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Every day unveils a new boon for the dark angels - an apoc game last night, my opponents used some DWC's - as Alpha Legion, I have a lot of character assassination shenanigans, and the DWC rules allow you to ignore precision shots, strikes and the sniper rule. With 3 of the group playing DA's I need a work around - is there any way to get around it, or is the only way to kill all the companions? They can also take wargear to get an outrageous 4++ against shooting (10pts/model, I think a refractor field is 15pts for a 5++?). My first thought was lots of High S firepower - maybe a conversion beamer from 42+"away, maybe lots of breaching plasma, but then the 4++ comes into it. Is there a decent way to kill these guys to get at the juicy HQ choice, or is it best just to ignore them?
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- Alpha legion
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Hi I bring you The Complete Guide to Buffing Astra Militarum Infantry! You can read it here https://cadianshock.com/buffing-astra-militarum-infantry-guide/ It also contains (embedded in the page) a little helper app, you can view that as a stand-alone page too here https://cadianshock.com/infantry/ The article includes everything and anything that can help Astra Militarum Infantry on the battlefield and the help app makes looking up which unit buffs which other units very easy. See image at the bottom of this post. Please let me know any feedback, mistakes and your experiences!
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- astra militarum
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++Thousand Sons Unit of the Week++ ++Infernal Master++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the newest unit in the codex, the Infernal Master - sorcerers that make dark pacts with daemons, summoning them in battle to harass their enemies, support their allies and tell them of events yet to happen, these guys have some serious potential in game. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
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- unit of the week
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++Thousand Sons Unit of the Week++ ++Land Raider++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing Land Raiders - formerly the most powerful tank in the game, feared by all and rarely used due to their points cost, Land Raiders are rarely seen as other things are so much bigger and scarier these days. 4 Lascannons and the ability to transport are things the Thousand Sons need, however, so how would you get the most from these, if at all? What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
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- thousand sons unit of the week
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CSM 10th edition Chaos Vindicator This is a topic about Chaos Predator Vindicator 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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This tactica is intended to give a broad overview to a Guard army, things like approach, structure and overarching strategies and tactics to employ and think about. It will not deal with specific tactics, wargear, lists etc - aiming instead to look at the larger picture. As such neither will it delve into rules which should give it use in 7th Edition and beyond. Author's Note This is not a master class by any means, nor is it the only way of doing things - just mine. You'll hopefully be reading quite a bit and learning nothing new, what I am aiming to do is outline what I have learnt over many years of relevant interests and experiences. By trying to break this down into the smallest parts I wish to help new recruits find their footing and hopefully give some fellow grizzled veterans a new angle to consider. Like Guilliman's tome in the Codex Astartes this is a living document so I welcome any additions or clarifications you may have. Index Imperialis The Emperor's Hammer - How the Guard works List Construction - What makes a good list? List Concepts - Strategies for tactics Metagaming - Metas and their impact Agency - Your opponent's influence Playing the Game - Tips and advice Closing - No examples! Index Auxilia Enemy Unit Types - Vash
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- Astra Militarum
- Imperial Guard
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Come forth, brother and sisters, and let us unite our psychic might to dominate our foes with our occult mastery of algebra! The goal of this topic is to enable you to benefit from and contribute to this excel sheet, in order to determine the optimal loadouts to spill the blood of those who seek to oppose us. It shows the average number of dead models after shooting at them once from a given weapon available to us. It is far from being complete (and probably full of mistakes), that's why your help is more than welcome! The exact formula is: mean number of shots * chance to hit * chance to wound * chance to not save * min( mean weapon's damage, target's wounds) / target's wounds I preemptively apoligize for any mistakes you might encounter, and for the ugly look of it, which comes from its uploading to google sheets.
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++Thousand Sons Unit of the Week++ ++Magnus the Red++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing Magnus the Red - the big bad overfiend of the Thousand Sons Legion. Clocking in at almost 500pts, this behemoth is a psychic powerhouse, however not seen on the table too often. Have you been using them in games, and how have you used them? Th Mauler fists in particular have great damage potential at D3+3, and with a move of 10", the fiend is capable of getting into combat. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
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- thousand sons
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Good morning chaps, I'm currently replacing my old Death Guard army (played since 4th edition but did own the 3.5 codex) and I'm enjoying building the latest plague marine plastics. I'm not really sticking to the instructions as such, because the configurations therein are a little limited. I guess I'm a traditionalist in how I see my plague marines - bolters, plague knives and a few special weapons. I wanted to know about people's experience in using plague marines squads with fairly basic load-outs. I'm considering filling a battalion with the following: 10 plague marines: 2 melta guns, plague spewer, power fist, 7 bolters (strike squad) 10 plague marines: 3 plasma guns, blight launcher, 6 bolters (mid-field squad) 5 plague marines: power fist, 5 bolters (goal keeper squad) Not intended to be a full army list, but the basic core around which to build one. Are the squads listed above viable or do successful plague marine squads require those "new" close combat weapons to function in 9th edition? I've used trench fighters and virulent rounds in the limited amount of games I've played and enjoyed both strats.
