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Made in us
Thrall Wizard of Tzeentch




So I just dove into a newer 1K Sons list and was looking for some feed back on a Set of Units I wanted to try and if it is worth it.

1 Exalted Sorcerer on Disk (Prescience, Glamour)
1 Shaman (Weaver)
9 Enlightened w/ Bows

This is a big unit that can put out a good amount of shots and with the psychic back up and be -1 to hit, 4++ and Hitting on 2+ rerolling 1's and Auto Wounding at 4+. With Veterans of the long war they can wound naturally on 3+.

Looking at 18 Shots, avg. 9 Auto Wounds at -1, then 9 other hits, wounding on 3+ (6 wounds at -1) for on avg. 12 wounds at -1. That is 6 MEQ dead on avg.

This could clear out most any screening units and with good movement harass any high toughness targets with Auto Wounding. Going to try it out soon on the table. Any suggestions on this idea?
   
Made in us
Dakka Veteran





 Nym wrote:
 grouchoben wrote:
A power that allows you to reroll a single dice? I think I'll take that to mean it allows you to reroll a single dice.

It doesn't say "a single dice" but "a single dice ROLL". I'm not a native english speaker that's why I asked about it in YMDC, but the more I read it the more it feels obvious to me - based on the errata / FAQ - that we're meant to re-roll both dice for a charge roll (and maybe even Psychic test).

 BaconCatBug wrote:

You're correct here. A "single dice roll" is all of the dice that make up that particular roll. If it was just a "single dice" it would be worded the same way as the command re-roll stratagem.

Don't forget they errata'd how re-rolls work with multi-dice rolls.

https://www.dakkadakka.com/dakkaforum/posts/list/765777.page

I'm going to have to agree with that thread and say it's a "single dice roll" not a "single dice". If it was a "single dice" it would be worded the same way as the CP Re-Roll stratagems which specifically states a "single dice". BCB's argument is convincing, especially given the last part which refers to page 1, third paragraph here: https://whc-cdn.games-workshop.com/wp-content/uploads/2018/09/warhammer_40000_rulebook_en.pdf


Page 178 – Re-rolls
Change this paragraph to read:
‘Some rules allow you to re-roll a dice roll, which means
you get to roll some or all of the dice again. If a rule
allows you to re-roll a result that was made by adding
several dice together (e.g. 2D6, 3D6, etc.) then, unless
otherwise stated, you must roll all of those dice again.
You can never re-roll a dice more than once, and re-rolls
happen before modifiers (if any) are applied.’


--- 
   
Made in us
Thrall Wizard of Tzeentch




I need some help finding a FAQ or rules about summoning. I was playing a game and was given some information that I cannot find support for.

I was told that if you put points in reserve for summoning and you lose one of your Deamon Princes that in the following turn a Sorcerer can forgo their movement and summon that prince back to the table. Is this valid and please if so, where can I find this information?

Thanks either way.
   
Made in us
Dakka Veteran





If you had the points for it your sorcerer could summon any prince back to the table. You don't need special rules for that.

Unless you're talking about summoning a prince with relics back to the table. That doesn't sound legal.

--- 
   
Made in us
Sybarite Swinging an Agonizer





Deus Incognitus

Are there any good gun platforms TS can take that aren't hellforged?

I have played quite a few games with 1k sons, and generally do well, but I struggle against vehicles and high toughness shooting platforms such as knights or some tau suits especially when they have any form of screening. Screening neuters our answer to such targets which is repeatable smite. Magnus as we all know is unreliable especially if we don't go first and are unable to get defensive spells off on him. So I am looking for a solid gun platform. With the rumored points changes for Land Raiders. But wondering if there are better gun platforms we have access to from forgeworld or other rules. Something that will benefit from our psychic (one unit to put all the spells into) and ideally can be healed by temporal manipulation (not hellforged)

Please check out my Thousand Sons army
Sect of the Yellow Feather
 
   
Made in us
Loyal Necron Lychguard





Maybe a Chaos Decimator? It's a daemon vehicle so you can put a lot of different buffs on it if you want. I don't recall if it has any good AV weapon options though, most people run it with the butcher cannons.
   
