacking multiple healing tricks onto a 10 man SOT block to raise two or three of them after they were dropped by a maximum effort that was most squashed by -1 damage and other defensive buffs.

Now, correct me if I am wrong, but most of our healing tricks have "a unit can only be healed once per turn" or words to that effect, don't they? And that wording applies to any source of healing, so you can't just stack then like that?


Yeah. I don't have the new codex yet. But yes, there does seem to be wording that "a unit can only be healed once per turn" or something along those lines. You can rezz one model and heal up another model within the same unit I believe though. Since Rez and healing are two different things. Bringing a model back (rezzing) is different from healing. I just visited that thread. It appears that the Tsons player used cabal points to allow him to cast a particular psychic power one more time. I don't think there is any wording in that particular psychic power from the cult of Time (time flux) that limits it to once per turn. This is in part because usually psychic powers can only be cast once a turn anyway, except for smite.

So... heal one Occult terminator to full, cast time flux to bring back another Occult terminator, and finally, use Cabal points to cast Time flux again to bring back a second Occult terminator... Its very mean, but unless there is wording within time flux that forbids that... that tactic may be perfectly legal...

This message was edited 1 time. Last update was at 2021/08/13 07:01:26


 
   
Made in de
Nihilistic Necron Lord






Germany

With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. Actual rules quote from the psychic phase.
   
Made in hk
Longtime Dakkanaut





 p5freak wrote:
With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. Actual rules quote from the psychic phase.


Yeah, but that cabal ritual specifically breaks this rule. That ritual literally allows you to cast a psychic power you have already cast one more time. Otherwise, it would be a pointless illegal ritual.

This message was edited 1 time. Last update was at 2021/08/13 07:39:18


 
   
Made in gb
Crazed Spirit of the Defiler




There is a cabal ritual that lets you cast one witchfire spell that has already been attempted that presumably overrides that limitation. Presumably the same thing is why a GK special rule lets them cast some non smite spells more than once.

Key thing to note is it only lets you cast a witchfire spell, the res is not a witchfire.

The maximum res you can do in a turn is 1 from Cult of Time and 1 from the 1 CP strat that needs an unmodified 9+ to either heal a wounded model or res if there are no wounded models in the unit. The odds of this second one going off are a flat 10/36 for your Scarab unit. I've not checked if you can use the cast another spell for 1 CP strat on Scarabs or if it is character locked but that would give you 2 10/36 chances to get the second res.

There is going to be so much unintentional cheating while everyone learns the rules, but TSons are also shaping up to be a really bad army for TFG to play against newbies. If you don't know the rules yourself it is very hard to follow the psychic phase.


Automatically Appended Next Post:
Just to add, there are a bunch of rules in the codex requiring a 9+ and a bunch requiring an unmodified 9+, another avenue for unintentional or intentional cheating.

This message was edited 2 times. Last update was at 2021/08/13 07:41:24


 
   
Made in hk
Longtime Dakkanaut





EightFoldPath wrote:
There is a cabal ritual that lets you cast one witchfire spell that has already been attempted that presumably overrides that limitation. Presumably the same thing is why a GK special rule lets them cast some non smite spells more than once.

Key thing to note is it only lets you cast a witchfire spell, the res is not a witchfire.

The maximum res you can do in a turn is 1 from Cult of Time and 1 from the 1 CP strat that needs an unmodified 9+ to either heal a wounded model or res if there are no wounded models in the unit. The odds of this second one going off are a flat 10/36 for your Scarab unit. I've not checked if you can use the cast another spell for 1 CP strat on Scarabs or if it is character locked but that would give you 2 10/36 chances to get the second res.

There is going to be so much unintentional cheating while everyone learns the rules, but TSons are also shaping up to be a really bad army for TFG to play against newbies. If you don't know the rules yourself it is very hard to follow the psychic phase.


Ah ok. This is what happens when we don't have the codex and are just basing it on what we read online and such. If that cabal ritual is only limited to witchfire spells only, then yes, it cannot be used on a rez spell. So that play was illegal.
   
