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INTRODUCTION Hello everyone. I am embarking on a long-standing project close to my heart. I hear a lot of criticism about Imperial Agents, especially the Veiled Blade detachment. If you listen to influencers, the consensus is clear: it's a "trash" detachment, only fit for narrative or casual games. I have played this detachment extensively, and I strongly disagree. When I first defended it on French forums, the reaction was skeptical. But extensive testing and competitive play have convinced me of the opposite: this detachment is NOT for casual players. On the contrary, its strength lies in advanced competitive mechanics that punish mistakes. The gameplay of the Veiled Blade is a devious game of traps—not just for the miniatures, but for the human opponent across the table. It embodies a form of psychological warfare that fits the lore perfectly: no raw stat-checks, but precise strikes and tactical setups that disrupt your opponent's game plan. I'm not claiming it's "Top Meta," but to appreciate its true value, you must master the core mechanics of 40k. This guide will explore how to wield these tools. I wouldn't write this tactic all at once; it's too big and there's a lot to cover. I'd like it to be as comprehensive as possible, so I'll add articles as I go along. Note: I apologize in advance for any grammar and spelling mistakes; not being bilingual, I rely mainly on Google Translate to write this post. Chapter 1: Techniques, tips and tricks to know To understand what I'm going to talk about next, it's essential to understand some fundamental mechanics commonly used in competitive gaming. In this chapter, I'll try to provide a brief, illustrated overview so you know what we're talking about. This is only a summary; by searching the internet, you'll most likely find better, more in-depth explanations. 1) Staging (shooting and close combat): "Staging" is a secure position that threatens a strategic position (objective, firing lane, etc.). "Staging" can be threatening in shooting (unit with long-range weapons) or in close combat (unit strong in melee and within charging range). In this example, the CK player takes advantage of his towering rule by positioning himself behind the ruin. During the opponent's turn, he is not visible because he is not in the ruin. On his turn, the CK player only has to place one foot in the ruin to have a line of sight on all the firing lanes beyond the ruin, as well as on the two nearby objectives. He thus forces his opponent to move hidden from ruin to ruin and complicates his objective capture. In this example we have essentially the same thing but with a melee unit: the impulsor is hidden in a ruin on the opponent's turn, which prevents it from being shot at. On the SW player's turn, the latter can land at 3 inches, move 6 and charge behind. That is a threat range of 15 (9 + 6) inches, if we consider a charge at 6 as highly probable. The opponent does not take the risk of placing his units in this 15 bubble. (Staging is a critical point for our veteran deathwatch units, who are too valuable to be exposed and whose power acts as a deterrent.) 2) Charge phase and combat phase: the subtleties. Mastering your charges and the combat phase means anticipating: - The path of the charge, through a wall to avoid the ow or not declaring a nearby unit in charge to "force" the positioning of your models by preventing them from putting them in their engagement zone. -The activation at pile-in; knowing how to put your most lethal models within engagement range (example the hammers of the Dw), "blocking" the engagement of non-lethal figurines in combat (example the frag cannon/shotguns/infernus dw) to allow them to pile/consolidate on an objective or another nearby unit. -The opposing interruption; sometimes it can be a good thing for you if the opponent activates first and pile- in towards you. - Anticipate the opponent's response (especially in the case of several units engaged), know which models will be able to hit what (rule of the figurine in contact with a model of the same unit), know which models to withdraw in loss to limit the opponent's response. In this well-known example of a technique, the first three subductors "lock" each other in close combat, preventing the fourth from reaching base-to-base contact; he therefore has the "right" to get closer to the scouts as long as he finishes his movement closer to the reivers than he was at the start. He puts himself 1.4 inches from the scouts, which will allow him to engage them in pile-in his activation and come and threaten the second objective. (This point will allow our low-cost units to engage multiple melee ranged units. But it also allows our Deathwatch units to destroy more than one unit in a single combat phase.) Heroic Intervention is not just about engaging the enemy to have a melee phase or gain movement distance during the opponent's turn. Heroic intervention can be defensive and block the enemy's pile-in by putting its models in base-to-base contact with the enemy's models. The enemy charged by the intervention can no longer pile-in with all of its models, Because they are engaged with a new unit, they must pile-in towards the nearest unit while remaining cohesive; A large part of the unit will have to fight the Terminators and they will fight back. This can save the charging unit, but also prevent the capture of an objective. (This mechanic constitutes a central point of the detachment which potentially has 3 sources of heroic intervention usable per turn: the generic stratagem, the detachment's ensnaring trap and the intraneural biotech augmentation of the Eversor.) 