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https://www.dakkadakka.com/wiki/en/Ahriman_Tactica

 

Thanks for reading and input is great.. Lots of test games and very little sleep.

 

Will update as I play more opponents besides just Space Marines, Eldar and Deathguard.. and of course after bigger games than 1500pts

 

Disc is a waste of points for Ahriman, this I promise you. You get caught with your pants down and start taking the 4+ Invulnerable, you'd wish you were still Infantry for the re-roll 1s

 

The only way it might be good is if you cast Warptime on yourself after doing Infernal Gaze and Smite and zip outta there.. But thats not promised.

The game is very smooth. Every game I have played so far, small and large, has seen a LOT of Falling Back from combat. I love it. It's great to see, and means more stuff dies fast. My biggest gripe with 40k in every edition since 3rd was being stuck in combat and watching 10 tactical marines and 10 tactical marines stay in combat with each other all game. No more.. PLUS units hit easier now. Rubrics were hitting characters on 3+ in melee.. Think twice before you put a lone character in there. Rhinos were charging, sorcerers were falling back, it was just awesome man. 

 

Dedicated combat units are scary for elites. Scarab Occult think twice about letting something with -3 AP and 3 damage get in there (Typhus)

 

Rhinos are super durable compared to before. Put it this way, lascannon hits a rhino and does 6 damage.. Ok, it's not as effective but guess what. In that situation, it's not First Blood and it's not out of the game completely.. 

 

Rubrics are appropriately costed. That said, Mortal Wounds is their biggest problem.. Be sure to have sorcerers scattered about in order to deny enemy powers. At range, Rubrics are all but immune to damage from the Plague Marines in the starter box. The Primaris Incessors keep the Rubrics at 3+ save. The Rubrics were taking 4+ Invulnerables (re-rolling 1s with Exalted nearby) vs. the Primaris Hellblasters. He had to overcharge them to get more damage but even then it was still 5++ re-rolling 1s..... 

 

Scarab Occult Terminators are incredible. Being able to splitfire the missiles is nice. 4" movement sucks. This is the only gripe I have regarding the Rule of One.. You get a single Warptime cast per turn, but have lots of units to move. This is why Rubric Marines are needed. Sure, the SOTs can teleport in where you need the, but their mobility is DEAD after that. At least the Rubrics can take the Rhinos for cheap and get more coverage on the table.

 

My opinion is very high of these rules and I will definitely be running an event at the end of the month.

Since the spawn aren't held in reserve or summoned or deepstrike I dont think points must be paid for them. How would you do it advance anyway not knowing how many you might get, plus points were paid for the model. The opposing player paid the points and it became your unit in spawn form :)

https://www.dakkadakka.com/wiki/en/Ahriman_Tactica

 

Thanks for reading and input is great.. Lots of test games and very little sleep.

 

Will update as I play more opponents besides just Space Marines, Eldar and Deathguard.. and of course after bigger games than 1500pts

 

Disc is a waste of points for Ahriman, this I promise you. You get caught with your pants down and start taking the 4+ Invulnerable, you'd wish you were still Infantry for the re-roll 1s

 

The only way it might be good is if you cast Warptime on yourself after doing Infernal Gaze and Smite and zip outta there.. But thats not promised.

 

 

But people have cited it to me, and I thought I read a side bar on Aura abilities always affecting the character emitting the aura.

Since the spawn aren't held in reserve or summoned or deepstrike I dont think points must be paid for them. How would you do it advance anyway not knowing how many you might get, plus points were paid for the model. The opposing player paid the points and it became your unit in spawn form :smile.:

 

Yea that's the way I see it too. Logically it's a chance of something happening. That would be like demanding a Necron Player pre-paying for every Necron Warrior that MAY get back up from Reanimation Protocols.

Keep in mind the example given only talks about Death Guard. The rule I was using in the Tactica affects "Thousand Sons Infantry"

 

You can be a Thousand Son and not be infantry, sure, but it means you won't benefit from Lord of the Thousand Sons.

 

Am I reading too much into it? It seems very clear to me and I am putting a lot of importance on that Infantry keyword.