Made in gb
Crazed Spirit of the Defiler




The strats are called Great Sorcerer (can use on a Scarab) and Warped Regeneration. So you could get an above 50% chance to pull it off by spending 2 CP per turn. Just make sure you've healed any injured Scarabs to full first (I'll be using the 15 point upgrade).

I'm playing my first games tomorrow and my two goals are (1) melt some faces with spells and (2) do as little unintentional cheating as possible.
   
Made in de
Nihilistic Necron Lord






Germany

The pact from beyond lets you automatically manifest a psychic power at its minimum value. If you do that for the 7th smite the minimum value would be 11. And that would be a super smite. If you do that on magnus it would be 3D3 MW. He almost pays the needed cabal points himself with 5 you get from him, 7 is needed for pact from beyond.
   
Made in hk
Longtime Dakkanaut





EightFoldPath wrote:
The strats are called Great Sorcerer (can use on a Scarab) and Warped Regeneration. So you could get an above 50% chance to pull it off by spending 2 CP per turn. Just make sure you've healed any injured Scarabs to full first (I'll be using the 15 point upgrade).

I'm playing my first games tomorrow and my two goals are (1) melt some faces with spells and (2) do as little unintentional cheating as possible.


Oh!!! Do share how your game went ! I need more such sharing to get a better feel of Tsons.
   
Made in us
Warplord Titan Princeps of Tzeentch






 p5freak wrote:
The pact from beyond lets you automatically manifest a psychic power at its minimum value. If you do that for the 7th smite the minimum value would be 11. And that would be a super smite. If you do that on magnus it would be 3D3 MW. He almost pays the needed cabal points himself with 5 you get from him, 7 is needed for pact from beyond.


He gives 5 though.

And with +2 to +3 to cast plus rerolls, maybe he doesn't really NEED to auto-cast?
I mean, you got the bonus to the cast roll rituals in case it fails too.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in de
Krazy Grot Kutta Driva





Upgrading a Time Cult Scarab Sorcerer for 15 points with Rites of Coalescence is basically an auto-take.
Fully heal 1 Scarab in your Command Phase, then cast time Flux, on a 5+ (because +1) you get back 1 Scarab, on a 9+ you get back 2 for 1 CP. Neat.

Assuming you get losses every turn you could get back up to 400 points with 5 9+ casts + heal up to 10 Scarab wounds total.
Sure it's not probable, but it's quite easy to get back 200 points if you run a lot of Scarabs.


And about that Rehati Sorcerer: With Rehati + the Great Sorcerer + Immaterial Echo Trait you could cast 5 powers which makes him the Model with the most casts in 40k.
You need to cast one of those with Psychic Maelstrom or pick another power via the Chronos Tutorum though as he just knows 4 powers base.

But my favourite is still Rehati with Gaze & Firestorm (Scrolls on that one) for an average 6,5 sniping MW's in 18" for character hunting. With Astral Blast you could make that 7,5 if the character is within 3" of your closest unit.
With Temporal Surge (possible on disc / infantry sorcerers, ) / Crystal (possible on prince's & disc / infantry sorcerers) / Sourcerous Facade (infantry sorcerers & Princes) we have multiple ways to get that dude back to safety after casting in the first 2 turns.


On another note: Since you can use the Master Misinformator WL trait after knowing who goes first, I will try 10 Duplicity Flamer Rubrics in my next game. If you go first you can deploy them in front of your opponent with Risen Rubricae and flame away with 30+ Flamer hits that get S5 from Pyric Flux and +1 to wound from wrath of the wronged. It's 275 points but might be a fun thing to try, especially if you get more stuff in your opponents face with Surge & Crystal.


