Posts Tagged ‘therian’

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 »

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.

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The Point Holder

Posted in Strategy on January 28th, 2009 by Vastatum – 2 Comments

pwIn AT-43 you spend most of your time taking and holding points. getting RP are essential to getting your reinforcements on the board and VP are essential to winning. Enter the point holding unit. Its job is to get to an exposed VP point as fast as possible and hold onto it for dear life. Every faction can field such a unit and it is essential to have one in your force.

These guys take indirect fire weapons so they don’t all have to be exposed to enemy fire, and can help slow the enemy’s advance. They also should have a large number of troops as they will be holding onto those VP points that will be highly contested and WILL take some nasty indirect fire in an attempt to dislodge them.

Examples of point holders are:

  • UNA: 12 Star troopers with flamers and medics
  • Therians: Grim golems with flamers
  • Red Blok: Krasnye Soldaty with grenade launchers and medics (Captain Vrachov optional)
  • Karmans: Anakongas with flamers (Guru Lucius optional) or Wendigos with grenade launchers (Lucius optional)

These units will be extremely tough to dislodge either due to large numbers and/or stealth and will also be very difficult to advance on due to their indirect weapons. The Point holder will need to be backed up with an anti AFV unit as these pose the greatest threat to dislodging them.

The point holder is a key role in any AT-43 army, sure lists that let AFV’s control points are great for grabbing RP points quickly, but when it comes to holding onto a fiercely conteded point, nothing beats the combo of a large unit with medics/stealth and indirect weapons.

AT-43 Starter Lists

Posted in Articles on December 3rd, 2008 by Vastatum – 4 Comments

So you’re thinking of getting into at-43 but don’t want to shell out for a full 2000+ point army? Here are some good places to start if you’re looking at getting into the game. Each of these armies will give you an AFV, a type 1 unit and a battle suit to give you a flavour of each of the unit types. Best of all none of the units will go un used as they are all staples of each army.

UNA

Karmans

Red Blok

Therians

As you can see each of these lists will come out to around 825 points give or take. you will get a feel for how the army will play and will find that all these units will be useful. Each of these armies are from their basic troop pattern so there are no extra rules to complicate matters. From here it is easy to branch out after you get a feel for how the army will play.

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.