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Made in ch
Regular Dakkanaut




With Fenris part Deux coming out at some point I was wondering whtat the community thinks can be done to improve the basic Thousand Son squad while following GWs rule system. By that I mean they arent going to change points or stats or take away rules but they will add to them or give them smething that might make them worthwhile.

Here are some of my thoughts as I think Tsons suffer from being very good at killing marines (before cover was everyywhere) but suck at everything else, which as a troop choice is bad. So here are my suggestions etc.

The Sorceror Commands- The Asp Sorceror may spend a warp charge and use one of the following commands once per game
Focus Fire- Increase BS by 1
Warp Shield- All incoming fire is at -1 Strength
WarpVision- Unit gains Ignore Cover

or

Master of Lore- All psykers count as 1 Mastery Level more than normal. This would allow Asp Sorcerors to take another Psychic Discipline (shriek anyone?)

Those are my basic buffs to make the average unit better. What are your guys idea?
   
Made in us
Khorne Veteran Marine with Chain-Axe




Bodt

Thousand Sons need a point reduction, absolutely. I also think they need to remove Slow and Purposeful...it's thematic, sure, but it provides them 0 benefit and only drawbacks. Maybe a rule that doesn't let them run, sure, but removing Overwatch is a bit much imo.

4000 pts
4700+ pts
2500 pts Hive Fleet Gungnir

St. Peter don't you call me 'cause I can't go. I owe my soul to GW's store. 
   
Made in ch
Regular Dakkanaut




But as we've seen from previous supplements theyre not going to change points because that would invalidate older books. Theyre just going to add rules.
   
Made in us
Missionary On A Mission



Northern CO

Maybe have a formation that gives all Thousand Sons Relentless instead of Slow and Purposeful as long as the included Sorcerer is alive, and if the Sorcerer is armed with a bolter or a combi-bolter, he gets the special Thousand Sons ammo too?

Another possible benefit: a psychic power that makes bolt weapons always wound on a 4+ (not Poisoned 4+, more like Fleshbane 4+), as a sort of anti-GC weapon. It also does wonders against bikes, Wraithguard, Riptides, Ghostkeels and other such high-toughness beasties.
   
Made in ca
Automated Rubric Marine of Tzeentch





jade_angel wrote:
Maybe have a formation that gives all Thousand Sons Relentless instead of Slow and Purposeful as long as the included Sorcerer is alive, and if the Sorcerer is armed with a bolter or a combi-bolter, he gets the special Thousand Sons ammo too?

Another possible benefit: a psychic power that makes bolt weapons always wound on a 4+ (not Poisoned 4+, more like Fleshbane 4+), as a sort of anti-GC weapon. It also does wonders against bikes, Wraithguard, Riptides, Ghostkeels and other such high-toughness beasties.


Aspiring Sorcerer already has a bolt pistol with Inferno Bolts, what they need is a reasonable way to take out troops choices, right now the only thing they can kill at a decent rate are Marines other then that they dont have the weight of fire to take on any kind of horde army. And what they do have needs you to be very close and needs a bit of luck, and even with that it can still be denied.

Maybe an extra shot once per game

 
   
 
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