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Tyrant's Legion breakdown; Discussion on the lists options
Topic Started: Aug 19 2012, 12:20 PM (795 Views)
Dono1979
Tyrant
Hi all,

Relatively new to the forum but the main reason which drew me across was the possibility of other people to discuss the Tyrant's Legion list and its units within, plus some tactics and discussions on them.

I have decided that I am going to primarily play TL using my Black Templar and Imperial Guard armies combined as they will both be painted in similar schemes and based the same. I also like the feel of the list a lot better than either current GW codex armies.

Even though the few times I played the TL in 5th I got soundly thumped, I thoroughly enjoyed playing with the fluff of having a massive IG meat shield and a core of Marines that are there to do what needs to be done no matter what the cost. Something that my Templars have been starting to lean towards over the past year or so.

Even in Apoc games I am going to try and stick to the TL list options as much as possible except to field some Caestus Assault Rams and maybe a commandeered Titan from Legio Crucius. Now with the shift in 6th edition and a very strong focus on shooting has come about, I am wondering whether the effectiveness of the Tyrants own may have become a lot better.

Legion Cohorts - squads of 20 marines with the ability to take 4 special/heavy weapons is going to pump out some serious firepower! Four heavy bolters or Missile launchers will just mow own enemy units. Or switch across to Power Weapons and you have the ability to field a squad with 5(!) Power Weapons, 4 of them buried and not on Characters.

Heavy Ordnance Battery - Artillery has received a MASSIVE boost in 6th with their conversion across to a Toughness rating and wounds, then on top of that the TL has access to Heavy Artillery which is 4 Wounds! Throw as many crew on that thing as possible and you have an exceptionally difficult unit to take down which some serious firepower thrown its way. Where as before it was an immobile vehicle that was going to break if you threw a rock at it.

Maelstrom Naval Support - Now that fliers are legal in 40k games, the one element which you couldnt use before in the TL list has now been given the Green Light; Thunderbolts and Lightnings!! These two attack craft provide the list with some potent anti armour firepower, both ground and air, although the bombs have been nerfed, these fliers will provide a valuable asset to the list I think.

Marauder Squads - Although flakey I think these squads could be another valuable tool in the list, with the ability to bring along the brutes as wounds sinks via Look Out Sir plus a variety of other bonuses depending on which Specialist you make them. They can take up to three Power Weapons via the option to equip two regular guys with special weapons, or give them a couple of melta guns for up close and personal anti armour. Lastly you can throw them in an Arvus Lighter as a dedicated transport. Now not the best transport around, but it is a flier and so can get its payload to places quite quickly.



They are the four units which I am really interested in trialing in the new edition as I think that they may have changed considerably in value. With the FOC altered the way it is (4 Elites & 1 Fast Attack), it is clearly obvious that the emphasis is on the Elites. Apart from the Maruaders the options are the Corpse Takers and the Retaliators.

Now the Corpse Taker unit is actually a suprisingly good little close combat unit, with Fell No Pain and a fair bit of Close Combat goodness in it, plus you can throw a Centurion in there to get FnP as well, HOWEVER be careful as it is highly likely that the majority toughness will be 3 from the Servitors. I think that they may have actually taken a bit of a nerf in 6th with the reduction of FnP and the fragility of ground transports.

And of course the Retaliators; these guys are obviously geared towards Close Combat and although the average price of the marines go down the more you add to the squad, you dont get access to any more special weapons by putting more guys in it. I am not completely sure what to do with these guys, they are going to be hard to use I think. Getting them anywhere will be a challenge but they should be able to deal out a lot of hurt with double power weapons and complete CC gearing like the old Black Templars, and then on top of it all, they get the little 6++ bonus.



I suppose there is lots more to talk about, like the HQ choices (Arch Centurion is too good to go past) and what single Fast Attack choice to take. But I am going to leave it there for this evening and head to bed, hoping that someone else might jump on and make some comments and we can start a good discussion going.

Cheers
Dono
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Harlequin
Chaos Space Marine
Well, I'm pretty new to the game myself and I'm not the man to ask for top-notch tactical advice, but I do know my basics (sort of) and I like the Tyrant's Legion, so I'll give this a shot and try and convey my opinions. However, I must warn you that I haven't had much time to go through the new rules, so what I say is prone to mistakes. You have been warned ;)

Anyway, to start with, is the FOC change for all armies (4 Elites and 1 FA)? If so, that's a damn real shame as I'd have definitely have wanted at least a couple of Iron Hunter (?) squads to outflank/protect my army flanks. Ah well, that goes out of the window...

Anyway, the Legion Cohorts seem to be a very good choice, especially for the amount of heavy/special weapons they can take! So I agree with you there. However, I don't get why you wouldn't want to have PW on characters, but that may become apparent to me as I go through the rules and ask some questions :)

Heavy Ordnance Battery: Well, from what you have described, it does indeed look like a tough nut to crack, so I guess it's inclusion is obvious.