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My scout units have survived nearly every game I've played in 8th (only about 10 games so far). I have experimented with boaters and sniper rifles, with and without camo cloaks, and with heavy weapons, yet my opponents seem to just leave them alone. Now this might sound like a good thing, especially since I use my scouts primarily to control board space at deployment and for holding objectives. They are doing almost everything I want them to do. But I want them to be a bigger threat. So I am asking for some RG veteran wisdom: How do you equip and play your scouts for maximum impact? Do you consider camo cloaks to be a maybe or a must, or perhaps not worth the points? How many snipers does it take to be a threat? Do you use the shotgun or combat knife varieties? How many scouts do you put in a unit? Do you use Land Speeder Storms? If so, how do you use them and equip them? Thanks for the help!
- 16 replies
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- Raven Guard
- scouts
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++Thousand Sons Unit of the Week++ ++Vindicator++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the Vindicator - not much different than the standard ordnance piece we know and love, but now with added 5++, the Vindicator brings some tough armour to the table, if you have the rerolls to make that gun reliable. Have you been using them in games, and how have you used them? Th Mauler fists in particular have great damage potential at D3+3, and with a move of 10", the fiend is capable of getting into combat. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
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- thousand sons
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++Thousand Sons Unit of the Week++ ++Tzaangors++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the former key unit for most Chaos Builds, Tzaangors. Formerly a mainstay of lists for their numbers, killing power in melee and speed, we don't see them on the table at all now. We've gone from 30 strong fight again blobs of blue goats to nothing - is that because they got worse, other options got better, or both? How would you use Tzaangors in your lists? What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
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- Unit of the week
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++Thousand Sons Unit of the Week++ ++FW Heavy Support++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week it's a bit different. We're too small a community to really discuss all these options individually without spamming the forum with 1-2 post topics, so lets take all the lesser-sed/owned options together and have a holistic discussion about Forge World/Imperial Armour Heavy Support choices in general, then we can split anything appropriate off into it's own topic. Please use this space to discuss the following units: FW Chaos Land Raider Achilles, FW Chaos Land Raider Proteus, FW Chaos Sicaran Punisher, FW Chaos Sicaran Venator, FW Chaos Vindicator Laser Destroyer, FW Chaos Whirlwind Scorpius, FW Chaos Deimos Predator What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
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Yeah that's partly it too. On that note, is there any kind of Tyranid build emerging? Everyone was hyping them prior to release, but I haven't seen much impact since.
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CSM 10th edition Pactbound Zealots This is a topic about the detachment Pactbound Zealots in the 10th edition. Do you use it? Are you using it? Do you think it performs well? Do you feel it being a strong or weak detachment? Which Stratagems or/and Enhancements do you use or not use? Would you want to tweak the detachement, and if so how? Units that perform extra well or bad in this detachement? Other Detachement of the Week for Chaos Space Marines can be found in the link below. Chaos Space Marine Detachement of the week 10th edition.
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CSM 10th edition Possessed This is a topic about Possessed 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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I thought I'd kick off some tactical discussions about the new codex - tentatively under the [Hivemind] heading (to maybe make them easier to find?) to help us get the most from the codex and win more games! This topic will cover general secodnaries for Tyranids, and also their new specific secondaries - let us know what you're taking, how well it's working, and how you're building your army to maximise these secondaries. Tyranids Specific Secondaries Summary: Synaptic Insignt (Direct copy from GT: Nachmund) - No Mercy, No Respite Kill 4, 3+ wound models in your turn with synapse creatures to get 3VP, max 12. Cranial Feasting - Purge The Enemy Kill characters and unit champions in melee with tentacle face beasties Spore Nodes - Shadow Operations Perform action with a Troops Unit within 6" of opposing DZ, 4VP each time. ------------------- My thoughts: Spore Nodes: Of these, this would seem to be the easiest to complete, with the others requiring specialised units (or luck) and to kill stuff in combat. Nodes competes with things like banners, nachmund data and homers. For us, this is strictly a better homers, and reduces the ramdom roll for nachmund data. If you were doing either of these, you can probably switch to nodes and have a lot of success! Feasting - to max this you need to kill the warlord in melee, get a reroll, then kill eight (yes, eight!) other characters or unit champions - all with tentacle units/genestealers. This is a very hard ask for me - the only instance I can think of picking this over assassinate would be if my opponent was fielding MSU (10+ weak units that all need to be in buffing range) and I was running a genestealer themed army. Synaptic Insight - If you have a shedload of synapse, then this might be doable, though it's also really dependant on your opponent's army, which is the downfall. If 2W models counted, but you needed to kill more, this would be ok, but against marines, unless they're running a pure gravis army, you'll struggle to score. If you're facing a buggy list, for example, you need to kill 2 buggys get get 4 synaptic tally, which is 4VP, which is better than the 2VP you get via Bring It Down...however BID can be completed by anything. How often are your synapse creatures going to be killing large models? Maybe this will change with the new heavy venom cannon, and a psychic heavy army might do wonders here!
