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Akhenaten's Thrallband

- - - - - Thousand Sons DIY Tzeentch Rubrics Scarab Occult

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31 replies to this topic

#26
Kelborn

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It was burried beneath a ton of different Primaris chapter ideas, tbh.

 

But I made up my mind and decided to return and get my renegade, still loyal, TS chapter done. ;)


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Brotherhood of the Lost - The Icarion Insurrection: http://www.bolterand...od-of-the-lost/


This is my mod voice. There are many like it, but this one is mine. My mod voice is a means to an end.

Let us avoid it, alright?


#27
WarriorFish

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That's great, I look forward to seeing them :D


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Painting Oaths Completed:
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In the grim predictability of online 40k, there can be only Sun Tzu quotes

SM Cataphractii | IG Stormtroopers | CSM Dreadbrute | =][= Hospitaller | AM Armigers | DE [Repaint] | TSons Rubrics

#28
Kelborn

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Don't expect any models.
I'm a fluff writing nerd, nothing more. :P


Posted ImagePosted ImagePosted Image




Brotherhood of the Lost - The Icarion Insurrection: http://www.bolterand...od-of-the-lost/


This is my mod voice. There are many like it, but this one is mine. My mod voice is a means to an end.

Let us avoid it, alright?


#29
WarriorFish

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Tester Rubric now finished:

 

gallery_30308_15068_40590.jpg

 

I now have enough models to field a 10 man squad with the SRC, or two 5 man squads - getting closer to that battalion thumbsup.gif


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Painting Oaths Completed:
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In the grim predictability of online 40k, there can be only Sun Tzu quotes

SM Cataphractii | IG Stormtroopers | CSM Dreadbrute | =][= Hospitaller | AM Armigers | DE [Repaint] | TSons Rubrics

#30
Arkaniss

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Another model added to the Thrallband :) Getting to a legal battalion done will be great - then you can start on the more fancy models!


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#31
WarriorFish

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New models got their game in with the Sunder, batrep is here thumbsup.gif Bit of a mixed bag for the TSons here, while I got a lot of powers off which was a big improvement on last time to buff my units I then proceeded to roll terribly making it moot tongue.png

 

With so much combat around (including from me) it is a bit difficult to get them into a decent position to count. Plus Rubrics don't like being in combat so don't want to be too close to it, but that's not something you usually get to choose...

 

I think things will be better when I get a proper force going, as then I can make use of redeployment tricks and such along with more comprehensive lists and plans. Options are limited when you're starting out after all! Once I get the Rubrics done and add the Scarabs I'll need to look to heavy hitting, so maybe a couple of Helbrutes for some big guns?


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Painting Oaths Completed:
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In the grim predictability of online 40k, there can be only Sun Tzu quotes

SM Cataphractii | IG Stormtroopers | CSM Dreadbrute | =][= Hospitaller | AM Armigers | DE [Repaint] | TSons Rubrics

#32
WarriorFish

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Time for another batrep or two, this time the Thousand Sons march to war alone! biggrin.png With the arrival of the SRC my KT is now ready, so he gets his first couple of games in smile.png

 

Kill Team

Taking Prisoners

Thousand Sons vs GSC Game 1

 

The mission is to take prisoners, setting up in opposite corners. Tzeentch has little use for the pawns of others so the Rubrics are tasked with their destruction - any required information can be gleaned from them in other ways...

 

I deploy conservatively given the numbers difference (12 vs 5), plus I want to try and avoid combat for at least a turn or two if possible. Added on they're not short of some fire power of their own in the mining laser. The flamer and a bolter deploy near the centre behind ruins, with the Sorcerer a behind. The SRC and accompanying bolter hang back for a more commanding view. My opponent sets up the heavy stubber and laser similarly, with the rest of the gribbly horde up against cover.

 

Tzeentch smiles on his chosen and first turn is mine! I move the Sorcerer up a bit behind the other forward elements, and the rearguard moves up a little for a better view. The Psychic phase goes well, killing a cultists and wounding another (a 6 for the Icon of Flame). Weapons fire does ok, while I can't muster much it is quite effective when it gets through so I can plink off some more wounds.

 

In return my opponent advances up with most of his forces, and the long range hinders his shooting enough for what makes it through to bounce off ceramite.

 

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Fickle as he is, Tzeentch grants my opponent the first turn this time. He's somewhat cautious as he needs to move into position a bit better, but has time as I have made no effort to move up to catch prisoners so all that is needed is one in combat pretty much and he has the tools to do it. Fortunately Tzeentch is still looking out for me as my opponent fumbles what charges were attempted, and the supporting gunners can't score any hits!

 

My turn is quite brutal. A hybrid explodes outright to the Sorcerer's psychic might, and the Icon of Flame matches it! With closer targets my shooting fares better and cultists are starting to drop... I play a stratagem to roll 2D6 picking the highest for the warpflamer and it does well - a great turn that gives me the firm advantage...