4) The Ruins: WTC (2 inch) and GW (1 inch) competitive rules: Mastering the engagement rule of the ruins in competitive play allows: - To protect yourself from charges through the ruins by placing yourself 2, 1 (WTC) or 1 (GW) inch from the walls; -To only be hit on one row by placing yourself 1 inch (WTC) or stuck to the walls (GW); -To take advantage of the absence of base-to-base contact to be able to "slide" along the wall upon activation and gain ground with the pile-in movement. In this example, the CK cannot pass through the wall: the "super heavy walker" rule allows them to move over models and walls but prohibits them from finishing a move within engagement range; because there is not enough space to complete the movement without the base being in the wall, the movement is not valid. It also cannot charge the unit because it does not pass through walls during the charge phase and therefore cannot end up in engagement range even if it sticks to the wall. By going around it, it is out of charge range. (This point is crucial for controlling the battlefield with our cheap units like breachers, voidsmans, sanctifiers, subductors, and other Arbites variants.) 5) The "lone operative" abilitie: Mastering and anticipating the range of enemy units after their movement to position their lone op units allows them to counter fire staging, but also to move block or to staging themselves in exposed areas of no man's land. Since lone op works figure by figure, it is also possible to protect yourself from only a portion of the enemy squad's fire (if you only want to kill a few figures with fire to make future charges impossible or eliminate lines of sight). (This is critical for us, as your assassins and Draxus rely entirely on this to survive turn 1.) 6) The "Move block": Knowing how to anticipate the enemy movement phase and movement restriction rules (terrain for motorcycles/vehicles, prohibition of entry into the unit engagement zone, unit consistency, etc.) to be able to block all or part of a future enemy movement. In this example, the CK cannot finish his move in the subductors' engagement zone. Even if he has the right to pass over them thanks to his super heavy walker rule, the split placement of the subductors with their 1 ps engagement bubble prevents him from passing. (This is yet another important point in the use of our low-cost units, Which becomes vital against CK and IK.) 7) The wall of 25: I call the "wall of 25" the defensive or offensive positioning with 25mm bases in the front row. The 25mm base is the only one measuring less than 1 inch. Any model in base-to-base contact with a 25mm model, itself within engagement range of an enemy model, is therefore itself within engagement range of that model. In this example, the first rank of intercessors can hit either the voidsmen or the veterans; but the presence of the voidsmen prevents the second rank from hitting the veterans because the first is not in base-to-base contact with the veterans. They are therefore forced to hit the voidsmen. In return, the veterans of the first rank with the hammers can hit because they are in fact within engagement range through the 25mm bases of the voidsmen. (One point that gives incredible value to our breachers, voidsmans and sanctifiers... but also to the DOGS of our arbiters who are also mounted on 25mm bases.) 8) Extremis Sanction & Shadow Assignment: There's a rather strange interaction between the Veiled Blade detachment rule ("Extremis sanction") and the special "Shadow Assignment" rule. The detachment rule specifies that during army creation (the "MUSTER ARMY" phase), assassins MUST pay for their upgrades. The "Shadow Assignment" rule specifies that during the "DECLARE BATTLE FORMATION" phase, you can exchange an assassin for another assassin model of EQUAL or CHEAPER COST. Since "DECLARE BATTLE FORMATION" (phase 5) comes AFTER "MUSTER ARMY" (phase 1), it's therefore not possible to exchange it for an assassin with an upgrade: The assassin model must be an unupgraded model. In practical terms: As long as you've paid for an assassin with an upgrade, you can replace it via Shadow Assignment with any other "basic" unupgraded assassin (since they will all be cheaper). However, even without their upgrade, they retain the second part of the detachment rule, which allows them to use their ability twice per game instead of once (Overkill, Soulless Horror, and Shieldbreaker). It might seem insignificant, but it partially compensates for a problem with the detachment system, which made the point cost of assassins very (too) high for abilities we didn't really want. So, since the upgraded Culexus costs 125 points, we can exchange it for a basic Eversor or Vindicare that would have cost us 110 points in another detachment. This is still an additional cost of 15 points, to be able to use Shieldbreaker or Overkill twice. It's debatable in terms of cost-effectiveness, but it's still better than having to pay 145 points for assassins to be able to exchange them for the ones we need at the start of the game. The detachment revolves around assassins, with stratagems linked to the assassin types. It's important to keep this in mind because it can influence your playstyle and determine your deployment, as we'll see later... For example: swapping your upgraded Culexus assassin for a Vindicare against an army without Psycher, but with a lot of projection, like the World Eaters.