- 21 replies
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- tactica
- Secondary objectives
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++Neurotyrant (and Neuroloids)++ We have a new unit of the week! and our first new unit of 10th. This week it's the brand new neurotyrant and his little friends. so give us your feedback! To compliment a list, or to build a list around? Will the beta rules affect your list(s)? And at what points restrictions? What size unit? Will you be running multiple units? What Enhancements, Hyper Adaptations and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how?
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- tyranids unit of the week
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++Von Ryan's Leaper++ We have a new unit of the week! Another new unit, the leaper. will it be bounding across your battle lines into your foes? Share your bio information with the hive. To compliment a list, or to build a list around? Will the beta rules affect your list(s)? And at what points restrictions? What size unit? Will you be running multiple units? What Enhancements, Hyper Adaptations and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how?
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Right up you 'orible lot You know the drill! What do they do? What's good, what's bad, and how do we get the best out of the bottle janglers?!?
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- Death Guard
- Unit of the week
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++Thousand Sons Unit of the Week++ ++Sicaran Battletank++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing The Standard Sicaran - once an amazing unit seen in many lists, it's not seen too often now - do you have one and how do you run/use it? What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
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- Thousand Sons
- unit of the week
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Tactics for Units - Repentia; Sisters and Mistresses Welcome back to Tactics for Units, my multi-part series on Adepta Sororitas tactics, for Adepta Sororitas units. This time we’ll be looking at somewhat of a controversial unit in 8th Edition; the Repentia. We’ll also be examining the Mistress of Repentance, as her abilities and fluff mesh so well with Repentia that it’d be more difficult to examine them separately. The Repentia are heavy infantry and light vehicle slayers, and a potentially deadly close combat threat to most anything else. They are lightly armoured, of average speed, and occupy an Elite Slot that is currently more diverse and competitive than ever before. The Repentia are those Sororitas who have committed acts so heinous to the Sisterhood that the only redemption to be found is in a glorious and sacrificial death. Divested of their regular wargear, they wield enormous eviscerators, and hunt down the greatest of threats on the field. The Mistress of Repentance supervises the Repentia, both driving them on to greater fervour, and restraining them from ill-advised assaults, helping to maximise their battlefield effectiveness, and the likelihood of their redemption. Statistics The Repentia have a good, though fairly standard stat line at first glance. It's the same veteran line you'll see on Sisters Superior and on Celestians. Of note is the 2 attacks and Weapon Skill of 3+, as befits a dedicated combat unit. Like other Sisters, the strength and toughness of 3 are a bit mediocre, especially on a combat unit, but leadership 8 is great to help them stick around. And you'll need it, because these ladies have a 7+ save. That's right. They don't even have shirts on. They die easily to a harsh look. The Mistress of Redemption has what you might consider a Canoness-lite stat line. WS and BS are 3+, and she has 4 wounds and 3 attacks. Pretty good! Everything else is standard for a Sororitas character; LD8, Strength and Toughness of 3, a power armour 3+ save. Overall, a nice little character with a bit of heft. Special Rules Repentia share the two standard Adepta Sororitas special rules, Acts of Faith and Shield of Faith. Shield of Faith is very important for Repentia, as it actually gives them a save. Sure, it's only a 6++, but, as it's an invulnerable save, you'll always have it, which can't always be said. It's important, but it's not necessarily going to be very useful. Repentia will still die in droves if you're not careful with them. As ever, the 1d6 Deny the Witch exists. It might happen. Probably won't. But you never know! Acts of Faith is going to be roughly as useful to Repentia as it is to most other Sororitas units. Of particular note, Hand of the Emperor’s extra move phase would really help position the Repentia where they need to be to do the most damage, and Spirit of the Martyr can help patch up the fact that this squad will be taking considerable losses. Repentia are also one of the few Sororitas units that might want to use The Passion, as their strength is certainly in the assault, so why not double up on that? And it's a fight phases free of retribution, which definitely sounds good for the paper thin ladies. Just remember that you need to already have the unit engaged in assault to use this one. The Mistress of Repentance has the shared rules Acts of Faith and Shield of Faith, and a couple of her own. Shield of Faith means the Mistress will always have that 6++ save, and given she actually has an armour save to speak of, she might survive long enough to pass the one 6++ roll she might have to make. The Deny the Witch is not likely to come up, but maybe it'll work. There's always a chance. Acts of Faith are, as ever, always going to