Vengeace is basically the old CSM lore. No Warp Time for Magnus regardless ( keyword locked ). Adding a spell that gives +6" to RF and Heavy for a unit and a curse that lets you roll a D6per model every time they make some sort of movement and on a 6 it does a MW. The utility of those spells is just awesome. Less mortal wounds and more tools, but also a lot of MW.
No more double tap - it is now +1 shot. Land Raiders might be worth a look for us.
No more 20 mans.
Well, I hope it isn't completely 1 to 1 what Dark Hereticus is. Having Warp Time only work on INFANTRY, BEASTS, and CAVALRY would be aggravating.
Question: Did Thousand Sons get a MACHINE SPIRIT equivalent stratagem like Death Guard?
blckorder wrote: Did it sell out in less than 5 minutes or am I just bad at preordering?
Edit: combination of the two I guess
I got my copy at 12:01. It sold out very quickly after.
I am kind of surprised by this actually. Sons were never really all that big and GK had its day in the sun already. Nothing in this box is really all that amazing. Yeah 2 new sculpts, but anyone with a Sons army would probably have all they need of the other guys and same for GK. And GK included the baby carrier, one of the top 5 most hated models. I bought in because much as I enjoy Sons lore, I didn't actually have any minis for them and the GK look cool. Are there really that many people starting new Sons or GK armies?
I hope anyone else who wanted one is able to get it locally.
blckorder wrote: Did it sell out in less than 5 minutes or am I just bad at preordering?
Edit: combination of the two I guess
I got my order in at 12:58, it was still available at 1:04, and gone by 1:07 – I was checking the page status between tasks just out of curiosity.
One pre-order tip, refresh the "New & Exclusive > Preorder" page instead of the homepage. They often have the new items up a few minutes before the homepage hero image is updated.
Vengeace is basically the old CSM lore. No Warp Time for Magnus regardless ( keyword locked ). Adding a spell that gives +6" to RF and Heavy for a unit and a curse that lets you roll a D6per model every time they make some sort of movement and on a 6 it does a MW. The utility of those spells is just awesome. Less mortal wounds and more tools, but also a lot of MW.
No more double tap - it is now +1 shot. Land Raiders might be worth a look for us.
No more 20 mans.
Well, I hope it isn't completely 1 to 1 what Dark Hereticus is. Having Warp Time only work on INFANTRY, BEASTS, and CAVALRY would be aggravating.
Question: Did Thousand Sons get a MACHINE SPIRIT equivalent stratagem like Death Guard?
There is a shoot at full BS for Land Raiders at least.
Vengeace is basically the old CSM lore. No Warp Time for Magnus regardless ( keyword locked ). Adding a spell that gives +6" to RF and Heavy for a unit and a curse that lets you roll a D6per model every time they make some sort of movement and on a 6 it does a MW. The utility of those spells is just awesome. Less mortal wounds and more tools, but also a lot of MW.
No more double tap - it is now +1 shot. Land Raiders might be worth a look for us.
No more 20 mans.
Well, I hope it isn't completely 1 to 1 what Dark Hereticus is. Having Warp Time only work on INFANTRY, BEASTS, and CAVALRY would be aggravating.
Question: Did Thousand Sons get a MACHINE SPIRIT equivalent stratagem like Death Guard?
There is a shoot at full BS for Land Raiders at least.
But is it for <LAND RAIDERS> only, or for <MACHINE SPIRIT> (or <DAEMONIC MACHINE SPIRIT> or whatever)? Important distinction.
Malevolent Machine Spirit - 2CP
Use in command phase, select one thousand sons machine spirit model. Until next command phase the model operates as if on full wounds.
PiñaColada wrote: Malevolent Machine Spirit - 2CP
Use in command phase, select one thousand sons machine spirit model. Until next command phase the model operates as if on full wounds.
Not written verbatim, but that's what it does
Thanks. So, just like Death Guard, Thousand Sons have a stratagem that only works on Land Raiders, because that's the only <MACHINE SPIRIT> unit they have, while loyalists have the same stratagem that works on Land Raiders, Repulsors, and a BIG list of fw units that Death Guard and Thousand Sons also have access to but DON'T have the <MACHINE SPIRIT> keyword because "reasons". Sounds like time for another FAQ for the Compendium.