 

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My opponent has been badly bloodied, but with such a small team against him the nature of KT can easily turn this around especially with the mission. Unfortunately the fates Tzeentch is not so kind and I claim the first go once more. The forward pair move up for a better view, and the Sorcerer peers through a window.

 

Psychic might once more obliterates a cultist, and the Icon of Flame goes off again to score a flesh wound. As the inferno weaponry punches into weak flesh vital models go down as my opponent's dice apparently give up the fight... Fitting then that the mauled survivors of his KT do the same! A punishing victory to the Thousand Sons!

 

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It was a blast to get my TSons going in their first solo game, as well as finally get their KT on the table top. As I suspected they're solid. Not many ways you can really play them unfortunately, but what they do they do well smile.png AP-2 (and better) tore through the cultists whenever I got a wound in so I could be confident of results for the most part when shooting.

 

The psychic power was neat if a bit flavourless, but overshadowed by the Icon of Flame working every time (to think I took it purely because I couldn't spend the points any other way). Tzeentch's favour was doubtless with me, as IoF aside my rolls were average enough but my opponent had some rotten luck in the wrong places (for him).

 

With the larger game next door still raging on, and after the lopsided game we just had my opponent and I agree to have another game:

 

 

Kill Team

Capturing objectives

Thousand Sons vs GSC Game 2

 

This time there are five objectives to capture evenly spread out - worth 2VPs at the end of each round, and the centre one worth 3. A small triangle to deploy in on top means things are looking better for my opponent with plenty of models to capture and still press on me, as well as severely limited deployment options for me. However after last game I'm confident that I have a good enough shot at winning in blood instead msn-wink.gif

 

Luckily I grab first turn, so I can move out of my all but coverless deployment. The warpflamer sprints up behind cover with little else to do, with the rest following up.

 

Once again the Sorcerer casts a cultist straight into the warp, and once again the IoF scores a hit to match! Nobody can believe my luck, but I take this as sure sign Tzeentch will grant me victory tongue.png Perhaps intimidated by the godly favour I have my opponent doesn't close aside with much else than some grunts to keep me busy. The rest fan out to capture objectives.

 

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This is a smart move by my opponent as that is definitely his ticket to victory. My game plan won't change either so it's a race to see if I can break his KT in time! He's ratcheting up the VPs from them such that I don't even try to complete; all my efforts must be to take out cultists.

 

That's not to say that he doesn't have plenty of punch of his own, as the rock grinder and drill move up. It's not an uncontested move though as I can see my opponent is trying to stall me by not committing his forces and holding most in reserve for next turn, so I decide to move up aggressively and make every shot count.

 

I can't stop the nasty CC model waiting, but I can kill his friends and do some stalling of my own. The warpflamer moves up to roast them, taking oe out and wounding another. This is after the Sorcerer fires off some mind bullets but the IoF remains silent for the first time... has Tzeentch's favour gone?

 

gallery_30308_10077_50780.jpg

 

The SRC mows down the mining laser hiding in opposite ruins but otherwise my shooting achieves little, so perhaps that is the case... Things get worse as the combat monster charges from safety and has no problem taking out the warpflamer, set up ready for more mayhem.

 

Everyone knows that the game is likely to be decided when we roll off to see who gets to go first in the third turn - and it goes to the Thousand Sons! I waste no time with my luck and throw my forces in, the Sorcerer charging the rock grinder (or other one, whichever it was?). He doesn't get chance to swing though, as his psychic might takes his opponent down outright and - you guessed it - the IoF flickered to life once more to inflict further pain!

 

Faced with the additional onslaught of inferno bolts my opponent's KT falls like wheat before the scythe and this is compounded when he rolls very high and his team breaks. Another victory for Akhenaten's thralls!

 

 

After all that, seems my opponent still couldn't compete with Tzeentch's favour! KT is perhaps the perfect game for Tzeentchian armies given its nature very much reflects the god msn-wink.gif This day it was me with the dice gods on my side, who knows for the next one? It has compounded my view that numbers are not as good in KT as in 8th Ed, as it does a better job of balancing it out. In some ways I think it's harder as those nerve tests can quickly become brutal once you start losing models.

 

It's one of the reasons my Guard KT is languishing until I get more Stormies done, but for more elite armies like Thousand Sons you can really stretch your dusty legs out smile.png With their resilience and weaponry I felt like my Rubrics were quite a formidable foe, where the faceless numbers were very much outclassed and had to ply their own advantages well to counter. If only it felt the same in 40k!

 

I'm looking forward to next game with them, and even after the extended break from KT we're getting a lot better at remembering and using the rules biggrin.png


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Painting Oaths Completed:
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gallery_30308_3239_42.gifgallery_30308_3239_102.gifgallery_30308_3239_42.gif
In the grim predictability of online 40k, there can be only Sun Tzu quotes

SM Cataphractii | IG Stormtroopers | CSM Dreadbrute | =][= Hospitaller | AM Armigers | DE [Repaint] | TSons Rubrics





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