Posts Tagged ‘Therians’

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.

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3-way Battle Report

Posted in Articles on January 25th, 2009 by Vastatum – Be the first to comment

I was giving a demo of some larger scale battles and decided to do a 3 way free for all in order to demo the rules. We didn’t play with reinforcements or VP as the goal was to get the core rules down so many of the strategic elements weren’t represented in this battle. That being said it was a ton of fun.

Setup

img_1427The setup featured a lot of terrain, the way AT-43 is supposed to be played. We used a collection of home made terrain, Necromunda scenery and crates. The density of terrain represents a decent board for at-43. it opens up a lot of tactical avenues and will make for a really fun game.

Armies

We used a Therian Cypher list with Tiamat, Atis, Grim Golems, Incubus Golgoth and some storm golems.

RedBlok was vanilla with Urod, 2 Sierps, Dragomirov Kolossus with Lt Dragomoria, min sized krasnye repair squad, and a full size RPG soldaty squad.

The Karmans were also vanilla with 4 kaptars, 8 wendigos with grenade launchers + cornelius, an easy trike, k-shooters and a king buggy.

We didn’t want to complicate things using support squads and what not so we played the core lists of each army pretty much. See the Full report after the jump

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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?

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.

Therians at a Glance

Posted in Therians on September 27th, 2008 by Vastatum – Be the first to comment

Overview

The Therians are a species that wishes to bend the universe to their will. They are extremely technologically advanced and are ruthless in crushing anyone that attempts to get in the way.

 

Play Style

The Therian commanders known as overseers have access to routines that they can execute during battle. These routines provide many abilities from being able to re roll failed damage tests to summoning AFV’s out of thin air. All Therian infantry are also equipped with strong melee weapons so they can more than handle themselves in a close quarter battle. Their melee only, Grim Golems are invisible to the enemy and are ideal for charging towards the enemy. All Therian units are very fast and can take strategic positions faster than most of their opponents.  Don’t think that the Therian army is incapable of shooting though. They can also be very effective from a distance. They are a very flexible army and there is hardly a situation they cannot handle.

Strengths

  • Summon AFV’s during battle
  • Higher armor values
  • 3 special weapons in a max size unit

Weaknesses

  • very few 2 damage weapons
  • routines are LP dependent
  • no medics or engineers (though there is a repair routine)