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As Emperor's Children players, we strive for perfection on the table top. The purpose of this thread is to explore the tactical opportunities created by the 9th edition Heretic Astartes codex and to discuss how they will allow us to humble our enemies. This is the perfect place to explore topics related to the supreme space marines of the Emperor's Children Legion, including (but are not limited to): Powerful combinations Majestic character builds Discussion of our many table top victories and of our rare defeats Potent army lists Optimal use of our units, stratagems, warlord traits, relics and other battlefield resources. Pitfalls to be avoided As a note, all arrogance and coloured text is probably best reserved to this initial post.
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Unit of the week Unit of the week: Noise Marines
Cpt.Danjou posted a topic in + EMPEROR'S CHILDREN +
+++Unit of the week+++ Noise Marines This thread is only for tactics for Noise Marines, not for pictures, there are other places for that. How to best use Noise Marines? Wargear? Legion? Which stratagems are worth throwing out? Any solid unit combos?- 5 replies
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Can someone explain to me, what the problem with Seekers is supposed to be? Apparently part of the Internet (and the people at goonhammer) seem to think they're somehow busted and I cannot put my mind around what about this 18-Point, single wound unit with no scoring modification is supposed to be the issue.
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I figured I start this thread since no one else has, granted these are mostly my observations since my 30k experience is limited. So please, if you have suggestions post it. I'm still fully building my SOH army is I am by no means the authority on SOH Tactics. First Discussion: Troops Choice Reavers vs Tactical Marines It seems better to take Maloghurst than ROW Black Reaving to have Reavers as troops but are Reavers as Troops better than the 20 man blob of Tacticals with apothecary ? 20 tactical marines w. Vox and sergeant w. PW (maximize merciless fighter) and artificer armor for 280 The best tactical load out can be discussed in length but I am just looking for a baseline to compare Reavers Vs 15 Reavers w Banestrike Bolters Cheiften w. PW and artificer armor runs 380 So for 100 more points you get five less marines, lose the ability to re-roll failed morale but gain outflank and AP 3 Bolters with precision shot. It seems as if instead of replacing Tacticals for Reavers as the troops backbone they do a better job complementing each other on the battlefield. As the Tacticals slogg upfield towards an objective the Reavers come in on what seems to be Turn 2 with the ability to re roll 1 on reserves, to claim a midfield or backfield obj and support your army by getting in their shorter range ap 3 precision shots. What do you guys think? Have you ran purely footslogging Reavers or have you paired Tacticals and Reavers or do you find it better to give them rhinos or assault packs? (This post is in pieces because my iPad likes to time out before I post)
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There's only a little bit of discussion about the Mechanicum on the forum, so thought we should start a dedicated Tactica thread! With the Red Book starting to make it's way into our hands now, it is the perfect time to discuss what they can do, both on their own and as Allies. Major changes are listed here: http://www.belloflostsouls.net/2015/09/mechanicum-taghmata-codex-changes.html As expected, the Castellax increased in price - they were a bit too cheap before, but they're still worth it. Ordinator getting Armourbane is nice! They've allowed the Magos Dominus to join Monstrous Creature units, with some caveats. Mechanicum Land Raiders have changed massively - I expect a model to be released for the "Macroarid Explorator", and pity anyone who has to change their weapon-loadouts now. Edit: this is all conjecture until we have the book in hand, but it seems legit.
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+++Unit of the week+++ Venomcrawler This thread is only for tactics for Venomcrawler, not for pictures, there are other places for that. How to best use the Venomcrawler? Legion? Which stratagems are worth throwing out? Any solid unit combos?
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The Rebuke Attending to the spiritual well-being of their Battle Brothers, Chaplains are often found in the thickest fights. Awe-inspiring warriors, these Space Marines carry items that befits their office within the Chapter and shows their religious connection to the Emperor. More details can be found here: Games Workshop Warhammer 40,000 Wiki Lexicanium To guide discussion: What are unit’s strengths? What are the unit’s weaknesses? How would the unit be used tactically (by itself or in concert with another unit)? How would the unit be used strategically (as part of an overall plan)? What formations can the unit be found, as mandatory or as an option?