Also, since all of those fw units gain the <ARCANA ASTARTES> keyword in Thousand Sons armies, that means they all get that sweet 5++. Killer.
Edit: Except the LOWs. I was thinking that the 5++ was the mono faction bonus. It isn't, Cabbalistic Ritual is. Whoops.
It had sold out within 30 minutes on the GW website in the UK. There was still some stock at Element Games (at 20% off) until a bit later. Seems out of stock at all the independents now.
Plenty on eBay already at lots more than RRP of course
Also, since all of those fw units gain the <ARCANA ASTARTES> keyword in Thousand Sons armies, that means they all get that sweet 5++. Killer.
Edit: Except the LOWs. I was thinking that the 5++ was the mono faction bonus. It isn't, Cabbalistic Ritual is. Whoops.
Yea I am quite hype for 5++ dreads. Time to get some of the non-osiron contemptors and convert them up.
Contemptors already have 5++ saves. I was thinking more along the lines of 5++ Sicarans, Fire Raptors, Dreadclaws, etc. And Land Raider Proteus with the 12" no deep strike bubble AND a 5++, instead of either/or.
Now HELLBRUTES with a 5++ could be interesting. Actually, with the boost to daemon engines, our fw stuff is looking more and more like sidegrades. All the more reason to get rid of the godawful Martial Legacy rule.
Phobos wrote: Are there really that many people starting new Sons or GK armies?
I hope anyone else who wanted one is able to get it locally.
Well, I had already started a tsons army via old start collecting box, which I got a few weeks before the announcement, and had been mulling it over when my friend basically said he fancied gk and asked if I wanted to split the box with him.
xeen wrote: Does anyone know if you can bring a Soulreaper cannon in a squad of less than 10 Rubrics? I have not seen anything about it
You never used to, and my best guess is you still can't as that would encourage 5 man soulreaper squads and create a demand for soul reapers, which is the very reason they introduced those awkwardly worded plague marines and skitarii datasheets, I'd strongly expect it to still be no
Also, since all of those fw units gain the <ARCANA ASTARTES> keyword in Thousand Sons armies, that means they all get that sweet 5++. Killer.
Edit: Except the LOWs. I was thinking that the 5++ was the mono faction bonus. It isn't, Cabbalistic Ritual is. Whoops.
Yea I am quite hype for 5++ dreads. Time to get some of the non-osiron contemptors and convert them up.
Contemptors already have 5++ saves. I was thinking more along the lines of 5++ Sicarans, Fire Raptors, Dreadclaws, etc. And Land Raider Proteus with the 12" no deep strike bubble AND a 5++, instead of either/or.
Now HELLBRUTES with a 5++ could be interesting. Actually, with the boost to daemon engines, our fw stuff is looking more and more like sidegrades. All the more reason to get rid of the godawful Martial Legacy rule.
Sorry I mean I will use the non-osiron TS contemptors as helbrutes since I hate the aesthetic of the actual helbrutes for them.
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xeen wrote: Does anyone know if you can bring a Soulreaper cannon in a squad of less than 10 Rubrics? I have not seen anything about it
100% doubt it. With other troops getting the "what's in the box treatment" this will be similar.
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PiñaColada wrote: Soulreaper cannons are 1 per squad of rubrics now, so you can add them to 5man units. For SoT it's 1 per 5 guys
SRC are 1 per Rubric squad, you can take them at 5 man 100%.
Gotta say, I've spent the whole day pouring over the dex and having discussions and I am very happy with what we got. There are tons of options here for sure.
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xeen wrote: Does anyone know if you can bring a Soulreaper cannon in a squad of less than 10 Rubrics? I have not seen anything about it
Yep, can bring one SRC and one ICON of flame per squad, so you can bring it at 5 man.
Ooh. Termie sorc can take a combi-melta. Exalted is 4++.
Oh...Enlightened Bows are 30" snipers now! Always hit on a 2. One shot S5 Ap1 only though. 6s still autowound.
