They still get the ephemeral daemon bonus which is what a normal daemon prince of Chaos dedicated to Tzeentch gets. This makes them seriously worth considering even outside a thousand sons detachment. Prospero would ultimately suffer the indignity of Imperial planetary bombardment a second time, ordere… A Dakkapred doesn't have this problem, but the Forgefiend strikes an effective medium between having the strength to destroy vehicles AND the dakka for wiping hordes. They view the flow of time as an unwrought resource that can be shaped into a weapon. Mechanically the Cult provides some close-combat manipulation and the ability to steal the weapons of your opponent characters for a round. Give him all the nuking Psychic Powers (Doombolt, Infernal Gateway and Tzeentch's Firestorm) and laugh as enemy characters flee from your 24" ranged assassin. As Masters of Magic you get a boosted range on all your powers; so you can buff/debuff/shoot mind-bullets from even farther away. Great on any of your melee vehicles like Maulers and properly built Defilers. For this Daemon Prince from Hell, you'll want to take the psychic powers Infernal Gateway (WC8) from the Tzeentch discipline, Astral Blast (WC6) from Cult of Magic, and Gaze of Fate for insurance. Other nice surprises are the Deamon Engines, Forgefiends looking pretty cheap now. Prescience provides greater gains in efficiency when cast on units with lower stats or a large number of shots, (e.g BS4+ becoming 3+ is an improvement of offensive output of 133%; BS3+ to BS2+ is 125%. 8: Enemies targeting this character get -1 to hit rolls in the Fight phase. A very cheap and affordable way of putting a lot of wounds on a target. Maybe removing supreme command was actually a buff so we don't shoot ourselves in the foot? All Grey Knights units (except Servitors) gain the Masters of the Warp ability along with Bolter Discipline and Shock Assault. This means that its totally viable to bring more than one beast and throw caution to the wind when choosing powers, you can end up stacking some very large buffs on certain units, or dish out a LOT of mortal wounds to enemies. Thousand sons. TAKE HEED. Lastly, Ahriman casts Weaver of Fate, Smite (or Temporal manipulation if Magnus needs healing) and at the very, very, very end - Warptime to catapult a fully buffed Magnus in the direction of the enemy. Daemon Princes cannot take The Seer's Bane, Coruscator, or Prismatic Staff, as they do not have an inferno bolt pistol, force staff, or power sword to replace. Step 2: Take a Tzaangor Shaman with Weaver of Fates (5+ casting) with a unit of 9x Tzaangor Enlightened with Bows. They will NOT generate the aura, but will be able to use the buff if near the daemon character. I know it's unlikely due to the high leadership, but the look on your opponents face when you steal their shiny new Valiant or Castellan is priceless, If you aren't against a little inter-god mingling, this can combo very impressively with the. 2x20 Tzaangors with Tzaangor Blades and Brayhorn. Having a 1/3 chance(5 or 6) of instantly murdering a Captain or Warboss sounds pretty damn worth a try. Much like “super doctrines” for other Space Marine chapters, you only get the benefit of Tides of the Warp if ever… They CAN, however, still take the Dark Matter Crystal, Athenaean Scrolls, or the Helm of the Third Eye. Great Synergy between units in the Codex and with other Chaos Armies. By their hand civilized planets are transformed into Daemon worlds and entire populations moulded into grotesque abominations. Whether you want to shit out mindbullets, buff allies, debuff enemies, or any combination of the above, the Thousand Sons will have it covered. 30 Tzaangors deepstriking down, assaulting and attacking twice will cost you 3CPs, but that's potentially 122 attacks (less casualties). You can buff the squad by having a nearby Mutalith Vortex Beast cast Ephemeral Touch on the Enlightened to give them additional -1 Ap, but generally speaking there are better things to be using your Vortex Beast on than the squad Enlightened. Forgefiends are also much more durable due to +1 wound, 5+invuln, plus Infernal Regeneration, AND has access to powerful strats like Daemonforge. Keep in mind though, this doesn't mean you can't massacre anything T5 or below. Is also still swinging at S6 AP-3 D1d3 against other targets, which is still potent. Nevertheless, Hellforged units are very dangerous to keep around your psykers because of their Containment Breach rule. You can also cripple your army on your own, as constantly casting means a high chance