This week we welcome discussion of the Cult of Time.
I joked on my blog that this is the Cult of the Timex. (Anyone remember those ads? Takes a lickin' and keeps on tickin'?) See the Relic for details!
Psychic Power: Time Flux
Warp Charge: 5
If manifested, select one friendly CoT INFANTRY within 6". You can return 1 destroyed model back to play with all wounds remaining. If the UNMODIFIED test was a 9+, return up to D3 models instead.
If only we could take Obliterators, right? That would be abusive I suppose... kind of like restoring a dead Grav Centurion would be... wait a minute.... Anyway, the power is good, solid and there's not a lot of hidden value in it. This is straight up a fun power that works well with big squads, or multiple squads of multiwound models, especially Scarab Occult Terminators. I myself have not, in 6+ games, had more than one model come back, but it's possible. Just keep in mind that this can only happen on an unmodified test of 9+. I hear a few guru's online talking about manipulating the result for additional models.
It's good to see a nice, low cost Cult power. This makes it more plausible for your Scarab Occult Sorcs to use this instead of smite, since they should all know the ability anyway.
Warlord Trait: Immaterial Echo
If this warlord manifests a power with result of 9+, this Warlord can attempt to cast another power. (Up to once per phase).
Another play on the "9+" cast bonus. Except this time it can be a modified result. This is pretty liable to proc with Cabal in place, or simply re rolling 1's (via Magnus, etc). I've had it pop up once in a while, and usually it's a Smite that comes into play for 'free'.
Sorcerous Arcana: Hourglass of Manat.
The first time this model with the Relic is destroyed at the end of the phase, return this model with D3 wounds remaining, as close as possible to its previous position. More than an inch away from enemy models.
This is powerful. I've used this on a Daemon Prince and when your opponent knows this, it can have a psychological effect on how they approach him. The reality is it can be tricky. That is to say dying in your opponent's shooting phase, could simply mean getting back up, and dying in his Assault Phase.
As a side note, I've had it ruled in tournaments that IF this kind of power is on your warlord, then the first time he dies it does award your opponent Slay the Warlord. So please check with your local TO for this ruling.
Overall Cult of Time is worth taking. There's some value in using this in certain lists over others, but again the sticky situation that is our "cult / detachment" restriction makes it tricky. Are you going to include your Scarab Occult in your CoT to heal them? Or are you going to include them in... Duplicity to hop them around the board? Tough call.
Unfortunately most of these Cults will have the same decision making challenges since the design is not all inclusive. Nevertheless the ability to take a small detachment with a Sorc HQ, and at least one squad of Scarab Occult seems valid.
What do you think? Is there a better use of it? Better units to benefit from it? Or is this never going to see play in your lists? Let's hear what you think of CoT.
Edited by Prot, 28 January 2020 - 02:38 PM.