be wonderful. Hand of the Emperor could allow the Mistress to keep up with her Repentia charges, which is a perennial issue with 8th Edition and unit specific buff characters like her. With the random nature of charges and Advancing, a unit can quite easily get pulled out of coherency with their buffing character or vice versa. Hand of the Emperor helps rectify this. Avoid Divine Guidance, as her shooting is lackluster and you are almost guaranteed a better use of your Faith. As with any multiwound model, Spirit of the Martyr is great to keep her wobbling along the battlefield a little longer. Like the Repentia, The Passion is worth a look, as an extra chance to deal out her lovely 3 attacks is certainly nice. The Mistress’ other special rules are Angelic Visage and Driven Onwards. Angelic Visage allows the Mistress to reroll failed Shield of Faith invulnerable saves. Ooh yes please. Statistically, this boost the likelihood of passing the save to 30%, which is almost as good as having a 5++. Driven Onwards is the Repentia-specific buff rule you're probably bringing the Mistress for. It allows <Order> Repentia to reroll Advance, Charge, and To Hit rolls. It's a 6” bubble, but notably does not affect the Mistress, as she lacks the Repentia keyword. With a 6” bubble, you could potentially get several Repentia within range at a time. Equipment Repentia have exactly one piece of equipment; the Penitent Eviscerator. Don’t be fooled by the eviscerator title, this isn’t the beastly queen of close combat that the Canoness can take. This is still good, don’t get me wrong, but in a very different sense. Strength x2, AP-2, and 2 Damage is great, and in many ways more reliable than a standard eviscerator, but losing out on the AP-4 hurts a bit. The 2 Damage helps rectify things, though, as it is something reliable on what is often an unreliable platform. Attacking with these gives a -1 penalty to hit, so it’s good Repentia have WS3+. The Penitent Eviscerator means that Repentia are perhaps best in the role of heavy infantry and light vehicle shredding. The Mistress of Repentance has Neural Whips, and both Frag and Krak grenades. The Neural Whips are AP-2 power weapons that grant a +1 to wound if the target unit’s highest leadership is less than 8. Which is great. It doesn’t work on Vehicles, though, so she’ll be striking at her mediocre S3 against tanks and Space Marines. Overall, a solid enough weapon, and she has 3 Attacks to actually make use of it. It’s important to remember frag and krak grenades, of course, as she doesn’t have any other ranged weapons, so if you’re within 6”, have her chuck one. Frag is useful if you’re against T3-5, and if you can hope to force a few failed saves. The low strength and lack of AP can be annoying, though, and there’s always the chance of rolling a 1 for the number of shots. The Krak grenade runs the risk of just outright missing, but against most things it’ll be wounding on a 3 or better, and d3 damage can really help take out an annoying character or vehicle. Tactics Repentia hit hard, but they’re fragile as anything. With that, and their average move stat in mind, they really need a transport. Either a Rhino or an Immolator will do you well, though my money's on the Rhino, as the Immolator’s weapon can make it tempting to shoot, when you really need to be Advancing across the battlefield. Barrel across the field, drop them off, and have them charge something valuable. Don’t expect them to survive after this, though. Alternatively, you can use them as a counter-charge unit in your backfield. You’ll still want to put them in a vehicle, though. The Mistress of Repentance is almost an Auto-Take with the Repentia, as rerolling to hit rolls alone is worth the ticket price, but rerolling charges really helps guarantee the Repentia will be charging where they need to be. She’s also comparatively good at clearing chaff that might slow down the Repentia. I’ll be honest here. I haven’t used Repentia very much, and when I have, they certainly haven’t impressed me. I’m not entirely sure how to recommend their use. As such, I’m just going to throw open the floor to the community. How do YOU use Repentia? What do you think of them?
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- Tactics for Units
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++Thousand Sons Unit of the Week++ ++Daemon Prince++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the former key unit for most Chaos Builds, the Daemon Prince. You don't see too much of this guy in Thousand Sons lists, despite being perhaps the best melee option available to us. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
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- Thousand Sons
- Thousand Sons unit of the week
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++Thousand Sons Unit of the Week++ ++Chaos Contemptor Dreadnought++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the mainstay of many tournament lists for the past year, the contemptor dreadnought. We mainly saw this with dual volkite culverins, but how would you use yours? What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
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- Thousand Sons unit of the week
- Unit of the week
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++Thousand Sons Unit of the Week++ ++Leviathan Dreadnought++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing Leviathan Dreadnoughts. A bit weaker than they were at the start of 8th where they seemed to dominate the game, these big beasties are still pretty strong. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
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