Automatically Appended Next Post: Mutalith is D3 wounds regained and gets two powers at full health. Claw is flat 3 damage now, too. No more roll to use powers and they're quite decent.
- 18", MW on a 6 for each model
- 18" closest, 2-4 D3, 5-6 3 MW - Each unit w/i 9" MW on a 2+
- 24", model w/ 10+ W, 2-4 D3, 5-6 D6 -- +1 on TITANIC, -1 on AIRCRAFT
Vindicators are 2+ now.
Damn - Magnus super smite is 3D3 now, but it looks like he's +3 to cast now and always at least +2.
TheBestBucketHead wrote: How good of a caster is Magnus? He's a model I'm tempted to buy to bring a list up in points, but am worried about how good he is magic wise.
He's a ludicrously good caster, the best in the game and it's not even close. 3 casts, knows all eighteen powers, rerolls to his tests and ignores perils, still got his super smite, +3 to manifest at full wounds. The problem with Magnus is fragility, he's definitely as much of a magic monster as he's supposed to be.
Incorrect, they do per the Brotherhood of Sorcerers ability goes off the Tzaangor keyword.
Almost everything the army between ARCANA Astartes and TZAANGOR and the default units that have one means pretty much the whole army has a 5++, including Rhinos.
Arachnofiend wrote: I think Cultists are the only unit that don't get it. RIP Cultists.
They get actions, but that's about it. I don't think I'd ever save the 20 points to use them over Tzaangors.
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Sasori wrote: Almost everything the army between ARCANA Astartes and TZAANGOR and the default units that have one means pretty much the whole army has a 5++, including Rhinos.
Yea the land raider is definitely going to make a showing.
Sasori wrote: SRC are 1 per Rubric squad, you can take them at 5 man 100%.
Gotta say, I've spent the whole day pouring over the dex and having discussions and I am very happy with what we got. There are tons of options here for sure.
Automatically Appended Next Post:
xeen wrote: Does anyone know if you can bring a Soulreaper cannon in a squad of less than 10 Rubrics? I have not seen anything about it
Yep, can bring one SRC and one ICON of flame per squad, so you can bring it at 5 man.
That is awesome. With the removal of the double tap strat, and the fact that the damage reduction strat is only 1 CP for 5 man squads, there is no reason to bring them in larger than min. All the buffs are going to go on the SoT anyway, so no point to 10 man Rubrics.
xeen wrote: That is awesome. With the removal of the double tap strat, and the fact that the damage reduction strat is only 1 CP for 5 man squads, there is no reason to bring them in larger than min. All the buffs are going to go on the SoT anyway, so no point to 10 man Rubrics.
10 man rubrics are a better target for the +1 shot strat since you'll get 10 for far fewer points. Also, warpflamers and risen if one is so inclined. Or the remain stationary strat.
Other cool things --
Strat to change a secondary after they are revealed
Don't need vision to use Beam
Mutalith can give D3 more cabal for 1CP and you can forgoe a caster's spells for a urn to get healed by the Mutalith
Seems like a pretty solid book all up. Still a pity about TS not getting more models than they did, but as far as platforms go for an edition of gaming, this sounds good.
Those new Forgefiend/Maulerfiend statlines are great, can't wait to use them with my CSM when their book drops in 2029.
We can buff Volkite Contemptors quite well too. We have multiple ways of getting +1 to Strength or wound, we can get them to -1 AP and then with the Orrey we can ensure a target goes down each turn since it stops all negative modifiers and even prevents minus damage. Throw in an exalted with some rerolls and you are blowing away targets.
I'm tempted for 3x Ecto Fiends as well. 3D3 Strength 7 (Can be buffed) -3 AP flat 3 damage shots can be pretty potent.
Also, since all of those fw units gain the <ARCANA ASTARTES> keyword in Thousand Sons armies, that means they all get that sweet 5++. Killer.
Edit: Except the LOWs. I was thinking that the 5++ was the mono faction bonus. It isn't, Cabbalistic Ritual is. Whoops.
