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Welcome to the Blood Angels Unit of the Week Series!

Following the release of the 8th edition Codex, there is no better time to discuss all the unique units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield.

Note, this isn't to lament any nerfs, etc, from previous editions, nor to wishlist or discuss other options; the rules are as they are so try to unlock its potential for those who wish to use them all the same.

Without further ado, here's this week's entry:

sml_gallery_62972_10568_1098.jpg Tycho the Lost


What are you thoughts here folks? How best would you play DC Tycho?

What type of list would you run DC Tycho in? Entourage?

How would you get the most out of him having The Black Rage and <DEATH COMPANY> keyword?

How would you best make use of his Warlord Trait, Selfless Valour?
Stratagems?

Over to you - please note that Captain Tycho is discussed here.

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He's cheap and durable, but I just can't see where he would go in a list outside of a very specific themed mission/scenario.  He doesn't appear to provide any useful buffs for those around him, but he lacks the mobility to go off on his own and harass an enemy's back lines.  Cool character in the lore though!

 

Maybe put him with some dudes in a Razorback (or Stormraven)  and then drop him off somewhere along the way.  He's not going to win a duel against an enemy character, but he can still threaten softer targets.  He's just durable enough to require effort to kill and just dangerous enough that you can't ignore him.  

 

That's about as Blood Chalice half full as I can be.  ¯\_(ツ)_/¯

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Tycho the Lost is a legacy character that is at home in narrative campaigns recreating the 3rd War for Armageddon.

But, gun to my head, I could see using him as a cheap HQ to fill in a detachment requirement when I've already got a Stormraven or some other transport in the list. 70 points as a tax is probably worthwhile if you can just chuck him into a transport you're going to be pushing forward with, and let him punch some stuff.

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I see him as a support for foot DC and I play him as such with my mounted DC list. You're going to have things buffing the DC anyway and DC Tycho will benefit from that, but I wouldn't have him at the forefront.

 

In short we've got a 2+ to hit melta gun that (generally) can't be targeted out and/or a D2 boltgun which the DC don't have access to and can be used for cracking shells/weakening stuff prior to charging the gooey innards. Then with a 6" Heroic Intervention he can counter quite nicely.

 

HI is often overlooked and I've been guilty of that but in my last game it proved invaluable at 3" and made my opponents panic last game. At 6" this will be a surprise and if you're DC (or whatever) has been charged (seriously, it does happen) then it can tip the balance.

 

Basically, I see him as effective as an assassin in the grand scheme of things - not game breaking but can do a job provided he has support - which will be there anyway.

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Can attest to Heroic intervention.

 

It's actually one of the dirtiest rules in the rule book - especially in bigger games. As Jol pointed out in our recent Apoc, enemy don't even have to charge or be in combat with your forces, your hero just needs to be within 3" to move into combat (or 6" in our case!)

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