Time Cult Detachment for Scarabs and Duplicity Cult detachment for Rubrics for flexibility seems the way to go for me, with Magic (a bit more reliable witchfire for 1 model) and Scheming (just for saving 3 CP on Phalanx once) being situational but kinda ok.
Scheming is a bit useless if you can fit all stuff in 1 detachment as you want to play at least 1 detachment time or duplicity cult anyway, so 2 CP patrol + 1 CP relic makes it useless in my opinion. If anything at all its the obsec trait that might work for them but it's just 1 or 2 objectives your warlord can cover, so it's a really limited buff.

The other cults are even more situational, might be worth in certain matchups for pick up games but I don't see it for tournaments or without knowing what you're up against.

   
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Warplord Titan Princeps of Tzeentch






You do know you know need to be in full health to rez a guy with time flux, right?

The rite seems nice, for a big squad.
I mean, it only needs to heal 1 wound to neary cover the costs, if it healed 2 wounds it covers the cost and more

But how often do you find yourself with a wounded scarab? honestly, I don't think I did often. maybe I will more now, but remains to be seen.



As for the Master Misinformator. that was my go-to stratagy with 20 rubric block last codex.
It won't be as good with a flamer squad, and costs more CP, but at least its cheaper pointwise.
It was basically "I go first-I hammer you hard, you go first, I just play with a bit less CP"

can neither confirm nor deny I lost track of what I've got right now. 
   
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Long-Range Land Speeder Pilot




UK

Stacking all the buffs on a big unit of Scarabs seems like a no brainer - does anyone have an opinion on whether the following would work:
1. Infernal master tries to apply a pact to Scarabs, if he fails uses Malignant Pact strat to auto pass and MW the Scarabs (in command phase).
2. Scarabs subsequently use Rites of Coalescence (in the same command phase) to heal away the MW ready to rez models.
   
Made in us
Warplord Titan Princeps of Tzeentch






 Insularum wrote:
Stacking all the buffs on a big unit of Scarabs seems like a no brainer - does anyone have an opinion on whether the following would work:
1. Infernal master tries to apply a pact to Scarabs, if he fails uses Malignant Pact strat to auto pass and MW the Scarabs (in command phase).
2. Scarabs subsequently use Rites of Coalescence (in the same command phase) to heal away the MW ready to rez models.


Should work, the rites state that's it is done in your command phase, but not in any specific timing in it.

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





 Insularum wrote:
Stacking all the buffs on a big unit of Scarabs seems like a no brainer - does anyone have an opinion on whether the following would work:
1. Infernal master tries to apply a pact to Scarabs, if he fails uses Malignant Pact strat to auto pass and MW the Scarabs (in command phase).
2. Scarabs subsequently use Rites of Coalescence (in the same command phase) to heal away the MW ready to rez models.


Wow... that is such a sick combo! I love it! LOL


Automatically Appended Next Post:
 Grotrebel wrote:
Upgrading a Time Cult Scarab Sorcerer for 15 points with Rites of Coalescence is basically an auto-take.
Fully heal 1 Scarab in your Command Phase, then cast time Flux, on a 5+ (because +1) you get back 1 Scarab, on a 9+ you get back 2 for 1 CP. Neat.

Assuming you get losses every turn you could get back up to 400 points with 5 9+ casts + heal up to 10 Scarab wounds total.
Sure it's not probable, but it's quite easy to get back 200 points if you run a lot of Scarabs.


And about that Rehati Sorcerer: With Rehati + the Great Sorcerer + Immaterial Echo Trait you could cast 5 powers which makes him the Model with the most casts in 40k.
You need to cast one of those with Psychic Maelstrom or pick another power via the Chronos Tutorum though as he just knows 4 powers base.

But my favourite is still Rehati with Gaze & Firestorm (Scrolls on that one) for an average 6,5 sniping MW's in 18" for character hunting. With Astral Blast you could make that 7,5 if the character is within 3" of your closest unit.
With Temporal Surge (possible on disc / infantry sorcerers, ) / Crystal (possible on prince's & disc / infantry sorcerers) / Sourcerous Facade (infantry sorcerers & Princes) we have multiple ways to get that dude back to safety after casting in the first 2 turns.