Yea I am quite hype for 5++ dreads. Time to get some of the non-osiron contemptors and convert them up.
Contemptors already have 5++ saves. I was thinking more along the lines of 5++ Sicarans, Fire Raptors, Dreadclaws, etc. And Land Raider Proteus with the 12" no deep strike bubble AND a 5++, instead of either/or.
Now HELLBRUTES with a 5++ could be interesting. Actually, with the boost to daemon engines, our fw stuff is looking more and more like sidegrades. All the more reason to get rid of the godawful Martial Legacy rule.
Sorry I mean I will use the non-osiron TS contemptors as helbrutes since I hate the aesthetic of the actual helbrutes for them.
Oh. Yeah, that sounds cool. Maybe use the Osiron as an actual Contemptor?
Marshal Loss wrote:Seems like a pretty solid book all up. Still a pity about TS not getting more models than they did, but as far as platforms go for an edition of gaming, this sounds good.
Those new Forgefiend/Maulerfiend statlines are great, can't wait to use them with my CSM when their book drops in 2029.
Hey, I'm sure we'll get the CSM codex just as soon as gw gets done releasing supplements for every loyalist chapter anyone has ever thought up, ever.
In all seriousness, we can get a fairly good idea of what it'll look like from this and Death Guard. Looks like giving buffs to Aspiring Champions will be a thing. And the Vengeance Discipline is probably what Hereticus will be.
Sasori wrote: We can buff Volkite Contemptors quite well too. We have multiple ways of getting +1 to Strength or wound, we can get them to -1 AP and then with the Orrey we can ensure a target goes down each turn since it stops all negative modifiers and even prevents minus damage. Throw in an exalted with some rerolls and you are blowing away targets.
I'm tempted for 3x Ecto Fiends as well. 3D3 Strength 7 (Can be buffed) -3 AP flat 3 damage shots can be pretty potent.
Yuup. Volkites with AP. Hot damn. Takes a CP each time and a warlord babysitter, but still...
Marshal Loss wrote: Seems like a pretty solid book all up. Still a pity about TS not getting more models than they did, but as far as platforms go for an edition of gaming, this sounds good.
On the bright side they have at least made the models they do have quite good. Lots of boosts all round, enough that people are actually considering Land Raiders of all things!
Marshal Loss wrote: Those new Forgefiend/Maulerfiend statlines are great, can't wait to use them with my CSM when their book drops in 2029.
I am salivating at the idea of getting those profiles for my CSM. I love the Forgefiend, and its new gun profiles are fantastic.
Now watch them forget and put the old profiles into the new book.
Marshal Loss wrote: Seems like a pretty solid book all up. Still a pity about TS not getting more models than they did, but as far as platforms go for an edition of gaming, this sounds good.
I would be down to even get just some upgrade sprues to add to the current Rubrics and Scarabs. You could have an assaults weapons sprues for each unit (double kopesh for both units, or kopesh + pistol for Rubric (warpflamer pistol would be bananas), power fist for Termi? stuff like that) that could create an assault variant of both unit. A heavy weapon sprue for Rubric with some extra Soulreapers, heavy Warpflamer, some missiles launcher maybe to create a devastator-esque unit. Those kits are old style torso + arm so would be very easy for them to do.
Outside of anything unique to TS (like all the DG units), that would be an easy way to add at least 3 Datasheet in the codex that are actual marines.
Incorrect, they do per the Brotherhood of Sorcerers ability goes off the Tzaangor keyword.
Almost everything the army between ARCANA Astartes and TZAANGOR and the default units that have one means pretty much the whole army has a 5++, including Rhinos.
Daedalus81 wrote: Force staves are +3S now.
They do. Arcana Astartes and Tzaangor models get 5++.
Oops, read that page 3 times last night and still misread it!
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Sasori wrote: We can buff Volkite Contemptors quite well too. We have multiple ways of getting +1 to Strength or wound, we can get them to -1 AP and then with the Orrey we can ensure a target goes down each turn since it stops all negative modifiers and even prevents minus damage. Throw in an exalted with some rerolls and you are blowing away targets.
