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		<title><![CDATA[Latest posts for the thread "Guardians of the Silver Towers--Tzaangor War-herd Tactics"]]></title>
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				<title>Guardians of the Silver Towers--Tzaangor War-herd Tactics</title>
				<description><![CDATA[ Hello! I am very excited to come back to DakkaDakka and discuss the new Wrath of Magnus books. To start, I would like to explore this melee-based formation, something Tzeentchian armies are not typically known for.<br /> <br /> Exalted Sorcerer-astral grimoire<br /> 30 Tzaangors (sorcerer here)<br /> 10 Tzaangors<br /> 10 Tzaangors<br /> <br /> Let me know if I have this right, and any improvements you'd make to this alpha-strike formation. The squad of 30 is fearless with the sorcerer, can move 12" over difficult terrain with the grimoire in the movement phase, roll 1-6" in the shooting phase, rerolling b/c of fleet, then charge in the same turn for 2-12", rerolling one or both dice. With deployment putting you 24" from your opponent, this squad can move 15-30" over one turn, often beating the 24" spec because of the rerolls.<br /> I understand they have no grenades so charging through cover is ill-advised.]]></description>
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				<pubDate><![CDATA[Mon, 19 Dec 2016 16:16:15]]> GMT</pubDate>
				<author><![CDATA[ changerofways]]></author>
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				<title>Guardians of the Silver Towers--Tzaangor War-herd Tactics</title>
				<description><![CDATA[ The sorceror may not run and charge, so you're a bit out of luck there and the Tzaangors have a 6++ save, so you're going to haemorrage models if the target unit has even the most basic melee capability, not to mention that you're getting shot to bits if you don't get first turn while if you're in cover, you're taking a dangerous terrain test and basically losing every model that rolls a 1 because you've got no save. I think you can get around the run and charge bit by sticking the sorc on a disk so he isn't forced to run when the tzaangors do though, so that's something I guess.<br /> <br /> 610 points is a large amount to spend on what is effectively 50 cultists and a sorceror. At least your cultists are T4 I guess, but that's precious little to be happy about with the preponderance of Str6+ volume of fire around these days as they'll be wounding you on 2's just the same as if you were T3.]]></description>
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				<pubDate><![CDATA[Mon, 19 Dec 2016 18:13:50]]> GMT</pubDate>
				<author><![CDATA[ Drasius]]></author>
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				<title>Guardians of the Silver Towers--Tzaangor War-herd Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1bacfaaea0df373da54a433675dfaa5f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/711589/9086931.page"><b>Drasius wrote:</b></a><br/>The sorceror may not run and charge, so you're a bit out of luck there and the Tzaangors have a 6++ save, so you're going to haemorrage models if the target unit has even the most basic melee capability, not to mention that you're getting shot to bits if you don't get first turn while if you're in cover, you're taking a dangerous terrain test and basically losing every model that rolls a 1 because you've got no save. I think you can get around the run and charge bit by sticking the sorc on a disk so he isn't forced to run when the tzaangors do though, so that's something I guess.<br /> <br /> 610 points is a large amount to spend on what is effectively 50 cultists and a sorceror. At least your cultists are T4 I guess, but that's precious little to be happy about with the preponderance of Str6+ volume of fire around these days as they'll be wounding you on 2's just the same as if you were T3.</div></blockquote><br /> <br /> Aye, going second would hurt badly here. As you say, trying to negate this by starting them in cover means dangerous terrain tests for all 30 of them when they blast off with the grimoire. I hadn't noticed that the sorcerer wouldn't get to run in charge, which means he's out, and the tzaangors are no longer fearless, but <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8. Damn. Yeah this doesn't seem so good anymore.]]></description>
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				<pubDate><![CDATA[Mon, 19 Dec 2016 18:24:32]]> GMT</pubDate>
				<author><![CDATA[ changerofways]]></author>
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				<title>Guardians of the Silver Towers--Tzaangor War-herd Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/07b5862902ababd3caf7bbfa8ab63bd9.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/711589/9086954.page"><b>changerofways wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1bacfaaea0df373da54a433675dfaa5f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/711589/9086931.page"><b>Drasius wrote:</b></a><br/>The sorceror may not run and charge, so you're a bit out of luck there and the Tzaangors have a 6++ save, so you're going to haemorrage models if the target unit has even the most basic melee capability, not to mention that you're getting shot to bits if you don't get first turn while if you're in cover, you're taking a dangerous terrain test and basically losing every model that rolls a 1 because you've got no save. I think you can get around the run and charge bit by sticking the sorc on a disk so he isn't forced to run when the tzaangors do though, so that's something I guess.<br /> <br /> 610 points is a large amount to spend on what is effectively 50 cultists and a sorceror. At least your cultists are T4 I guess, but that's precious little to be happy about with the preponderance of Str6+ volume of fire around these days as they'll be wounding you on 2's just the same as if you were T3.</div></blockquote><br /> <br /> Aye, going second would hurt badly here. As you say, trying to negate this by starting them in cover means dangerous terrain tests for all 30 of them when they blast off with the grimoire. I hadn't noticed that the sorcerer wouldn't get to run in charge, which means he's out, and the tzaangors are no longer fearless, but <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8. Damn. Yeah this doesn't seem so good anymore.</div></blockquote><br /> <br /> Welcome to Thousand Sons, the pawns of Tzeentch. Any power they have is an illusion.]]></description>
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				<pubDate><![CDATA[Mon, 19 Dec 2016 18:38:22]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Guardians of the Silver Towers--Tzaangor War-herd Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/802d004651d846e4bb021e72ba052379.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/711589/9086984.page"><b>MagicJuggler wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/07b5862902ababd3caf7bbfa8ab63bd9.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/711589/9086954.page"><b>changerofways wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1bacfaaea0df373da54a433675dfaa5f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/711589/9086931.page"><b>Drasius wrote:</b></a><br/>The sorceror may not run and charge, so you're a bit out of luck there and the Tzaangors have a 6++ save, so you're going to haemorrage models if the target unit has even the most basic melee capability, not to mention that you're getting shot to bits if you don't get first turn while if you're in cover, you're taking a dangerous terrain test and basically losing every model that rolls a 1 because you've got no save. I think you can get around the run and charge bit by sticking the sorc on a disk so he isn't forced to run when the tzaangors do though, so that's something I guess.<br /> <br /> 610 points is a large amount to spend on what is effectively 50 cultists and a sorceror. At least your cultists are T4 I guess, but that's precious little to be happy about with the preponderance of Str6+ volume of fire around these days as they'll be wounding you on 2's just the same as if you were T3.</div></blockquote><br /> <br /> Aye, going second would hurt badly here. As you say, trying to negate this by starting them in cover means dangerous terrain tests for all 30 of them when they blast off with the grimoire. I hadn't noticed that the sorcerer wouldn't get to run in charge, which means he's out, and the tzaangors are no longer fearless, but <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8. Damn. Yeah this doesn't seem so good anymore.</div></blockquote><br /> <br /> Welcome to Thousand Sons, the pawns of Tzeentch. Any power they have is an illusion.</div></blockquote><br /> <br />  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 19 Dec 2016 18:46:03]]> GMT</pubDate>
				<author><![CDATA[ changerofways]]></author>
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