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9 minutes ago, Indy Techwisp said:

 

TSons tomorrow.

Let's see if they put Brayherd in the Codex or the left it for this.

I’m sure every TS player is looking forward to their new Tzaangor detachment :devil:

56 minutes ago, AutumnEffect said:

 

I don't hate it, I just have to wonder if anyone really owns that many Warriors. 

 

Considering how good they were in... 9th? 8th?  It's all a bit of a blur now but at some point during the last two editions they were absolutely bananas and it was normal to see a lot of them.

 

This feels like a gimme to those players who went whole hog into warriors. It looks fun; so far the grotsmas stuff has nailed the feeling (tho DA did get kind of a meh detatchment).

Edited by DemonGSides

The Tyranid Warriors detachment is a bit stronk. You can max on everything just below 1700 points, and that's a LOT of bodies and wounds. 

 

Theoryhammer has me looking at 6 melee squads and 4 range squads and then various HQs/Tools. 

*announcer voice*

Step right up ladies and gents, come and see the Tzeentchian gamble! Will it be a flock of the ever so "popular" birdmen, something tantalizing and useful, or a complete shocker? Only Tzeentch knows! Place your bets now! 

I'm going to go a bit zany here and say it won't be Tzaangor related. Shoot, lets make it weird and say its something that it somehow enhances and favors vehicles/daemon engines. Magical mechanical mayhem. 

Either way, so far all the advents have been decent to great and not throwaway and I hope the trend continues for everyone. 

The latest leak shows the T'sons detachment as hexwarp thrallband. I cant find anything online for hexwarp to try and narrow it down but it doesn't seem to sound very tzaangor. 

RDT_20241203_1535464388279516341828642.jpg

With so few units in the 1K Sons codex, it is hard to imagine what aspect they will try to play up. Thralls implies something lowly which I suppose could be Tzangores. Or maybe something focused on blocks of infantry rather than sorcerers.

41 minutes ago, Karhedron said:

With so few units in the 1K Sons codex, it is hard to imagine what aspect they will try to play up. Thralls implies something lowly which I suppose could be Tzangores. Or maybe something focused on blocks of infantry rather than sorcerers.

Thrallbands are typically used for names of the groupings of a collection of T.sons. Like the blades of magnus, brotherhood of dust, disciples of ash, etc.  Think of Thrallband more like a company within a chapter. Thrallband is often interchanged with warband as well. 

When I see "hexwarp thrallband" I don't see any particular focus on certain units other than rubrics and sorcerers. 

The closest thing I can think of is the Hexfire box that featured the new (at the time) Infernal Master. Hex being the only shared word, maybe these guys will have significance. OR maybe its meaningless.

 

Edited by Ahzek451
1 hour ago, Ahzek451 said:

Thrallbands are typically used for names of the groupings of a collection of T.sons. Like the blades of magnus, brotherhood of dust, disciples of ash, etc.  Think of Thrallband more like a company within a chapter. Thrallband is often interchanged with warband as well. 

When I see "hexwarp thrallband" I don't see any particular focus on certain units other than rubrics and sorcerers. 

The closest thing I can think of is the Hexfire box that featured the new (at the time) Infernal Master. Hex being the only shared word, maybe these guys will have significance. OR maybe its meaningless.

 

Maybe the Detachment Rule is a variation on the Thrall Wizards thing TSons used to have, so maybe it gives Normal Sorcs the "You can join a unit already led by X" thing?

Either that or this is our Cult of Duplicity teleportation shenanigans Detachment.

Edited by Indy Techwisp
1 hour ago, Ahzek451 said:

Thrallbands are typically used for names of the groupings of a collection of T.sons. Like the blades of magnus, brotherhood of dust, disciples of ash, etc.  Think of Thrallband more like a company within a chapter. Thrallband is often interchanged with warband as well. 

When I see "hexwarp thrallband" I don't see any particular focus on certain units other than rubrics and sorcerers. 

The closest thing I can think of is the Hexfire box that featured the new (at the time) Infernal Master. Hex being the only shared word, maybe these guys will have significance. OR maybe its meaningless.

 

In that case, I imagine it’ll be something similar to what we see TSons doing in the Space Marine 2 video game. They warp around after you’ve hit them a few times. So maybe a detachment focused on movement shenanigans and debuffing enemy “senses.”

3 minutes ago, jaxom said:

In that case, I imagine it’ll be something similar to what we see TSons doing in the Space Marine 2 video game. They warp around after you’ve hit them a few times. So maybe a detachment focused on movement shenanigans and debuffing enemy “senses.”

Sounds like Cult of Duplicity's ballpark then

24 minutes ago, jaxom said:

In that case, I imagine it’ll be something similar to what we see TSons doing in the Space Marine 2 video game. They warp around after you’ve hit them a few times. So maybe a detachment focused on movement shenanigans and debuffing enemy “senses.”

Good point, when I was playing I often considered how GW would reprent this rule-wise. And it would be fitting to match the game....but then what comes to mind is a simple -1 to hit against rubrics or consolidation move or something like that. 

Edited by Ahzek451
1 minute ago, Ahzek451 said:

Good point, when I was playing I often considered how GW would reprent this rule-wise. And it would be fitting to match the game....but then what comes to mind is a simple -1 to hit against rubrics or consolidation move or something like that. 

 

Almost certainly would have a Strat to do a reactionary move to an opponent moving nearby, like the Dominions have in SoB.

 

I could see Ubralific Crystal reappearing in this Detachment too if it's a teleport focused one, which would Herald it's removal from Cult of Magic come the Codex.

Detachement brings back the psychic phase and 30 minutes of mortal wound allocation, and I stop playing one of the guys in my gaming group for a year.

Idk, +1 to wound helps out pretty much everyone but Ahriman and Magnus be at least useful. 

 

I think it's fine. Their basic detatchment is so flipping good that you probably stick with it though unless you're building for fun. 

Edited by DemonGSides
34 minutes ago, Tichinde said:

well, at least its not Tzaangors but i don't think its going to tempt us away from the current detachment.

Not too impressed either.

 

Also not a fan of the many conditional rules in that detachement. Imho those are a major contributing factor of what makes 40k so slow and convoluted.

Seems to be significantly weaker than their base detachment. I know we are only 4 days in but so far these new detachments are definitely hit-n-miss. Nids and Deathguard get legitimately interesting new ways to play that are usable, if not OP. Dark Angels and 1K Sons though look like interesting ideas but just too weak to be worth bothering with.

32 minutes ago, Karhedron said:

Seems to be significantly weaker than their base detachment. I know we are only 4 days in but so far these new detachments are definitely hit-n-miss. Nids and Deathguard get legitimately interesting new ways to play that are usable, if not OP. Dark Angels and 1K Sons though look like interesting ideas but just too weak to be worth bothering with.

 

From a fluff standpoint, the Dark Angels detachment is actually really cool. It encapsulates what the 1st and 2nd company do in the lore.

 

From that standpoint I would say it is a good addition just to give people a way to play the fluff and have some kind of official rules to do it.

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