I'm tempted for 3x Ecto Fiends as well. 3D3 Strength 7 (Can be buffed) -3 AP flat 3 damage shots can be pretty potent.
That Orrey/Orrery relic looks absolutely auto take if you are taking a couple of large blobs of Scarabs too. It is the Tallyman/Tollkeeper equivalent. I really enjoyed 20 Blightlords and 3 Volkite Contemptors in Death Guard with it so can't wait to do something similar. You also don't really feel like you are castling up as 20 Terminators take up most of the width of the board anyway.
I actually like the current model line up for both TSons and DG as I like that there aren't too many choices per model (really glad I started DG in 9th though), less chance of picking the wrong loadout. I'd actually prefer the DG route of 2~3 unique vehicles. Surely the speed this box sold out tells GW that there is a good market for TSons. They should know this already though as I think Scarabs have always/regularly been one of the units they make retailers permanently have in stock.
Phobos wrote:Are there really that many people starting new Sons or GK armies?
I hope anyone else who wanted one is able to get it locally.
I don't already have any GK or TS, but I really like both (I used to play GK back in 1st edition), so I guess I am! I also managed to get one ordered through my FLGS.
First post on here, so apologies if this is an obvious point to make, but doesn't combining malefic maelstrom and wrath of the wronged on a big unit of rubrics effectively make all their bolter shots strength 8, if shooting at toughness 8 stuff?
As in: malefic maelstrom makes them strength 5, so they would be wounding on 5s; then wrath of the wronged gives +1 to wound, effectively giving them another +3 strength?
Cmonster wrote: First post on here, so apologies if this is an obvious point to make, but doesn't combining malefic maelstrom and wrath of the wronged on a big unit of rubrics effectively make all their bolter shots strength 8, if shooting at toughness 8 stuff?
As in: malefic maelstrom makes them strength 5, so they would be wounding on 5s; then wrath of the wronged gives +1 to wound, effectively giving them another +3 strength?
I wouldn't call it actually S8, but effectively, yes.
Automatically Appended Next Post: So not a lot of talk about GK here it seems. I'm too busy with TS to go look. Anything notable on their end?
Cmonster wrote: First post on here, so apologies if this is an obvious point to make, but doesn't combining malefic maelstrom and wrath of the wronged on a big unit of rubrics effectively make all their bolter shots strength 8, if shooting at toughness 8 stuff?
As in: malefic maelstrom makes them strength 5, so they would be wounding on 5s; then wrath of the wronged gives +1 to wound, effectively giving them another +3 strength?
Well not really. You are wounding on 4+ also vs t6 and t7. Were you s8 those mer 3+.
Also plenty of effects where it matters are you s8 or s5 beyond woundin value so better not have inaccurate idea. S5 with +1 to wound.
Cmonster wrote: First post on here, so apologies if this is an obvious point to make, but doesn't combining malefic maelstrom and wrath of the wronged on a big unit of rubrics effectively make all their bolter shots strength 8, if shooting at toughness 8 stuff?
As in: malefic maelstrom makes them strength 5, so they would be wounding on 5s; then wrath of the wronged gives +1 to wound, effectively giving them another +3 strength?
Welcome As others have said, it doesn't literally give them S8, but when shooting at T8 it would effectively be the same as if they had S8, yes. Drukhari caused a problem recently as they had 2-damage S4 flamers with +1 to wound, for like 5 or 10 points, so they were going round hosing down T7 vehicles on a 4+, effectively giving them S7 flamers. Fortunately that was nipped in the bud.
On-topic, can anyone confirm what methods TS now have of boosting weapon range? Am I right in thinking thay they have an infernal master power and a spell, so they could give any unit +12" range total?
Argive wrote: The tsons marines did get the extra wounds right?
They did
You mean 2 wounds? Each??
Yes, 2 for Rubrics and 3 for Scarabs.
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Twilight Pathways wrote: On-topic, can anyone confirm what methods TS now have of boosting weapon range? Am I right in thinking thay they have an infernal master power and a spell, so they could give any unit +12" range total?
