Astra Militarum/Imperial Guard "Wiki"

For the Emperor!

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My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Draconis III, the Imperial Guard...I mean, Astra Militarum regiment trained there, the Draconian Armored Force, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood and Skitarii legions, and perhaps the Titan Legion, Legio Gojira (which will never happen because I don't have money for Forge World Titans).

Oh, and I'll throw in the Thousand Sons from time to time because they're my favorite Space Marine Legion. I refuse to believe that they are Traitors! They're just...ahem...secretly loyal to the Imperium!

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Warhammer 40,000: Gladius - Relics of War Astra Militarum Walkthrough

Okay, everybody. I know there's quite a few videos and playthroughs, but a lot of them take hours just to go through the game. Here is a...

Friday, January 26, 2018

Codex: Tzaangor

Today, Warhammer Community has posted a new article on the new units in Codex: Thousand Sons, and they have confirmed our worst fears. This isn't a codex for the Thousand Sons. It's a codex for Tzaangors. Rage, everyone! Rise up and overthrow Games Workshop for their travesty! How dare they turn our Thousand Sons codex into a Tzaangor codex? We don't want Tzaangors and mutants! Why are Rubric Marines so overcosted?! What's with the missed opportunity with Stratagems?! GRAAAAAH!

Okay, finish throwing your tantrum, Thousand-Son-Sorcererer? Or Warpspy? Well, jokes aside, they do have a point. Looking at the article alone, it seems it's all about Tzaangors now.



We already know about this Tzaangor Stratagem, you posted it on Monday. Not sure why you're slapping it into our faces again...



Anyway, moving on...our Tzaangor Enlightened has three wargear options confirmed. They are mounted on Discs of Tzeentch (yay?), which gives them the Daemon keyword, so you can cast the Discipline of Tzeentch spells to buff them. Yay, I suppose.



Not only that, every hit roll of 6 will cause an automatic wound - in other words, no rolling to wound! It's not a mortal wound, though. But it's a nifty ability that comes with all 3 different wargears, which is as you see below...



Cool, eh? I guess. Oh, and they get buffed by Tzaangor Shamans, who are in the Elites slot. They can cast spells from the Discipline of Change plus they buff Tzaangor units nearby.



Cool! In other words, Tzaangor Enlightened will be doing automatic wounds on hit rolls of 5+! Not enough? Then cast Prescience on them and they'll be wounding on hit rolls of 4+! Can you imagine that?!

Oh, and the new Mutalith Vortex? You have a choice between picking one powerful effect per turn, or roll 2 dice randomly for 2 effects in that turn!



Seems like the Mutalith Vortex usually buffs close combat units. So uh...Tzaangors again? That's what the Warhammer Community article says. To be imaginative, I can imagine combining the Mutalith Vortex with a Maulerfiend and buffing his Strength (they have Mark of Chaos, so if you take a Maulerfiend in a Thousand Sons army, he'll be Tzeentch). Plus he's a great source of mortal wounds! Nice!

But wait...what about the Rubric Marines and Scarab Occult Sorcerers? According the Warhammer Community, our "codex will be a toolbox, allowing you to create any Thousand Sons army you see fit, whether you’re looking to field a traditional force of Rubricae, a coven of warp-fuelled sorcerers" and we will have "new ways to use classic units like Rubric Marines, powerful rules to benefit your Sorcerers, and a dizzying array of psychic powers". But according to Thousand-Son-SorcerererWarpspy and Nintura, the leaks in this video have proven that Rubric Marines suck, that Warhammer Community (and Games Workshop) has lied and disappointed us, and that we will be forced to take Tzaangors and drop Rubric Marines totally in order to be competitive. I don't know...we'll see.

Problems: no ways to mitigate perils, no ways of boosting casting of psychic spells, Rubric Marines and Scarab Occult Terminators remain overcosted (funny, I thought they were cheaper than 7th edition and are pretty durable for their points). Soulreaper cannon can only be taken every 10 Rubric Marines. Exalted Sorcerers can no longer take force swords, but can take a power sword in addition to their force stave...huh? What? Inferno bolt weapon upgrade for a weapon for the cost of 1 Command Point. Hell no. Exalted Sorcerers are the same as Sorcerers except with the re-rolls of hit rolls of ones aura. No discounts apparently (but we seem to have discounts from the Chaos Space Marines codex?). Well, I'll check the codex when I get it, but until then, we'll see.

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