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CSM 10th edition Chaos Rhino This is a topic about Chaos Rhinos in the 10th edition. Do you use them? How are you using them? Do you think they perform well? How do you equip them? Do you attach them to any specific unit? Is there a detachment that they are extra crucial? Other Unit of the Week for Chaos Space Marines can be found in the link below. Chaos Space Marine Unit of the Week Links
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CSM 10th edition Obliterators This is a topic about Obliterators in the 10th edition. Do you use them? How are you using them? Do you think they perform well? Do you attach them to any specific unit? Is there a detachment that they are extra crucial? Any Enhancements that you like to use with them? Other Unit of the Week for Chaos Space Marines can be found in the link below. Chaos Space Marine Unit of the Week Links
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CSM 10th edition Huron Blackheart This is a topic about Huron Blackheart in the 10th edition. Do you use him? How are you using him? Do you think he performs well? Do you attach him to any specific unit? Is there a detachment that he is extra crucial? Other Unit of the Week for Chaos Space Marines can be found in the link below. Chaos Space Marine Unit of the Week Links
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+++Unit of the week+++ Rubric Marines This thread is only for tactics for Rubric Marines, not for pictures, there are other places for that. How to best use Rubric Marines? Wargear? Legion? Which stratagems are worth throwing out? Any solid unit combos?
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+++Unit of the week+++ Raptors This thread is only for tactics for Raptors, not for pictures, there are other places for that. How to best use Raptors? Wargear? Legion? Marks? Which stratagems are worth throwing out? Any solid unit combos?
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+++Unit of the week+++ Master of Possession This thread is only for tactics for Master of Possession, not for pictures, there are other places for that. How to best use The Master of Possession? Warlord trait? Spells? Relics? Legion? Marks? Which stratagems are worth throwing out? Any solid unit combos?
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CSM 10th edition Maulerfiend This is a topic about Chaos Space Marine Maulerfiend in the 10th edition. Do you use them? How are you using them? Do you think they perform well How do you equip them? Is there a detachment that they are extra crucial? Other Unit of the Week for Chaos Space Marines can be found in the link below. Chaos Space Marine Unit of the Week Links
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+++Unit of the week+++ Master of Executions This thread is only for tactics for Master of Executions, not for pictures, there are other places for that. How to best use The Master of Executions? Warlord trait? Relics? Legion? Marks? Which stratagems are worth throwing out? Any solid unit combos?
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+++Unit of the week+++ Dark Apostle This thread is only for tactics for Dark Apostle, not for pictures, there are other places for that. How to best use the Dark Apostle? Warlord trait? Prayers? Relics? Legion? Marks? Which stratagems are worth throwing out? Any solid unit combos?
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+++Unit of the week+++ Forgefiend This thread is only for tactics for Forgefiend, not for pictures, there are other places for that. How to best use the Forgefiend? Legion? Which stratagems are worth throwing out? Any solid unit combos?
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+++Unit of the week+++ Sorcerer This thread is only for tactics for Sorcerer, not for pictures, there are other places for that. How to best use the Sorcerer? Warlord trait? Spells? Relics? Legion? Marks? Which stratagems are worth throwing out? Any solid unit combos?
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+++Unit of the week+++ Heldrake This thread is only for tactics for Heldrake, not for pictures, there are other places for that. How to best use the Heldrake? Legion? Which stratagems are worth throwing out? Any solid unit combos?
