Warp Talons are Looking SCARY in the New Chaos Space Marine Codex



Let’s talk about the unit that seems to be able to jump on and off the board, destroying things with impunity!

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0:00 Intro
0:53 Lore and Models
3:03 Datasheet
5:30 Warp Strike + Rapid Ingress Combo
9:28 Detachment Buffs
12:01 Thoughts + Potential Weaknesses
15:28 Will it Get Nerfed?
16:36 Outro

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48 thoughts on “Warp Talons are Looking SCARY in the New Chaos Space Marine Codex”

  1. FWIW we won't run squads of ten very often, just too unwieldy. We will have to see if this becomes a problem in practice. If so, it probably won't be any particular combo so much as the difficulty of interacting with them in general.

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  2. I'm not sure 'shred infantry' is entirely true — without any combat strats 5 talons have a 20% chance to wipe 5 marines with standard sustained hits on 6's ( only going up to 34% in Pactbound Zealots with Slaanesh — you have to pass the dark pact to get crits on 5s). So not totally busted. I think this is OK, worst case they'll get FAQ'd so they can only jump away in the enemy's turn (great maneuverability but still gets shot at)

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  3. I might be super off on here, but I'm not sure how you got 10 wounds vs Intercessors on the Damage chart? 20 attacks on 3s, sustained 6 means 15 hits, wounding on 3s rerolling means 13 wounds, saving on a 5 means it does 8 damage. Right?

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  4. They arent designed to kill heavy infantry ot tough targets, they are designed to kill backfield units or characters, going into reserve, and the next turn make actions, take objectives, or charge again into melee. For that role, they are the best unit in the game right now.

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  5. Main Drukhari, with a second army of Emperors children. i have 3x5man squads of them, they are like tougher mandrakes.
    kill something, pop off the board, then drop them on an objective next turn, or put them behind a wall close to something scared of them. rapid ingress is amazing, but even with out it they bring a ton of mobility to chaos that can let them snatch an objective almost as well as a drukhari army can.

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  6. I love my Warptalons. I was hoping to run a Chaos Smash Captain with my 10 man squad for maximum angry jumpiness.

    But uh… No Chaos Jump Captains at all??? Only leader is a faction locked book character in resin? Harken Worldclaimer?

    GW once again got rid of fun lore accurate strategems like Auspex Scan and Transhuman Physiology. They were the strategems that should've been brought into 10th and would be FANTASTIC counters to Warptalons or general jump pack infantry.

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  7. Played against a unit of 10. We obviously didnt know their true point costs, so we just used existing.
    They failed to kill a unit one turn and I was able to widdle them down (bully boyz). They will be very strong and I think will have a high skill ceiling.

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  8. Its no less broken than, for eg, a Death Company dread getting a re-rollable 7" charge against vehicles and then being able to consolidate 6" and basically keep fighting until dead. There is still risk with this warp talon play, burns CP which can be used for other things, and Rapid Ingress can be strong whatever you use it on.

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  9. I usually love Auspex Tactics… but bro just copied Blog for the Blood God’s video from yesterday, and reposted literally the same info in the same order… Auspex, you’re better then that.

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  10. A couple of other potential counters: 1) Heroic Intervention, especially those unusual units that can do it and/or do it from extra distance. Even if the intervening unit doesn't seriously damage the Talons it can stop them jumping simply by being there. 2) The Sanguinor, who basically has Heroic Intervention+++ with his ability to just pop up and strike first. 3) Durability strats in general. Armour Of Contempt and its counterparts in other codexes will reduce the Talons damage output pretty hard. If you risk attacking a melee unit then Fight On Death strats could also ruin your day. Overall the Talons are dangerous and you can bet someone is going to try 30 of them, but I think so long as you keep some CP back most armies with any sense can do something about them.

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  11. From my point of view their damage isn’t too crazy but in a full squad I can see them being decent damage and great at harassing big shooting enemy’s but for me it’s their crazy speed plus being able to leave them come back with deep strike that makes them decent. My view may also be skewed as a world eater player because as annoying and quick as they are because I would have greater melee power they aren’t as threatening to me personally but to any army that likes to keep their distance I can see these being a menace

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  12. I like that Deceptors might be marginally playable this edition. I've wanted to play Alpha Legion for quite a while but never have real viable competitive rules.

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