Made in gb
Longtime Dakkanaut




 Arachnofiend wrote:
Maybe a Chaos Decimator? It's a daemon vehicle so you can put a lot of different buffs on it if you want. I don't recall if it has any good AV weapon options though, most people run it with the butcher cannons.


I'm running 2 with double Soulburners at heat 3 this weekend. Hopefully it goes the way i keep planning and playing it, to go.
   
Made in us
Twisting Tzeentch Horror





I think the new changes in the CA 2018 has really helped make the Rubrics more viable. I am currently using the Rubrik (16 models that use the orb to get in close turn 1) and it has bee pretty solid. Now I just saved 33 points on this one unit. With the changes to Tzeentch Daemons, my armies have saved around 100 points per list. Dreadnaughts, are better, as the LC/Scourge one went down 30 points. I am really really glad that Gors did not up up, but i do with SoT (all terminators really) went down a little more, and I wish the Enlightened went down a point or two. Overall, with no raise to Gors or Daemon princes, or Ahriman, I think we came out the other end of the CA 2018 pretty good.

This message was edited 1 time. Last update was at 2018/12/11 21:29:45


 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

With the points drop on twin lascannons might it be worth putting up some laspreds with a exalted sorcerer to babysit?

It's about 300 points for one laspred and exalted sorcerer, but with aura buffs its averaging 7 wounds a turn on T8 3+ vehicles.
   
Made in be
Longtime Dakkanaut




I just want to know what our specialist detachement does. :(

You don't have to be happy when you lose, just don't make winning the condition of your happiness.  
   
Made in il
Warplord Titan Princeps of Tzeentch






There is no guarantee we are getting one in the next book.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Fresh-Faced New User




DaPino wrote:
I just want to know what our specialist detachement does. :(


No Chaos specialists in Vigilus
   
Made in us
Longtime Dakkanaut




Specialists look like a cp trap to me. I recently started working under a new theory, trying to make my lists as cp unreliant as possible. Then i will dedicate the cp i do get to one unit/strat like giving defiler reroll all hit and wound, or to use for deep striking only. We have enough units that need cp to be really effective as it is, spending more cp to get the option to spend more cp seems.... like it would be ok in friendly games but i dont see it doing much to help certain armies competitively .
   
Made in il
Warplord Titan Princeps of Tzeentch






Squiiddish wrote:
DaPino wrote:
I just want to know what our specialist detachement does. :(


No Chaos specialists in Vigilus


Well, there would be in the NEXT book.
I wonder who besides chaos though.
I mean, CSM for sure, probably daemons, DG and TS are good candidates (though such narrow armies are weird to have narrow detachments)
More eldar/orks seems silly, as they are already in the first and splitting them across 2 books would enrage people
Tau and necron are unrelated to this war.
GK seems like a candidate, but same narrowness issue as DG and TS.
Nids maybe?

Azuza001 wrote:Specialists look like a cp trap to me. I recently started working under a new theory, trying to make my lists as cp unreliant as possible. Then i will dedicate the cp i do get to one unit/strat like giving defiler reroll all hit and wound, or to use for deep striking only. We have enough units that need cp to be really effective as it is, spending more cp to get the option to spend more cp seems.... like it would be ok in friendly games but i dont see it doing much to help certain armies competitively .


Well, you don't spend CP to get the option to spend CP
You spend CP for a really good warlord trait and relic, and the added benefit of some new stratagems is piled on top.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in ie
Fresh-Faced New User






with the inferno pistol going down 1 point does this mean Ahriman is 1 point cheaper or are named characters different in this regard?
   
Made in us
Regular Dakkanaut




 orangebrushminiatures wrote:
with the inferno pistol going down 1 point does this mean Ahriman is 1 point cheaper or are named characters different in this regard?


If it says '(including wargear)' than his price is his price no matter if equipment he's using goes down for other people.
   
Made in fi
Yellin' Yoof



Joensuu, Finland


Land Raider? Now with CA18 point reductions, its about 320ish points depending on what you put on top of std. Save 2+ T8, should be a lot more durable than a Predator. I am wondering would including LR help keeping Magnus (or, LR) alive a bit longer. When Magnus goes back to warp, the buffs could go on LR and make it very hardy indeed.