Maelstrom Naval Support: I have no idea what the rules for fliers are, so I can't say much for now. I will when I read their rules though :)

Marauder Squad: Definitely looks like a small squad with lots of potential, as it did in the last edition, and it can be tailored to fit your needs IIRC, which makes it even more desirable!

Corpse Takers: I'm not too sure why the average Toughness of 3 would be a problem, but I guess that's it's due to some new rules (?). However they could potentially be a nice little retinue for a Centurion (with FnP and all, even if it's been nerfed).

Retaliators: I'd take them just on the basis that they have awesome fluff and a very brutal imagery, which I like. But I can't say much about their apparent battle field effectiveness/ineffectiveness for now.

So, for now, that's all I've got to say, but I'll probably have stuff to add/change when I've fully read the rules (which could take another week or two with all the school work I have to do).

I hope that I've contributed in some good way to this :)

Cheers,

Ludovic

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Dono1979
Tyrant
Hi Ludovic,

Thanks for your comments, and glad you like the Tyrant's Legion list, I think it is an awesome fluff list with lots of character!

Some quick explanations for you:

The TL list has a unique FOC to all other armies at this point, they only have access to a single Fast Attack but four Elites, this is not anything new for 6th ed or anything like that, but just something that is unique to the Tyrant's Legion.

In regards to Power Weapons being 'buried' and not on Characters. By all means put a Power Weapon on the Veteran Sergeant, he is well suited for it, but I was more referring to the ability to put Power Weapons on no characters, i.e. the four models who get to be equipped with Special Weapons. These Power Weapons are effectively 'buried' and cannot be singled out in challanges or anything like that, except for Precision Shot. It makes them a little more robust and able to be hidden within the unit a little easier.

In relation to toughness 3 being majority; when you have a single (or a few) model/s with higher Toughness in a unique with majority lower, for example, the Corpse Taker squad, where they are all Toughness 3 except for the Apoth who is Toughness 4, the models with the higher toughness actually get brought down to the majority Toughness! So in effect those T4 models are now only T3 for wounding purposes which is a bit of a loss for them, and certainly a large issue if you put your HQ (Warlord) in there. They become very easy to wound.

Cheers
Dono
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Cenobite
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Renegade
Okay, I missed something, so clue me in: What in the blue hell is the Tyrant's Legion?

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Dark Apostle Thirst
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Legio rep.
Tyrant's Legion is Forge World rules
I tend to remember things off the top of my head as opposed to checking, so please excuse and correct any official fluff mistakes I make. A lot of it also personal interpretation and theory, so feel free to disagree as well, I won't mind

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Dono1979
Tyrant
Cenobite
Aug 21 2012, 01:00 AM
Okay, I missed something, so clue me in: What in the blue hell is the Tyrant's Legion?
The Tyrant's Legion is an Imperial Armour 40k list which is in the IA9: Badab Wars book. It is a effectively a merging of Space Marines and Imperial Guard with a LOT of good units dropped out of both lists. It is supposed to represent a Space Marine core which is using an indoctrinated Imperial Guard as fanatical meat shield troops.

The list has very limited Space Marine options:
Centurion (like a bare bones captain)
Corpse Taker (An Apothecary with servitors, no an IC though!)
Retaliator Squad (5-10 Close Combat Marines with Combat Shields, expensive)
Iron Hunters (3+ Bikers with Counter Attack)
Legion Cohort (10-20 Bolter Marines with a special/Heavy weapon every 5 marines)
1 Marine Heavy Support Choice for every Legion Cohort taken

The rest of the lists options are sub standard Imperial Guardsmen including a command Squad which cant issue order, veteran squads which can reroll 1's in shooting, Axulis unit which a large blob of infantry. Armour is also limited, only Hellhounds (no Devildogs or Banewolves), three types of Leman Russ and limited mobile artillery.

In addition it uses a lot of IA units like the Tarantula Sentry Guns, Lightning Flyer, Thunderbolt Flyer, Arvus Lighter Flyer, Heavy Artillery, Off Board Artillery Barrages and an odd little unit called the Marauder Squad which is a mixture of Storm Troopers and Ogryns effectively with a multiwound Storm Trooper Sergeant.

The Forge Org Chart is also different in that you can access 4 Elites but only 1 Fast Attack! It is meant to be a defensive list with big guns to support, based off the fluff which is representing the Tyrant's Legion being invaded by the Imperial Loyalist forces.

Lastly there are a few special rules, the best of them all (for pure Tyrnatical reasons) is the Tyrant's Due, which is applied to all Marines. It basically gives all Marines the ability to boost their Cover Save by +1 if there is an intervening Auxilia (IG) unit. In return the Auxilia unit recieves D3 AP- wounds to represent them being used as meat shields.

Well worth a look if you have access IA9, otherwise Forge World should be releasing an updated army list in the near future with it.

-Dono
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