of rolling Perils of the Warp and blowing yourself up. Therefore its not uncommon to see Thousand sons armies having to rely on Smite spam to bring down 12-14 wound vehicles/monsters. Posted by 15 hours ago. If this happens your army can take a huge hit very quickly and struggle to recover. Due to this, think of the Rhino as a disposable bunker, if it dies, so be it, if it doesn't it still served its purpose considering it moves twice as fast as the rubrics. Line breaker is surprisingly easy with dark matter crystal and cult of duplicity but watch out because space marines with drops pods auto score it. The Cult of Manipulation is deceptive, using its tendril web of influence to sway the actions of its enemies. Similarly, in places of utter anarchy, the cult appears to impose their ever-shifting will. Note that despite visual similarities to Helbrutes and Dreadnoughts, the Chaos Decimator does not have the. Coruscating bolts of warp energy explode in washes of mutating fire, while hails … If you have a few backfield vehicles (predators, for example) then it might be worth taking one of these guys, giving him a disc and giving him Prescience/Temporal Manipulation. Unlike the las-pred you are definitely going to want to spring for the Combi-X and Havoc Launcher so you will at least add 8 more points, totalling out at 153 points. Fine for a pick up Matched Play game. 5: 6+ FNP save or +1 if you already have this ability. I'd sure love to run all those cheap HQ units. Baletalon shatter charges: The demolition option. 9th Edition is seeing almost every unit stay the same or go up in points. (And assault charges). Without any additional buffs, your odds of making these charges are 41.67% for the Tzaangor units, 47.84% for the Daemon Prince, and 72.22% for the Heldrake; you can spend CP on re-rolling to raise the Tzaangors to 65.97%. CP reroll stratagem rerolls the whole test instead of any die :(. Gains a 5++ save and an inferno bolt pistol instead of a normal one. Your opponent will probably get their save, but with so many armor save rolls a good number will fail. The Corvidae's specialty was precognition; the ability to see into the future. Nothing tricky or situational, and as a pistol it can even be fired into combat. Ouch. Today Peteypab brings out Adrian from Tabletop Titans, Skari from Skaredcast, and Chase from Goonhammer to bring you all a way too early power rankings of all the 40k factions. The Cult of Prophecy is guided by incessant whispers that bleed from the warp. If you wanted your Shooty Disc Birds to be even more annoying when it comes to harassing things, auto wounding on 4+'s will please you. The Cult of Mutation embodies the transfiguring aspect of Tzeentch. Since all psykers with the Cult of Prophecy keyword can cast it, it is best used by a backline Aspiring sorcerer. Another solid build is to take a pair of MSU squads, give everyone a Warpflamer or Warpflame Pistol and pack them into a Rhino. Well people I’ve played a game of 9th and it’s bad news I’m afraid: Secondary objective auto includes against thousand sons: Assassinate. This thread has been locked by the moderators of r/ThousandSons, More posts from the ThousandSons community, Subreddit for players and interests in the Thousand Sons faction in Warhammer 40k, Looks like you're using new Reddit on an old browser. 0 comments. Maybe throw it at your opponent. Use a Pink Horror Bomb (30 Pink Horrors, 1 Changecaster for +1 Strength and, Very important difference between this version and his Chaos Space Marine twin is one tiny rule called. Unlike now, in previous editions doing so was a waste because ALL of your weapons had to fire at the same target. Pick a unit you flew over and roll 6d6 for each vehicle, building, or monster in said unit, or 1d6 for each other model, up to a maximum of 6d6. I was asked to move the video to here instead of a separate thread. Psychic ritual is plain terrible and the mental interrogation they previewed isn’t much better as these can only be done by your characters and they give up entire phase to do it. The Cult of Time is similarly enthralled by the future, as well as the present and past. Speaking of which, the new Psychic Focus rule that would normally make spamming Smite harder with each time it's attempted is specifically worded to not affect you. But you get the point. Someday. NOTE - Hellforged Vehicles are particularly awkward in Thousand Sons armies. When the beast drops to 7 wounds, this power turns from a bomb into a supernova. Abhor the witch: shockingly you will see This every game so just be ready to accept that for 9th you start the game 15 VP down every game. The Cult of Scheming is perhaps the most insidious of the cults, for the creation of convoluted plots is to them a form of profane worship. For the anti-tank role, starting at 180 points, you can grab a las-pred armed with 4 lascannons. NOTE: This is only effective against low-toughness characters, so don't expect it to work on Space Marines or Orks. Results of a 5+ cause mortal wounds. 