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Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)

 Post subject: Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)
PostPosted: Thu Dec 08, 2016 1:44 am 
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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

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 Post subject: Re: Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)
PostPosted: Thu Dec 08, 2016 9:59 am 
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Thank you for the report. Always got to see them against elder.

Ole

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 Post subject: Re: Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)
PostPosted: Thu Dec 08, 2016 10:57 am 
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Thanks for reading ;D

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Greg

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I'm human and not a !@#$%^# Robot..


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 Post subject: Re: Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)
PostPosted: Thu Dec 08, 2016 11:06 am 
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Thanks for the report. Interesting feedback and the two teleporting formations scare me.

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 Post subject: Re: Biel-Tan Craftworld (v4.2) and Thousand Sons (6.1.2)
PostPosted: Thu Dec 08, 2016 12:45 pm 
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Thanks for reading...Oh they are fun,.. I just wish AHRIMAN'S CHOSEN had rally earlier.. ;D

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Greg

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Not against change, so long as it done fairly and no one is left behind....

I'm human and not a !@#$%^# Robot..


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