Магнус хорош. Но чтоб его взять надо либо формашку, либо кад хсм. Кад - более бюджетный вариант. В нём обычно сорк или экзалтед сорк и пара сквадов культей или тзаангоров. Если не хочется переплачивать поинты за марку тзынча для культей, то можно по обычному каду взять, но тогда магнус не получит +1 инвуль с блессингов.
С тысячниками такая тема, что чтоб они нормально заиграли, их надо много. При чём, желательно играть на 2000+. Возможно и в 1850 уложиться, но сложнее. Набирать формашку с максимальным числом юнитов, получать ре-ролл 1-к на сейвах - он очень хорошо помогает скарабам. Рубрикам не так сильно, но тоже неплохо. И играть от магии. В зависимости от врага выбирать нужную школу. Не стоит забывать про -етех - без него сыны практически ничего против техники на расстоянии не имеют, а с ним чувствуют себя спокойно. Такая армия вполне играбельна и даже может побеждать турнирные расписки...в основном за счёт элемента неожиданности ;)
Обязательно наличие астрал гриморы для мобильности. Концепция такая: есть очень толстые скарабы - неубиваемые без ап2, но и неплохо танкующие ап2, всё фирлесное, стрельбы мало, но она вся ап3, мили несколько своеобразное - мы не нарезаем, но за счёт павер топоров и дубин сорков и нормальной живучести юнитов можем побеждать или по крайней мере тарпитить. Самое главное: ~20 варпчаржей и много сорков тут и там. Это - основа ростера. Рубрики и скарабы хоть и дорогие, но их основная задача - танковать, а ни убивать. Большинство работы делают сорки и их надо беречь. Как индеповых, так и лидеров отрядов. Сквад из одного сорка сержанта и сквад из сорка сержанта и 4 рубриков по наносимому урону примерно идентичны.
Брать чуть-чуть сынов в качестве союзной ударной силы смысла мало. Если брать небольшой контингент, то это сорки и/или магнус - остальное это просто тэкс чтоб протащить нужные элементы. Ну и демонские формашки из книги довольно интересны, но это другая тема.
А вообще, турнирные демоны + магнус и мин кад работают хорошо. В чуть более фановых играх моно-сыны на большие форматы норм.
Вот инфа по поводу полного вар кабала - взято с дакки из треда по 1000 сынам - https://www.dakkadakka.com/dakkaforum/posts...810/709466.page
"Батреп"I finally got a game in against a Dark Angels Battle Company with the full war cabal list I posted in one of the earlier pages. The gist of his list was 6 tactical squads in assault cannon razorbacks, 2 assault squads with flamers in drop pods, 2 grav dev squads in rhinos, 3 or 4 units of black knights, unit of scouts, librarian, chaplain, captain, a darkshroud, and a landspeeder. I may have missed some things.
My powers were not a great start as I had 4 Breath of Chaos and 2 Boon of Mutation from my 10 forced rolls on the tzeentch table. I also failed to get shrouding which I really wanted and invisibility which just would have been nice a few times. On heretech I also kept getting the vehicle buff powers and switching them to the primaris but I did get 1 doombolt, 3 snapcode curses, and a flayerstorm.
We played ITC mission 5. Opponent got the infiltrate warlord trait and won roll-off for first turn while I got night attacker for my trait.
He set up aggressively along the deployment edge. I set up in two clusters basically hugging cover as best I could since I knew I'd need the 3+ cover save until I could get spells going. Tried to set up out of range of as many razorbacks as I could but between his scouting knights, infiltrating grav devs, and drop pods there wasn't much I could do.
Turn 1 he came in full force with drop pods right in front of me to flame as much as he could followed by barrages of grav weapons and plasma talons. He did underestimate my durability and only removed 8 or 9 models (which to be fair was a 4th of my army) and only 1 warp charge. I hit back fairly hard by pulling off a sneaky multicharge on two black knight units thanks to the astral grimoire and one other semi long charge on the opposite flank into another black knight unit with his librarian. The rest of my army wasn't able to advance enough to address the grav devs yet but I was able to clear a razorback, a drop pod, and one of the assault squads with psychic powers and shooting. Assaulting wiped one of the black knights units with the librarian and wounded the other 2 units of knights before they hit and ran out.
Turn 2 he brought in another drop pod behind me and almost sniped out my warlord, then he finished off one full rubric unit, wounded another one, and removed a couple more terminators. I was finally getting in range of his parking lot of rhinos and razorbacks though and started cracking them open hastily and then psychic screaming and shooting the occupants. Flayerstorm proved very valuable as each casting was often killing a couple units on its own. I did more multicharges to hit drop pods and units every chance I got which let me compete with the obscene number advantages he had over me.
Turn 3 things started to go south for my opponent. He was getting wounds in here and there but my saves were too strong and he was losing a lot of shots with each passing turn. He kept getting a couple wounds into units but it was never quite enough to pick off the characters so my psychic dice stayed relatively stable meaning my damage had if anything increased as I was getting in range of more targets for powers and charges. In my turn, I was able to kill everything else off in my backfield and had advanced far enough up on one flank that I was in combat with his razorbacks.
Turn 4 opponent started to realize he was getting tabled. He poured all his shots into the wounded terminator units but he could never get more than a couple wounds through each turn which often meant I was able to jump ic's from one unit to another as needed. Flayerstorm and snapcode curse continued to be stars as did the force staves and melta bombs. Each unit that popped out was hardly more than a speed bump other than the full BS overwatch he was getting to do.
Turn 5 he conceded. I had 10 models left on the table I think and many of them had taken wounds but I kept spreading them around with positioning and look out sirs whenever I could. Those ten models may seem like nothing but when just about every one of them has psychic shriek, scrapcode curse, or flayerstorm they'll do the damage they need to.
Reflections: I was nervous at the start of the game because he did hit me hard the first turn despite my defensive positioning but he couldn't keep up the pressure with me wiping 4 or 5 units a turn. You really have to utilize every phase and aim for lots of 1 to 2 dice casting attempts to keep up. If you can't make charges too you'll fall behind. It went about as I expected though with beams and spells like flayerstorm letting me deal lots of damage to multiple units at the same time since they're so crowded against each other.
If I could do it again, I would have prioritized getting shrouding and flayerstorm more. Positioning is incredibly important for setting up how look out sir will work and for designing multicharges that allow the melta bombs and staves to hit vehicles while the swords hit the squishy marines. Hope that report is helpful for any of you guys deciding how to deal with a battle company.
I'm still impressed with the scarab occult terms as they're solid in all phases of the game myself.