For contents, I though some Rubrics with flamers (also cheaper now) and 2-4 sorcerers: flamers will clear out bubble wrap and horder, then eventually a smite spam should net something worth all that perils risk.

Br, and happy holidays,

Timo

Timmon -- AAR's as fiction: Haruukian 415th http://www.dakkadakka.com/dakkaforum/posts/list/427181.page  
   
Made in us
Longtime Dakkanaut




I like the land raider, but not in a thousand sons force. Its still very expensive for what it can add to the force (a mobile shooting bunker). Its not going to distract anyone from shooting magnus. And even if you power it up with spells (-1 to hit and 5++ save) its just going to get ignored for things that can be a real threat.

If you load it up with something scary like rubrics with flames it may take some shots, but then its a loooot of points.

Think of it this way, 4 las cannon shots and 6 heavy bolter for 300+ pts or 2 las cannon, d6 battle cannon, and d6 havoc shots for 180 ish pts? They both do about the same dmg, but the defiler can get more use from boosts and can use unique strats to reroll all hits and wounds. 2 defilers and a vortex beast is a scarry thing to see on the field.
   
Made in cn
Long-Range Black Templar Land Speeder Pilot




Beijing,China

 Ysclyth wrote:
Are there any good gun platforms TS can take that aren't hellforged?

I have played quite a few games with 1k sons, and generally do well, but I struggle against vehicles and high toughness shooting platforms such as knights or some tau suits especially when they have any form of screening. Screening neuters our answer to such targets which is repeatable smite. Magnus as we all know is unreliable especially if we don't go first and are unable to get defensive spells off on him. So I am looking for a solid gun platform. With the rumored points changes for Land Raiders. But wondering if there are better gun platforms we have access to from forgeworld or other rules. Something that will benefit from our psychic (one unit to put all the spells into) and ideally can be healed by temporal manipulation (not hellforged)

If you don't want to bring FW index units, Renegade armigers are the answer.

Yes, you psychic powers can't buff them at all. But they are already so good on them own.

Tokugawa plays:  
   
Made in fr
Automated Rubric Marine of Tzeentch



Netherlands

Post CA18 Hellbrutes have gone to serious contenders for awesomesauce. Not only because of their price drop, but also for the drop on the Plasma cannon they carry.

A hellbrute with Plasma cannon and missile launcher now clocks below 100 pts (96 I think), it hits on a 3+, can get the stratagem to shoot twice , can also hit three times in a row if it also damages itself with overcharging the plasma, and if you don't want that to happen you can always babysit it with an exalted for rerolls.

I think I will be modelling 3 of them as a main staple to my force and I might even get the osirian contemptor from FW 30k just because it's soooo Thousand Sonsy.

Alternatively (because I cannot really justify paying 20 pts for a missile launcher when the plasma cannon is 16 and the hellyfires are 15), you can put a havoc launcher on the other arm. Now your hellbrute costs 82 pts, can overcharge his plasma cannons and also hurt infantry.

3 hellbrutes (Plasma Cannon/havoc launcher) plus a defiler (twin lascannons, havoc launcher) babysat by an exalted for rerolls and healing/buffing them would clock somewhere at 520 pts. It would be an awesome firebase against both tanks and infantry, and would be a hell of a force to hold down an objective or two.

This message was edited 1 time. Last update was at 2019/01/08 11:13:37


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4000 
   
Made in us
Regular Dakkanaut




topaxygouroun i wrote:
Post CA18 Hellbrutes have gone to serious contenders for awesomesauce. Not only because of their price drop, but also for the drop on the Plasma cannon they carry.

A hellbrute with Plasma cannon and missile launcher now clocks below 100 pts (96 I think), it hits on a 3+, can get the stratagem to shoot twice , can also hit three times in a row if it also damages itself with overcharging the plasma, and if you don't want that to happen you can always babysit it with an exalted for rerolls.

I think I will be modelling 3 of them as a main staple to my force and I might even get the osirian contemptor from FW 30k just because it's soooo Thousand Sonsy.

