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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Hi, this is my second post.

I spent a great deal of effort testing the new rules with Thousand Sons lists that might have been laughed at during 5th edition. Let's take a look at some ideas and tips that now make more sense than they did two weeks ago.

Ahriman- Three rolls on the new powers are better than the 5 he knows from C:CSM, admit it. It sure is nice that he can pop off a Warp Charge 2 power and then a Warp Charge 1 (or the other way around). Gate + Invisibility, please? Gate of Infinity is perfect since dangerous terrain tests allow armor saves now. There's no reason not to teleport right into terrain with Invisibility up!!!

Terminators- I do not use termicide. Instead, I run 5 on foot with a chainfist. Ahriman in 5th edition should have been tucked with a squad but now that he turns any unit he joins into Fearless, terminators for 155pts or above are a good escort because it allows the Rubric squads to do the heavy work while Ahriman puts himself where he is needed (and not in CC).

Don't forget to make little markers for your spells. I have 9 flattened marbles, and I write powers on them before deployment with a dry erase marker. The green is Ahriman, the red is an HQ sorcerer, and the 4 white ones are for aspiring sorcerers. This helps you remember who has what during the game, and what spells are "active" if you show them face up.

We don't walk in terrain, and we can't move + hop out of rhinos anymore. So why take them, when the enemy can get +1 victory point for first blood? 4 squads of Thousand Sons actually makes sense now for 254pts. Also, at this cost, the psychic powers are finally worth a damn.

Force staffs? +2 strength, yes please. Think carefully about what sort of weapon you want your aspiring sorcerers to have. Sure Ap2 axes are nice, but sometimes Iniative 4 +2 strength is great in a challenge with that Ork nob. Figure out a nice army list that you want to use for everyone. Personally, I run an HQ sorcerer with a staff along with Ahriman, and 4 aspiring sorcerers with axes. My 2nd HQ usually runs Pyromancy (the model is somehow the most killy thing in my collection), and I try for Fiery Form. Strength 8 concussive initiative 5! Bedlam Staff, anyone?
________________________________________________________________

I am interested to hear other strategies that you guys have. Please avoid attitudes such as "thousand sons still suck, 6th screwed us", and let's keep any discussion to a learning tone. I'm here to learn how to overcome anything thrown at me in 40k.
   
Made in us
Sister Vastly Superior







While I don't play Sons, I have always considered it. Moreso now that 6th is here.

Not being to overwatch is too bad.
Squads of 20 guys with AP3 bolters? Why not?
The 4++ is far more practical now that cover saves are less frequently 4+.
Plus, the aspiring Sorcerer gives the squad a better DtW save.

I play Space Marines, Dark Angels, Blood Angels, Astra Militarum, Militarum Tempestus, Chaos Space Marines, Dark Eldar, Eldar, Orks, Adepta Sororitas, 'Nids, Necrons, Tau and Grey Knights. 
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

Yeah, the 6th edition changes do make the Sons more practical. Especially as none of the Chaos powers are really worth hanging on to. The lack of overwatch is unfortunate, and not being able to run is certainly an argument in favour of still taking Rhinos.

I'm not sure Force Staves are worth it. The +2 strength is nice, but with only AP4 you aren't going to get any benefit from the Force or Concussive traits most of the time. Anything you need the extra Strength to wound or that has multiple wounds is going to have at least a 3+ save. I think the only common exception to that is the aforementioned Nob. I suspect the Axe is actually the best bet given the Sorcerer has a built in 4+ invulnerable to help him survive to swing.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Fair enough points, and I do agree that for the most part the AP2 is going to be the better choice. I do, however, like to stick the staff on any sorcerer normally taking pyromancy (and you should have at least one, if you run 3+ squads of Sons).

Mostly, the Initiative 1 of the force axe wont be too bad, since being locked in CC with say a tyrannofex for 4 turns wont whittle us down like it used to!

Weapon choice really starts to depend upon opponent, but since I am chasing more of an 'all comers' style of play, I'd still stand by the fact that there should be at least 1 staff in each Tsons army.. mostly to take advantage of an IC's Initiative 5. Cause why not!

Yeah the overwatch thing sucks.

Speaking of that.. Out of every single psychic power in the main rulebook, I think that Flame Breath is the only one we can overwatch. BoC, Wind, and Doombolt as well. Interesting, right? Since Warp Charge is generated each turn.. That's the way I've been playing it, and I have talked it out with opponents beforehand and they have for the most part agreed. Of course, we cannot overwatch blasts/large blasts, or psychic shooting attacks such as Scream or Assail. They say witchfire is manifested in your shooting phase, well a Flamer is manifests in the shooting phase as well, right? So you can overwatch with both. D3 hits is hardly enough to say "Wow look, my Tsons unit can overwatch after all!", but it's interesting to figure out our limits and abilities.
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

No, any unit that contains a model with Slow and Purposeful is prohibited from overwatching. Even if there's only one model in a 20 man unit with SnP none of them can overwatch. While you might be able to overwatch with them in general, and I'd agree you can, actual units of Thousand Sons aren't going to be overwatching.
   
 
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