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This thread is intended as a one-stop resource for those interested in playing the Alpha Legion from the 9th Edition era Codex: Chaos Space Marines. My intention for this thread is that Fraters can suggest tactics and combinations for use in games; the community can then discuss and cooperatively refine these concepts. Summaries of the combos in their final form will be edited into the initial post. These concepts can be either specific to the Alpha Legion or involve generic Heretic Astartes rules, though please do not bring Legion-specific, non-Alpha Legion combinations into the discussion. I'll divide the concepts into the following categories (but if you have suggestions for more please let me know!): 1. Character Combinations: give us your best character builds! 2. Unit Buffs & Debuffs: let's talk about combos you can pull on your units and your enemies'! 3. Battlefield Strategies: maneuver tricks, objective play, etc -- anything that you can do to affect the state of play rather an specific units on the tabletop If there's any questions or issues we can cleared those up as they crop up. On with the show! ++CHARACTER COMBINATIONS++ Immortal HQ: Chaos Lord, Terminator Lord, or Dark Apostle with Clandestine WLT, the Drakescale Plate relic. Add Mark of Tzeentch or Nurgle for extra laughs. You could even add the Black Rune of Damnation via Gift of Chaos, but that is usually better served elsewhere. Assuming MoT, the Immortal HQ's defensive statline is 2+/4++, can't be hit on 1-3, can't be wounded on 1-3, and you can ignore the damage from the first failed save. "Immortal" may be hyperbolic, but that's a pretty hard to kill HQ. Given the HQ's durability, it might be a good pick for Gifts of Chaos and taking a relic weapon. Blade of the Relentless and the Black Mace are the obvious choices, though I suppose you could take a thunder hammer and one of the bolt pistol relics if you'd rather get a little extra shooting oomph. Sniper Lord (Pistol): Any HQ with a bolt pistol with the Headhunter WLT and either the Viper's Spite or The Warp's Malice. Utilize Daemon Shells for extra laughs. Both pistols work for this combo in different ways -- the Viper's Spite has a higher rate of fire, but Warp's Malice does more damage per shot. These will do best in the hand of a Chaos Lord because of BS2+, but the re-roll to hit from Headhunter helps the BS3+ models. In either case, they're both 18" range which isn't terrible if rather short for a model called a "sniper," but with Daemon Shells included the range gets pushed out to 24" which is much more manageable for trying to headshot an HQ. Of the two pistols, I think Viper's Spite is actually the better bet for the better AP and higher rate of fire but Warp's Malice has the benefit of letting you double-dip on your fishing for mortal wounds. Now, I did not mention the Hydra's Teeth in this bit despite it being usable with bolt pistols but that's largely because of the range issue -- 12" isn't much for a sniper....which leads me to the next combo. Sniper Lord (Bolter): The only three HQs that can do this are Terminator Lords, Terminator Sorcerers, and Exalted Champions because they're the only HQs available who have a gun bigger than a pistol. Again, we pull the Headhunter WLT and the Hydra's Teeth relic. This turns your twin-bolter or the bolter half of the Exalted Champion's combimelta into a one-shot, auto-hitting, S6 AP2 D3 gun that ignores invulnerable saves, allows you to reroll shooting wound rolls, can proc a mortal wound on a 6 to wound, and ignores Look Out Sir. Reach for Daemon Shells again to hit 30" range and AP3. If you're planning on using an Exalted Champion to provide his reroll aura for a gunline, this isn't a terrible kit to reach for as it allows him to contribute in the midfield. Even better is that if you're getting in close with him, the "ignore Look Out Sir" bit applies to both halves of his combimelta -- getting a D6+2 damage hit on an enemy HQ is by no means a bad thing. The advantage of the Terminators in this case is that with Malicious Volleys they will always get the full 24" range on their shots; the Exalted Champion still has to manage his range brackets. If you're working in the midfield, the Terminators are also more survivable due to their better saves and higher wound counts. Infantry Blender: This one comes via Matthew Y. in the Alpha Legion 40K Facebook group, with a little adjustment on my part. Chaos Lord with a chainsword and the Blade of the Hydra relic, plus the Flames of Spite WLT. Apply Diabolic Strength from a Sorcerer or Balefire Legionary and you're throwing 12-14 (6A base +2 Diabolic Strenth +3+d3 relic) attacks at S7 AP2, re-rolling wound rolls, and wound rolls of 6 cause a mortal wound. For further buffs, add Mark of Khorne for S8 and start chopping up vehicles and monsters; via Gits of Chaos you could add the Talisman of Burning Blood for +1A (and more if you kill stuff!). MoS and Intoxicating Elixir is another option, but the +d3A from that relic only lasts one phase while the Talisman bonus is permanent. I mean, either way you're throwing a bucket of dice that hit on 2+and you can fish for mortal wounds with the re-roll -- it's not failed wounds, so you can re-roll as many of those wound dice as you want to pull extra 