Can't say enough about how much I enjoyed this game, and how much I appreciate the chance to play with such a great opponent. Thank you very much, Far East Wargaming.
Was great to have you featured on the channel. We'll try to get some more games in while you're in town. Maybe some Aeronautica which you mainly focus in 😉
Great game, as always. I love seeing thousand sons on the table and I'm really keen to see how a strong general, like yourself, ends up running them. We need more thousand son representation! Thanks for the content. Keep it coming!
@@fareastwargaming So figured i would share this with you all. I found a hilarious wombo combo for Tsons that worked stupid well. You can run it as a death star or as 2 seperate squads Death star build Preator in Tartar sauce Armor Combi Volkite, Telepathy, Master of Prospero (the 3d6 drop the highest casting trait) Esoterest in tartar sauce, power sword, force sword(Or axe dealers choice here), Pavoni Esoterest in tartar sauce, power sword, force sword(Or axe dealers choice here), Pavoni Ammitara Ocult Squad about 7 of them. Apothecary with volkite to go with the squad Tech marine with volkite to go in the squad (Optional) You throw them all into a single unit, which you can do because you are attaching the apoth to the occult squad and the characters are joining that squad so it does not break any rules You then abuse Mind song from the Ammitara squad to give all the range weapons Rending 4+ ignore cover, and the 2 esoterests get assault 12 S5 AP5 deflgate void darts So you can run around the board with a 10 inch movement because of pavoni, shooting out 24 rending 4+ deflagate shots not to mention the sniper shots, and volkite shots coming from the preator and the apoth and possibly the tech marine Alternativly you can run 2 squads of the occult with an esoterest in there to spread it out, you are just gambling on getting the power off and not popping your self. Against 2+ 5++ you can get like 11 wounds through a turn, and because of how mind killer is worded it seems to last the entire turn, not just the player turn.
Yes. Another rules forgotten in the fog of war of a first time World Eaters player. Great catch. Something we will also make note of for future. Really appreciate people pointing these out, cause it highlights the rules/issue so we're aware of it in the future.
You are right. So the Command Squad toughness would not have been over the Instant Death threshold in the WE turn. Thanks for pointing that out. We'll remember it for next time.
Yeah, dice are fickle. He had some REALLY good rolls, but also some bad ones. Same could be said for the TSons. 12 inch charge. No hits by command squad...
You are correct for Biomancy. I believe that we got some confusion here because we had been also discussing the TSons Arcana (Raptora) which remains active until the start of the players next turn. It might have made some difference in one of the shooting phases. But, the Command Sqaud combat went SO badly for the TSons that I don't think it had any impact. Thanks for pointing it out. We'll take extra care next time.
So you’re saying that if i manage to trick my wife into a vacation in Malaysia and heresy army just happens to mysteriously fall into my luggage i can play heresy in Kuala Lumpur!?
Can't say enough about how much I enjoyed this game, and how much I appreciate the chance to play with such a great opponent. Thank you very much, Far East Wargaming.
Was great to have you featured on the channel. We'll try to get some more games in while you're in town. Maybe some Aeronautica which you mainly focus in 😉
Crimson Path represent!
A new batrep to enjoy with my breakfast! Will be a winner as always for sure. Thank you for what you and the fellas at Far East Wargaming do.
Great way to start a Monday right 😁
Great game, as always.
I love seeing thousand sons on the table and I'm really keen to see how a strong general, like yourself, ends up running them. We need more thousand son representation!
Thanks for the content. Keep it coming!
They'll be feature more in the coming months, don't you worry. They are sneaky powerful in Zone Mortalis though.
Thanks team, cool battle report!
Thanks for watching. Glad you liked it
Thanks guys!
Our pleasure!
Then i see Thousand Sons i always get happy! Love the army. My friend did rock a gunline with 4+ invulnerable bubble
There are some crazy combos you can do with TSons. But with the good, does come the bad.
@@fareastwargaming So figured i would share this with you all. I found a hilarious wombo combo for Tsons that worked stupid well. You can run it as a death star or as 2 seperate squads
Death star build
Preator in Tartar sauce Armor Combi Volkite, Telepathy, Master of Prospero (the 3d6 drop the highest casting trait)
Esoterest in tartar sauce, power sword, force sword(Or axe dealers choice here), Pavoni
Esoterest in tartar sauce, power sword, force sword(Or axe dealers choice here), Pavoni
Ammitara Ocult Squad about 7 of them.
Apothecary with volkite to go with the squad
Tech marine with volkite to go in the squad (Optional)
You throw them all into a single unit, which you can do because you are attaching the apoth to the occult squad and the characters are joining that squad so it does not break any rules
You then abuse Mind song from the Ammitara squad to give all the range weapons Rending 4+ ignore cover, and the 2 esoterests get assault 12 S5 AP5 deflgate void darts
So you can run around the board with a 10 inch movement because of pavoni, shooting out 24 rending 4+ deflagate shots not to mention the sniper shots, and volkite shots coming from the preator and the apoth and possibly the tech marine
Alternativly you can run 2 squads of the occult with an esoterest in there to spread it out, you are just gambling on getting the power off and not popping your self.
Against 2+ 5++ you can get like 11 wounds through a turn, and because of how mind killer is worded it seems to last the entire turn, not just the player turn.
Thousand Sons nice!
Great report.
BTW were you discarding the first casualty from each WE unit per phase as per the Crimson Path?
Yes. Another rules forgotten in the fog of war of a first time World Eaters player. Great catch. Something we will also make note of for future.
Really appreciate people pointing these out, cause it highlights the rules/issue so we're aware of it in the future.
Great Batrep. The biomancy power is only for the players turn however (sadly)
You are right. So the Command Squad toughness would not have been over the Instant Death threshold in the WE turn. Thanks for pointing that out. We'll remember it for next time.
World Eaters general-- toss those dice!!
Yeah, dice are fickle. He had some REALLY good rolls, but also some bad ones. Same could be said for the TSons. 12 inch charge. No hits by command squad...
super minor, but unless I am missing an FAQ somewhere, Biomancy's augmentation only lasts for the player turn not the full round
You are correct for Biomancy. I believe that we got some confusion here because we had been also discussing the TSons Arcana (Raptora) which remains active until the start of the players next turn. It might have made some difference in one of the shooting phases. But, the Command Sqaud combat went SO badly for the TSons that I don't think it had any impact.
Thanks for pointing it out. We'll take extra care next time.
So you’re saying that if i manage to trick my wife into a vacation in Malaysia and heresy army just happens to mysteriously fall into my luggage i can play heresy in Kuala Lumpur!?
Most certainly! If you somehow manage to conjure both these miracles together let us know! 😁