Tactical Command
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Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=31923
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Author:  PFE200 [ Thu Dec 08, 2016 1:44 am ]
Post subject:  Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)

Hi ALL,

Well we manage another game of epic. It was 3000 point per side and it was between Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)
I played the Thousand Sons (6.1.2) and Jeff Played the Biel-Tan Craftworld (v4.2)

Link to Thousand Sons (6.1.2)..
viewtopic.php?f=82&t=30250&start=60

Changes tested..
Dropped the rubric rule
AHRIMAN'S CHOSEN
SCARAB OCCULT

Link to AAR..
http://pfe100.blogspot.com.au/2016/12/t ... l-tan.html

Author:  Ole [ Thu Dec 08, 2016 9:59 am ]
Post subject:  Re: Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)

Thank you for the report. Always got to see them against elder.

Ole

Author:  PFE200 [ Thu Dec 08, 2016 10:57 am ]
Post subject:  Re: Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)

Thanks for reading ;D

Author:  Tiny-Tim [ Thu Dec 08, 2016 11:06 am ]
Post subject:  Re: Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)

Thanks for the report. Interesting feedback and the two teleporting formations scare me.

Author:  PFE200 [ Thu Dec 08, 2016 12:45 pm ]
Post subject:  Re: Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)

Thanks for reading...Oh they are fun,.. I just wish AHRIMAN'S CHOSEN had rally earlier.. ;D

Author:  Geep [ Thu Dec 08, 2016 3:25 pm ]
Post subject:  Re: Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)

That was insanely tough- the combination of such resilient infantry able to appear almost anywhere, which are fearless and will rally on a 4+, followed by a SR of 5 and able to summon daemons... you just can't catch a break (bad pun...). If I hadn't have been lucky to win initiative turn 2, the game would have been over pretty much there. Having the game go to a points count would never be in my favour when it's so hard to dent those units.

I did play like a bit of a muppet at times though- I completely forgot about daemons, which extended the TS assault range and cost me my Shining Spears. Similar with the Jetbikes. I also completely forgot about the Rangers until turn 4, when they could have seriously helped against the teleporting shenanigans. It occurred to me to set up crossfires- which would have been easy to achieve- then I didn't, because... no idea.

I'll get you next time Greg :p

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