Therians

2000 Point AT43 Ranged Cypher List

Posted in Therians on March 27th, 2009 by Vastatum – 2 Comments

babylon Zero Therians at43The nice thing about Therians in AT43 is that they can fight from any range. The following list is ranged based that takes lots of nucleus guns and doesn’t need to get close to the target in order to lay down the punishment. Babylon Zero will be doing a lot of the heavy lifting, and the Assault Medusas will be there to force your opponent to waste heavy weapons shots, hopefully diverting some away from Babs. read more »

Tiamat, a Therian Menace

Posted in Therians on February 24th, 2009 by Vastatum – 4 Comments

thch02__01Tiamat is one of the oldest Therians still alive and one of their best Commanders. Like the lowly Hekat she is built for close range melee combat but she can dish out a whole lot more damage. Armed with 4 light grim scythes she can cut through armour like butter striking fear into AFV pilots and infantry alike. read more »

Bane Goliaths

Posted in Therians on February 19th, 2009 by Vastatum – Be the first to comment

thta01__01Ask me which  type 3 infantry I fear the most from at-43 and every time I will say Bane Goliaths. These guys are monsters. They are a must have in my Therian lists simply due to the shear amount of Anti AFV firepower they can throw down.

Armed with 2 Nucleus Guns each, a unit is capable of putting 6 accurate shots on target each turn. On top of this, as every Therian commander knows, failing to wound isn’t such a big deal. For 2 LP they simply use Hyper Nanonucleus and re roll all their failed damage tests.

The Bane Goliath has one downfall though. read more »

Grim Golems – Slice and Dice

Posted in Therians on February 17th, 2009 by Vastatum – 1 Comment

thch01__01Whenever I’m putting together a Therian list the grim golems are certainly on it. What is not to like about this unit? It has stealth, two melee weapons you can toss 3 flamers into it and, for that extra bang, it can teleport anywhere it can see if Atis-astarte is with them.

The grims have three primary roles. Taking points from the enemy, holding points from the enemy, and taking out high threat infantry units. With Atis in the unit the Grim Golems are ideally suited to teleporting right into a highly contested point, eliminating many of the opposing figures and taking control of it.

read more »

Therian 2000 Point Starter List

Posted in Therians on December 11th, 2008 by Vastatum – 2 Comments

So you’re thinking of starting a Therian list. This will be a good guide about putting together a 2000 point cypher list (who really runs anything but cypher anyways?) that will give you a great base to build on in the future. If you’ve already got the models I listed in the 800 pt starter dont fret they are all used in this 2000 point list.

The first decision is whether you want to use Tiamat or Babylon Zero as your company commander. For a more shooty feel go with Babylon Zero, for some more Melee action take Tiamat.

Therians – Cyphers

Platoon 1
- Tiamat (+ Omega Tiamat) / Babylon Zero
- Wraith Golgoth (Alpha)
- 3 Bane Goliaths
- 9 Storm Golems (Alpha, 3 Sonic Gun)
- 6 Grim Golems (+ Alpha Atis-Astarte, 1 Flamer)

- 2 hekats for creation

This gives you some more key essential models for Therians, while rounding out a 2000 point list. As you play some more you’ll figure out what else you need. With this list you will probably want to pick up 2 hekats for summoning. This is an additional cost but what would the Theirans be without hekat summoning?

Hekat Summoning – The Creation Routine

Posted in Therians on December 4th, 2008 by Vastatum – 3 Comments

So you’re a fresh Therian commander and want to know what the deal with Hekat summoning is. This ability will cause much frustration for your opponents as you are potentially able to bring a new type * AFV onto the board each turn.

For the cost of 4 LP you may take a type * AFV model that is not currently a part of your army and place it next to the Company Commander where it will be able to activate on your next turn. Only the Company Commander can use this routine so it is not possible to spawn multiple Type * AFVs in a single turn.

The spawned Type * AFVs are not alphas so they do not have any access to routines themselves. if you want to be able to use the rush routine with them the Company Commander must be the one to do it. Similarly, these summoned Type * cannot repair themselves, instead relying on the Company Commander’s routines. Remember the Company Commander is the only one that can use routines on other units in the army.