6s. ++UNIT BUFFS/DEBUFFS++ More Dakka Legionaries: Have you ever read a Black Library novel and come across a passage where the author describes incessant volleys of bolter fire just scything down waves of enemies? Here's how you do it. Take a 10-man squad of Legionaries with bolters, the Champion with a bolt pistol and your choice of CCW, and one heavy bolter. If you'd like to add another weapon, I'm partial to the Reaper Chaincannon in this instance for the rate of fire but that's a personal choice; the Havoc autocannon isn't a bad choice either since it really likes the extra AP. Use Trophies of the Long War to give the Champion the Viper's Spite. Add Mark of Tzeentch, an icon, and (yes I know, I'm hitting this one a lot) Daemon Shells. All your bolters are now hitting at AP2, your heavy bolter at AP3, and your RCC at AP2, and the Champion is putting out six shots at AP5! I'd keep an Exalted Champion nearby for the wound rolls though as the shooting is admittedly all S4-5. Since Rapid Fire weapons benefit from Wanton Destruction, the two heavy weapons and the boltguns will all explode on 6s. I used this minus the pistol bit in my first game with the new codex and cleared Phobos Primaris screens with ease. ++BATTLEFIELD STRATEGIES++ Turn One Secondary: Our subfaction secondary, Subvert & Infiltrate, has a little wonky wording. On first read, it appears that you need to not only be within or near the enemy DZ, but you need to be within range of an objective as well. On a closer read, that's not true at all. To complete the secondary, you just need to be wholly within 6" (or actually inside) the enemy DZ to score the secondary; if you can shut off an objective, that's just gravy. However, it takes a full turn for the action to complete, so your opponent has the chance to kill that unit first. We really have two options here: Raptors and Warp Talons, but Warp Talons are too useful in assaulting enemies to waste on this objective. Raptors have a 12" Normal Move, so their Forward Operative+Normal Move distance should be enough to get right across the midfield and in position to take the Subvert Action. I highly recommend taking the Black Rune of Damnation via Trophies of the Long War, or perhaps the Mark of Nurgle, to increase their durability. EDIT: I had to remove the Possessed as an option here because 18" isn't enough to cross a 24" gap between deployment zones and be wholly within 6" of the enemy DZ; you can't Advance and take an Action, and the Action has to start at the end of the Movement Phase so you can't Warptime further up the board, either, unfortunately. Critique my work and provide your own! Let's get some brainstorming going.
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+++Unit of the week+++ Warpsmith This thread is only for tactics for Warpsmith, not for pictures, there are other places for that. How to best use Warpsmiths? Wargear? Legion? Marks? Relics Which stratagems are worth throwing out?
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+++Unit of the week+++ Fiends How do you use Fiends? Marks Armament Equipment Role This is a discussion about Fiends, both Forgefiends and Maulerfiends in the 10th edition index. Tell us your tactics, fun facts, your experience with them, and other things that are interesting with Fiends. I combined the both fiends together, even though they have different roles and tactics, as they come in the same box, plus if we are going to manage to get through all the units before the codex drops some units must be combined. Cpt. Danjou
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+++Unit of the week+++ Havocs This thread is only for tactics for Havocs, not for pictures, there are other places for that. How to best use Havocs? Wargear? Legion? Marks? Which stratagems are worth throwing out? Any solid unit combos?
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The Wolves go for the throat. We go for the eyes. Then the tongue. Then the hands. Then the feet. Then we skin the crippled remains, and offer it up as an example to any still bearing witness. The Wolves were warriors before they became soldiers. We were murderers first, last, and always! Now that the CSM codex has been out for a month it's time that we dig our own skinning pits (or in other words get our own tactics thread going). This is intended to be the go-to space for musings on Night Lords in 9th edition, army lists, combos, and strengths of specific units. The Flayer's repository is a collection of relevant links and I will update it whenever interesting stuff pops up in this thread. That way you'll find everything you need for the creation of a fearsome Night Lords army in the first post. Alright then, let's hear your experiences with your Night Lords so far. Let's hear the good, the bad, and the ugly. Which units have fared well? Which one will you leave at home the next time? How good or bad are our legion trait, relics, and stratagems in your opinion? The Flayer's repository Lists: Night Lords (3rd place at The Warhound at Game Grid GT in July 2022) Deep dive into the army list above at Goonhammer (you have to scroll down a bit) Legion tactics: Army overview at Auspex Tactics Unit tactics: Lord Discordant Defensive and Offensive loadouts at Blog for the Blood God Chaos Legionaries at Auspex Tactics Possessed at Auspex Tactics