On another note: Since you can use the Master Misinformator WL trait after knowing who goes first, I will try 10 Duplicity Flamer Rubrics in my next game. If you go first you can deploy them in front of your opponent with Risen Rubricae and flame away with 30+ Flamer hits that get S5 from Pyric Flux and +1 to wound from wrath of the wronged. It's 275 points but might be a fun thing to try, especially if you get more stuff in your opponents face with Surge & Crystal.


Time Cult Detachment for Scarabs and Duplicity Cult detachment for Rubrics for flexibility seems the way to go for me, with Magic (a bit more reliable witchfire for 1 model) and Scheming (just for saving 3 CP on Phalanx once) being situational but kinda ok.
Scheming is a bit useless if you can fit all stuff in 1 detachment as you want to play at least 1 detachment time or duplicity cult anyway, so 2 CP patrol + 1 CP relic makes it useless in my opinion. If anything at all its the obsec trait that might work for them but it's just 1 or 2 objectives your warlord can cover, so it's a really limited buff.

The other cults are even more situational, might be worth in certain matchups for pick up games but I don't see it for tournaments or without knowing what you're up against.



Lots of cool combos here! I think cult of magic still has some play. Arcane blast is a great spell. And after a while, you run out of witchfire spells to cast except smite, which is only once per character, and the casting cost keeps going up.

This message was edited 1 time. Last update was at 2021/08/13 10:00:14


 
   
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Decrepit Dakkanaut





 Grotrebel wrote:

But my favourite is still Rehati with Gaze & Firestorm (Scrolls on that one) for an average 6,5 sniping MW's in 18" for character hunting. With Astral Blast you could make that 7,5 if the character is within 3" of your closest unit.
With Temporal Surge (possible on disc / infantry sorcerers, ) / Crystal (possible on prince's & disc / infantry sorcerers) / Sourcerous Facade (infantry sorcerers & Princes) we have multiple ways to get that dude back to safety after casting in the first 2 turns.


I've been eyeballing sniper builds like this in tandem with Enlightened.

They always hit on a 2+ and still autowound on 6s, so, 2x3 of them --

1 auto wound
5 * .833 * .666 = 2.77
3.77 * .5 = 1.9 to a MEQ

More points than a set of Eliminators, but more wounds, mobility, and fly so they can pop over terrain.

Firestorm with Scrolls averages 3, which puts us at ~5 wounds, which is most characters. Not sure how I'd fit them though.
   
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Krazy Grot Kutta Driva





I've been eyeballing sniper builds like this in tandem with Enlightened.

They always hit on a 2+ and still autowound on 6s, so, 2x3 of them --

1 auto wound
5 * .833 * .666 = 2.77
3.77 * .5 = 1.9 to a MEQ

More points than a set of Eliminators, but more wounds, mobility, and fly so they can pop over terrain.

Firestorm with Scrolls averages 3, which puts us at ~5 wounds, which is most characters. Not sure how I'd fit them though.

I tried to see something worth in taking Enlightened, as painting 9 of them took me ages, but for me i can hardly justify taking them.
They might be ok-ish for scoring Engage on all fronts if you have no other options, but they die like flies so personally for me it`s not worth for scoring engage once.

If they had kept their 2 shots or could do actions they might have been worth a try, but even then i`m not sure.
But yeah, if you want to have some additional "safety" for sniping they might be an option, but S5 AP1 isn`t that great.

For those 108 points you`ll get another squad of 5 Rubrics though.



You do know you know need to be in full health to rez a guy with time flux, right?

Was that response for me?
Thats what the Aspiring Sorcerer upgrade is for, it will get your Scarab on full health in the command phase and in your psychic phase you`re set for time flux.


But how often do you find yourself with a wounded scarab? honestly, I don't think I did often. maybe I will more now, but remains to be seen.

With 3 wounds and the -1 dmg strat i think it`s gonna happen a lot.
In my first game i had wounded Scarabs every turn and regreted not getting the 15 points somewhere for the upgrade.^^
   
 
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