Another thing to note. If you are going to be summoning type *’s, having Sigma Urash around is extremely useful. Sigma Urash is the only Therian capable of using fusion on 2 afvs of different units. This means having him around will let you fuse those 2 half dead Hekats into a Type ** AFV of your choice.

Atis-Astarte – a Therian Must Have

Posted in Therians on November 27th, 2008 by Vastatum – 2 Comments

For any Therian player, Atis-Astarte is a must have model. Being the leader of a grim golem unit, she has the ability to teleport the entire unit into combat with any unit she can see. There is no range limitation to this ability either.

This becomes extremely useful for dislodging units from cover and removing infantry that pose an immediate threat to your other forces.The ability is not cheap though, it costs 3 LP, so don’t expect to be creating hekats, teleporting and giving all your units combat drills at the same time.

The downside to this is that if some of your models cannot be placed in contact with the enemy and maintain cohesion, they are immediately eliminated. This gives an interesting defense against this very powerful ability.

By grouping your infantry together and against some sort of cover, you will ensure there is as little space as possible for Atis to teleport into. Therians do not have any long range indirect fire weapons so there is little to fear from using a tight grouping.

Atis is a powerful hero for the Therian army and the benefits far outweigh the costs of taking her.

Edit: Thanks to Blue Dane for clarifying an error, the post has been updated to reflect the proper rules.

Wave 9 Pics Released

Posted in Karmans, Therians, UNA on October 28th, 2008 by Vastatum – Be the first to comment

Rackham has released a bunch of images from their wave 9. Included are the Therian Succubus Golgoth, UNA Star Troopers, and the Karman Dirt Trike. The Star trooper attachments come in two flavours. The first with MG and 2 Missile launchers and the second with Flamers and 2 Medics (They have little crosses on their helmets see last pic)! I can’t seem to see the combat engineers in the pictures, but it looks like if you want 2 flamers + 1 MG you can get 2 medics with the group.

Therian Routines

Posted in Therians on October 19th, 2008 by Vastatum – Be the first to comment

The Therians are set apart from the other factions in AT-43 by the routines that they can use. They allow a Therian commander to spend LP to perform a certain action on a units activation. I will go over the main ones here and talk about some of their uses.

Hyper Nanonucleus 2 LP (Infantry and AFVs)

This routine lets a unit re roll all the failures for one damage test. So if you score 10 impacts and only 5 of them damage, you get to re roll those 5 failed damage tests. Some players may tell you that this is 2 LP per die rerolled but this is NOT the case. You get to re roll all of them.

Transfer 1 LP (Infantry)

You may replace a living member of the squad with one that has been previously killed. This is useful for bringing back heavy weapons or heroes that have been killed

Repair (AFV)

This routine lets the overseer repair an AFV for 1 structure point of damage

Dash 2 LP (Infantry and AFVs)

Allows an infantry unit to move 30 cm when making a rush move. This is very useful for getting units into position. Medusa’s benefit from this letting them move 2 times their regular movement. The AFV version of this routine lets an AFV move 50 cm in a rush move. Very useful for melee AFVs like hekats and Tiamat.

Fusion 4 LP (AFVs)

Two AFVs of the same type in the same unit are fused together to create an AFV of the higher type. The two AFVs are replaced by the new higher type AFV.

Creation 4 LP (AFVs)

This routine lets the Company Commander create a type 1 AFV that spawns beside them. The Units card is added to the activation sequence for the next turn. This is a very powerful routine as it lets the Therians create a hekat a turn as long as there are enough LP to do so. If your opponent cannot deal with these hekats in a quick manner they will soon find themselves overwhelmed.

 

In addition to the general routines listed above certain heroes gain access to special abilities.  Since the Therians do not have access to medics and engineers it is essential to get the best use out of these routines.

 

 

Nina / Babylon Zero, Ouch…

Posted in Strategy, Therians on September 28th, 2008 by Vastatum – Be the first to comment

I enjoy playing the Therians but do have a small problem with how Babylon Zero works. For those that haven’t encountered this unit yet be thankful. Essentially it gets 4 nucleus cannon 2.0 sniper shots while still being able to move. This means that in one turn it can pretty much kill any AFV on the board. read more »