Nada. Only one spell range buff. There is a strat to count as stationary and Rubrics now move 6" so you could effectively add 12".
Good Point: Strike Marines (Interceptors, Purifiers, Purgation) are very cost efficient, good and kick ass.
Bad point: 44 points a pop Terminators. Half more then regular marines while getting only 1+ Wound and 1+ Save in return.
Started pawing through the book.
You can't have more than one Grand Master and Brother Captain from the same brotherhood and they all have to be in different detachments. That really kills the idea of GMDK spam ( which is good ).
Argive wrote: The tsons marines did get the extra wounds right?
They did
You mean 2 wounds? Each??
Yes. We've known for a year now that all marines were getting the extra Wound. From Warhammer Community:
Spoiler:
That’s right – it won’t just be Primaris Marines on 2 Wounds anymore! All of a sudden, a lot of units that may have felt a bit left behind become very durable and appealing. From Battle Company units such as Assault, Devastator and Tactical Marines, to the elite Terminators of the 1st Company (who will be increased to 3 Wounds accordingly), the first born will be back to prove to their Primaris battle-brothers their great worth.
And as for future codexes for other genetically engineered transhuman warriors (both of the shiny grey and spikey variety), the same will apply to them. Just think how durable that will make units like Rubric Marines or Plague Marines.
Of course, all these updates will also come with a suitable points adjustment. The aforementioned Tactical Marine will clock in at 18pts for his extra Wound (20% more than he is today). And it means Space Marine forces will be compact, elite, durable and utterly deadly – just as they should be.
These new rules and points will come into effect officially, as new codexes are released...
Argive wrote: The tsons marines did get the extra wounds right?
They did
You mean 2 wounds? Each??
Yes. We've known for a year now that all marines were getting the extra Wound. From Warhammer Community:
Spoiler:
That’s right – it won’t just be Primaris Marines on 2 Wounds anymore! All of a sudden, a lot of units that may have felt a bit left behind become very durable and appealing. From Battle Company units such as Assault, Devastator and Tactical Marines, to the elite Terminators of the 1st Company (who will be increased to 3 Wounds accordingly), the first born will be back to prove to their Primaris battle-brothers their great worth.
And as for future codexes for other genetically engineered transhuman warriors (both of the shiny grey and spikey variety), the same will apply to them. Just think how durable that will make units like Rubric Marines or Plague Marines.
Of course, all these updates will also come with a suitable points adjustment. The aforementioned Tactical Marine will clock in at 18pts for his extra Wound (20% more than he is today). And it means Space Marine forces will be compact, elite, durable and utterly deadly – just as they should be.
These new rules and points will come into effect officially, as new codexes are released...
Especially given that weapons have been diversified to match; a lot of what was supposed to be "anti-marine" firepower before such as heavy bolters have been moved to damage 2.
This is a good thing for the game, of course. The more different profiles see play the harder it is to skew for a specific one.
Good Point: Strike Marines (Interceptors, Purifiers, Purgation) are very cost efficient, good and kick ass.
Bad point: 44 points a pop Terminators. Half more then regular marines while getting only 1+ Wound and 1+ Save in return.
Seems to speak to me that the power armoured guys are too cheap more than anything. If the terminators were almost any amount cheaper they'd be so much better than regular marine terminators at 38 it'd be a problem. Or regular terminators are too expensive too. Who knows.
EightFoldPath wrote: Depends where you bought it from and what country you are in. But the official day of delivery/release is the 14th.
Ah, okay so could be delivered on the 14th? I'm in the UK.
If you bought directly from GW and had it shipped to home?
Monday will be the day it will start shipping.
If you had it shipped to store?
It should be there on Saturday.
EightFoldPath wrote: Depends where you bought it from and what country you are in. But the official day of delivery/release is the 14th.
Ah, okay so could be delivered on the 14th? I'm in the UK.
If you bought directly from GW and had it shipped to home?
Monday will be the day it will start shipping.
In the UKGW are pretty good at getting direct pre-orders to you on release date nowadays, at least they are for me. Had the last four or so pre-orders I made turn up on the Saturday, including a couple of bits released last week.
i'm sharing with a friend whos decided to start GK and our box turned up today, along with our codecii, so we are all set! i just need to go pick it up and build it......
