Thank You Guys so much for helping me out!
Do all space marines get 2 wounds now? Seems like a crazy big shift in power compared to chaos if they haven't caught up...
i glanced over some of the features i could read on battlescribe (i plan on getting the codex before models) and i liked the idea of splitting the rubrics by half to get another caster out of it but the fire twice strategem sounds like it could really make the difference in the game. If i were to split my rubrics would i want to space them out across the board or try to screen them with the tzaangors together anyway? It also seems that with rubric bolters being -2 ap
would force them to make invulnerable saves correct? If i set this up with the Death Hex cast and the Strategem that would be 2 volleys in one turn that he would have to make at 5+? I actually have a Fluxmaster model i recieved as a gift and i believe it would be okay to proxy him as a tzaangor shaman if this helps things out.
Sorry if it seems kinda silly asking for advice in such a small game i'm just getting hit with that PTSD and very intimidated that he will make it into melee turn one if the board is so small. (60x30)
And I was told that thousand sons can be kinda difficult to play at first. I pretty much feel like a newbie coming back after so long i really appreciate the help.
Yeah, the main problem is theres a lot of extraneous features like Doctrines, sub-faction traits, stratagems, etc etc that people often don't use as they're complicated in their first few games that really change the calculus of who has what advantage.
Marines got W2 in the new codex and their stuff went up in cost (fairly modestly tbh
, a tactical marine is like 18pts vs a tactical marine at I think 14pts right now) to 'account for it' but the W1 chaos space marine and thousand sons codexes are still among the worst performing armies at the game at the present moment. Not the bottom, that joy belongs to my darling genestealer cults, but close.
If you're using stratagems and command points, your best bet is to go for a big unit of rubrics so you can maximise the power of stratagems on them, and if you're not, your best bet is to run 5-man squads of rubrics to maximise the amount of psychic powers you have on the table.
Death Hex is a possibility but I think Prescience is a better bet to buff up your rubrics. Death Hex affects one enemy unit, and Presceience affects anything your rubrics shoot - and if you're double firing them to make them basically all your firepower, you'll want them to be able to target multiple units.
The Tzaangor Shaman is more expensive than the points gap betwen your armies (85pts) you could probably use him if you play a game and find it's one sided in your opponent's favor.
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Basically, the general shape of the game should be: Deploy your rubrics in a corner of the board with the tzaangors as a screen in front of them, not so close that your opponent will be able to pile in and boop them with his 3" post-fight movement, and put Ahriman somewhere nearby the tzaangors so he can assist them if/when they get charged.
Ahriman can basically kill 1 of the Bladeguard or Vanvets with his black staff in combat, his main job is providing the rerolls to the rubrics shooting, dunking on Mephiston's power casts with his +1 to deny, and throwing out mortal wounds and buffs to help your army out. I would personally take Doombolt, Glamor of Tzeentch and Prescience on Ahriman, and Tzeentch's Firestorm on the rubric mini-sorceror, to spread out your mortal wound threat. You could take Glamor on the rubric sorc and put Firestorm on Ahriman, which would technically allow ahriman if he wanted to to throw out triple mortal wounding powers, which could be good in an emergency situation like if your opponent somehow manages a miracle hail mary charge turn 1 with the Vanvets that gets him into melee and you just HAVE to finish them off with Ahriman in the psychic phase before they shoot.
Throwing in a tzaangor shaman with Weaver of Fates or an extra full-power smite would definitely give you an extra edge, and these games should be quick, so if your opponent is uninterested in letting you have the extra wound on your rubrics and calling that 'even' for his 40-point advantage, maybe he'd be OK with letting yu have the extra shaman if the first game feels one-sided.
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Tsons are definitely a complicated army to play, owing to their reliance on the psychic phase. all your HQs
have huge variations in what they can bring to the table depending on their power choice, and their main core troop choice is now pretty out-of-date with the fact that they're still w1 and we do not know when a new 'dex is going to be coming. Adeptus Mechanicus is out this month, followed by we think sisters of battle? Also we've seen previews that could be orks, a preview that is definitely GSC
, and a preview that could be guard, so sadly though CSM
armies are among those that most need an update we dont know when we'll see one.
Thousand Sons feel a lot better than basic CSM
in the matchup vs regular marines because our warp boltguns have always been basically designed to shred space marines, and nobody but nobody can hurl more mortal wounds to embarrass a unit of super invulnerable save'd up storm shield marines.in a full scale game I'll take an army composition that's basically 'your start collecting box but blown up like a balloon' with a unit of 30 tzaangors screening for a full 20 rubrics, and that just blows away space marines usually.