Alternatively (because I cannot really justify paying 20 pts for a missile launcher when the plasma cannon is 16 and the hellyfires are 15), you can put a havoc launcher on the other arm. Now your hellbrute costs 82 pts, can overcharge his plasma cannons and also hurt infantry.

3 hellbrutes (Plasma Cannon/havoc launcher) plus a defiler (twin lascannons, havoc launcher) babysat by an exalted for rerolls and healing/buffing them would clock somewhere at 520 pts. It would be an awesome firebase against both tanks and infantry, and would be a hell of a force to hold down an objective or two.


So exalted sorcerers don't allow reroll to wounds? If you mean exalted champions, they can't be taken as Tsons and even if they could the reroll is only in melee.
   
Made in us
Poxed Plague Monk




san diego

I'm pretty sure he was referring to reroll to hit to stave off plasma MWs on a 1.

This message was edited 1 time. Last update was at 2019/01/13 18:33:58


for 40k

skaven for fantasy. for the under empire!........but it isn't a game anymore.

for infinity 
   
Made in us
Regular Dakkanaut




 heckler wrote:
I'm pretty sure he was referring to reroll to hit to stave off plasma MWs on a 1.


Yes rereading his post now this is super obvious. thanks.
   
Made in gb
Fluttering Firewyrm of Tzeentch




Norwich, Norfolk

Azuza001 wrote:
I like the land raider, but not in a thousand sons force. Its still very expensive for what it can add to the force (a mobile shooting bunker). Its not going to distract anyone from shooting magnus. And even if you power it up with spells (-1 to hit and 5++ save) its just going to get ignored for things that can be a real threat.

If you load it up with something scary like rubrics with flames it may take some shots, but then its a loooot of points.

Think of it this way, 4 las cannon shots and 6 heavy bolter for 300+ pts or 2 las cannon, d6 battle cannon, and d6 havoc shots for 180 ish pts? They both do about the same dmg, but the defiler can get more use from boosts and can use unique strats to reroll all hits and wounds. 2 defilers and a vortex beast is a scarry thing to see on the field.


I rate the Land Raider. Especially now it's ~300pts

I pop 6 baleflamers in a landraider, make my opponent aware of it and they'll definitely start shooting at the LR as well.

I don't run Magnus because you're always weighing up other units around him and how effective you can make him.

I like rolling lots of dice.

⊣ꖎ⚍ʖ⊣ꖎ⚍ʖ 
   
Made in us
Shadowy Grot Kommittee Memba






So, SOT's can now Rapid Fire at 24" 100% of the time, and Rubrics can do it if they remain stationary.

With this, and the price drop from CA, I think we're approaching viability with a traditional, rubric-focused thousand sons list. Some kind of screen or distraction is definitely still vital (to avoid getting tied up in melee) but rubric units are now far better able to camp out in cover with their 1+/0+ saves and blow things away.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Longtime Dakkanaut




Yeah i was just thinking that rubrics keep getting better and better. That 20 man rubric blob sitting in cover is going to do some serious damage.
   
Made in fr
Automated Rubric Marine of Tzeentch



Netherlands

the_scotsman wrote:
So, SOT's can now Rapid Fire at 24" 100% of the time, and Rubrics can do it if they remain stationary.


How do you manage this?

14000
15000
4000 
   
Made in il
Warplord Titan Princeps of Tzeentch






topaxygouroun i wrote:
the_scotsman wrote:
So, SOT's can now Rapid Fire at 24" 100% of the time, and Rubrics can do it if they remain stationary.


How do you manage this?


https://www.warhammer-community.com/2019/01/21/21st-jan-introducing-better-beta-boltersgw-homepage-post-4/

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Automated Rubric Marine of Tzeentch



Netherlands

 BoomWolf wrote:
topaxygouroun i wrote:
the_scotsman wrote:
So, SOT's can now Rapid Fire at 24" 100% of the time, and Rubrics can do it if they remain stationary.


How do you manage this?


https://www.warhammer-community.com/2019/01/21/21st-jan-introducing-better-beta-boltersgw-homepage-post-4/


Oh bother...

14000
15000
4000 
   
Made in us
Shadowy Grot Kommittee Memba






I'm only sad that gw didnt release this in CA2018 so I could call it the better beta bolter book.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
 
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