Since the spawn aren't held in reserve or summoned or deepstrike I dont think points must be paid for them. How would you do it advance anyway not knowing how many you might get, plus points were paid for the model. The opposing player paid the points and it became your unit in spawn form :)

Right now I'm on the fence with using Magnus or not. He allows some nice Prescience shenanigans for 2+ reroll hits, but so will a lord. He has a lot of wounds but can't hide anywhere except combat, and who's going to stand toe to toe with the big red machine?

 

I don't know what I want in my list yet and these little things are making it difficult!

I have no real problem with Magnus now. He's priced about right, and no, I still would not want to tangle with Guilliman and Fly isn't what I hoped it would be, however his synergy with Thousand Sons finally makes sense in this edition

 

The penalties of the Psychic phase just seem like they will kick us hard on an unlucky game.

 

Speaking of Psychic ability if you are engaged, or falling back, can you still use Psychic powers?

I haven't seen anything stopping a psyker from using a power other than if he has used up all his attempts......

 

The one thing that came up in my games so far is this:

 

If I have a sorcerer with a bolt pistol and there is another sorcerer within 12" in combat with an enemy model.. Can I shoot the bolt pistol at the enemy model? If it was the same situation within 1" I am sure I can do it.. The wording was just weird, or I didnt get it.

The game is very smooth. The Rubrics were taking 4+ Invulnerables (re-rolling 1s with Exalted nearby) vs. the Primaris Hellblasters. He had to overcharge them to get more damage but even then it was still 5++ re-rolling 1s..... 

 

 

Hey Arch,  how were the rubrics getting 4+ Invulns?  does All is dust count towards Invulns?

 

Thanks!

 

The game is very smooth. The Rubrics were taking 4+ Invulnerables (re-rolling 1s with Exalted nearby) vs. the Primaris Hellblasters. He had to overcharge them to get more damage but even then it was still 5++ re-rolling 1s..... 

 

 

Hey Arch,  how were the rubrics getting 4+ Invulns?  does All is dust count towards Invulns?

 

Thanks!

 

 

Yes, it says "saving throws" if I recall correctly. 

@Archaeinox

 

The Pistol entry specifically state's that you can fire your pistol at an enemy unit even if there is another friendly unit with 1"

 

If you are in close combat you can fire pistol at the closest enemy unit regardless of your/friendly units distance relationship with the target unit.

Question: Can I attempt to cast a power multiple times, until it succeeds or can I only attempt it once and if that attempt fails I have to wait till my next Psychic Phase?

To my understanding you may attempt it until you succeed as long as each time it's a different Psyker. Someone correct me if I'm wrong please!

  In match play each spell you know can only be attempted once per turn and never attempted by another psyker in your army in that same turn.

 

But doesn't that make Ahriman and Magnus the solo casters of our army again? Why would I ever try to cast stuff with a normal Sorcerer, if Ahriman gets +1 to his attempts? Other than Ahriman not being in range of course. 

 

Edit: Reading the rule again, it seems to talk about that one Psyker can't attempt to cast a power multiple times. "A psyker cannot attempt to manifest the same psychic power more than once in a turn". Let's rephrase it a bit to make it clearer: "He (the Psyker in question) cannot attempt to manifest the same psychic power more than once in a turn". Reading it like this would allow the option that a different psyker may still attempt to cast that power, as long as it is his first try.

You answered your question, sir

 

Remember I have been playing Power Level and points. Aspiring Sorcerers and Scarab Occults are casting anything more than Smite so it really doesnt matter.. Okay, in Narrative Play my Exalted can cast Warp Time as well as Ahriman... That's nice.. but not enough to miss in Matched Play. Just my opinion. In the new edition I have more Aspirings and Scarabs that Exalteds.. It was reversed in 7th ed.

 

I encourage you all to try Narrative missions with the Power Level in your group.

In match play each spell you know can only be attempted once per turn and never attempted by another psyker in your army in that same turn.

I could have sworn it said something to the effect of each power can only be successfully cast once. That's super lame!

 

Well I guess that means I can fit in more Rubrics!

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