So, considering that so far all the Combat Patrols on the Codexes are the same as the actual starter kit, I'm not that worried about not getting Hexfire. The only difference is literally one Grey Knight named character. Confirmed for good with the new Ork CP.
The GK combat patrol looks like it will have 5 terminators instead of 5 of the strike squad, as well as a librarian instead of Crowe. The TS combat patrol looks like it will have an extra unit of Tzaangors instead of the Tzaangor Shaman.
Even though the differences are minimal, the Hexfire box is still good value - for 24% more than a single combat patrol, you effectively get two combat patrols with those named characters. The scalpers could still make a lot of money by splitting the box and selling each faction separately.
How many dedicated kits do Thousand Sons have? From the GW website I'm counting:
1. Magnus the Red
2. Exalted Sorcerers
3. Scarab Occult Terminators
4. Infernal Master (only in Hexfire so far)
5. Rubric Marines
6. Ahriman
7. Tzaangors (if you count the upgrade sprue)
Out of those a majority (first 4 items on the list) are apparently sold out no longer available with no indication that they are ever returning. How do they expect to make money off this codex release if half the army is no longer sold? Just from book sales? I'm honestly confused.
Abadabadoobaddon wrote: How many dedicated kits do Thousand Sons have? From the GW website I'm counting:
1. Magnus the Red
2. Exalted Sorcerers
3. Scarab Occult Terminators
4. Infernal Master (only in Hexfire so far)
5. Rubric Marines
6. Ahriman
7. Tzaangors (if you count the upgrade sprue)
Out of those a majority (first 4 items on the list) are apparently sold out no longer available with no indication that they are ever returning. How do they expect to make money off this codex release if half the army is no longer sold? Just from book sales? I'm honestly confused.
This happens with nearly every release. They are just up for Reboxing with a new SKU. They'll be back.
Abadabadoobaddon wrote: How many dedicated kits do Thousand Sons have? From the GW website I'm counting:
1. Magnus the Red
2. Exalted Sorcerers
3. Scarab Occult Terminators
4. Infernal Master (only in Hexfire so far)
5. Rubric Marines
6. Ahriman
7. Tzaangors (if you count the upgrade sprue)
Out of those a majority (first 4 items on the list) are apparently sold out no longer available with no indication that they are ever returning. How do they expect to make money off this codex release if half the army is no longer sold? Just from book sales? I'm honestly confused.
This happens with nearly every release. They are just up for Reboxing with a new SKU. They'll be back.
Why GW still haven't fixed it and aren't just marking them as "temporairly unavalible online" is beyond me. This is such a simple thing to not get wrong.
And it's such a simple thing to understand that the "No Longer Available" tag usually is there because the item might also be getting, as mentioned, a new SKU.
Stocktracking utilizes SKUs. Keeping them marked as "temporarily unavailable online" while outright discontinuing them is as big of a mistake, except it also y'know...makes it look like there's two SKUs to the systems that track these things.
Abadabadoobaddon wrote: How many dedicated kits do Thousand Sons have? From the GW website I'm counting:
1. Magnus the Red
2. Exalted Sorcerers
3. Scarab Occult Terminators
4. Infernal Master (only in Hexfire so far)
5. Rubric Marines
6. Ahriman
7. Tzaangors (if you count the upgrade sprue)
Out of those a majority (first 4 items on the list) are apparently sold out no longer available with no indication that they are ever returning. How do they expect to make money off this codex release if half the army is no longer sold? Just from book sales? I'm honestly confused.
This happens with nearly every release. They are just up for Reboxing with a new SKU. They'll be back.
Why GW still haven't fixed it and aren't just marking them as "temporairly unavalible online" is beyond me. This is such a simple thing to not get wrong.
Probably something in the backend on their automation side that has to do with closing out a SKU and how it affects the webstore.
All the SKU replacement parts are true, though it's also not beyond the wit of man that GW could just add "reboxing coming soon!" to the description of the SKUs that are getting replaced.