93. Now, let’s find out, how do they play in the 8 th edition and what’s changed. You might want to take Magnus as well so that one of them gets to survive, but be careful as this might cause an unsuspecting opponent to have a stress seizure and turn into a Chaos Spawn (though only if he/she have the appropriate reinforcement points). Thematically the Cult represents the raw power of the warp tamed and manifested by the most powerful Sorcerers in the Army. In 8th edition… But on the flip side it's smart to cast this on units like your Scarab Occult Terminators as they will hit on a 2+ in shooting and close combat as well as get DttFE on a 5+. Here is the link, bookmarked to where the 1k Sons discussion starts: *Page 79 – Sorcerous Arcana Change the first sentence to read: ‘If your army is led by Magnus the Red or a Thousand Sons Warlord, you can…, https://www.warhammer-community.com/wp-content/uploads/2020/02/6qGpW51Jfo6A5Xzr.pdf. 13 comments. A Psychic Discipline exclusive to Daemon Princes and Magnus. If using a familiar, the 'High Magister' warlord trait and the 'Cabalistic Focus' stratagem, you can have the hardest power to cast (Doombolt) going off on a 5! Every conquest and withdrawal is a perfectly planned manoeuvre, a single step that leads towards some unseen master stroke. This has been somewhat addressed at the end of 8th edition by introduction of Hellforged units like Hellforged Contemptors, Sicarans, and additional Land Raider variants. This lets the unit drop in, mulch some infantry, then warp away next turn to hit another flank. You will however have to use the Chaos Familiar stratagem to gain access to infernal gateway so you trade some pts for CP depending on your needs, with a familiar his first cast of the phase will be at +4 if you managed to pull this off and have him in range for Cabalistic Focus. New Edition, New Codex. light up anything you can with your sexy Inferno Bolt guns and some magic since you have 2 Aspiring Sorcerers and then try to make charges with this spiked Butt Plug to really assert your dominance. I've been thinking of using tzaangor shamans for extra smites and for easier secondary objective scoring. Video buying guide to start collecting Thousand Sons in Warhammer 40k 9th edition, showing various ways you can buy a 2,000 point Thousand Sons Army for around $500. - 9th Edition Ork Tactics. Through such lore, the cult is able to extrapolate the weaknesses in their enemies and in the fabric of reality itself. Important thing to realise is that these daemon princes can cast 2 powers each psychic phase compared to the traditional 1. Take Magnus, Ahriman on disc and either daemon princes or an exalted sorcerer of disc (with High Magister trait for +1 to cast). For the anti-infantry role, starting at a slightly cheaper 145 points, you can have the Dakka-pred armed with the much improved "predator auto cannon" and Heavy Bolters sponsons. As the Inferno Bolt offers a reliable AP-2. No use against Marines or Orks? Per the datasheet rules, Codex units can take wargear they had in Legends, since this is a Sorcerer, not a Sorcerer of Tzeentch. He can also be used like the machine gun he was always meant to be, traveling on a disc with a hit squad of Tzaangor Enlightened. In order to use it right, give the power to a sorcerer, put that sucker in terminator armor and deep strike him with other termies near the enemy's HQ and go to town, with BoS and a cheeky drop you can cast it the turn you arrive. I was pissed about abhor the witch as well, but they can’t take it if they have a psyker so that’s nice. I'm really disappointed with the secondaries as a whole. HQ. As one of the founding Legions, the Thousand Sons have, along side their pantheon opposite the Sons of Mortarion, been promoted to full Codex Status. So you can't have THOUSAND SONS Warptalons, for example. Played a game v.s. Posted by 1 day ago. Step 1: Take either Ahriman on Disk or a normal Exalted Sorcerer on Disk (make him Warlord, with High Magister for +1 to cast). They have synergy with the Mutalith Vortex Beast, the Tzaangor Shaman (who buffs Tzaangors within 6") and the 2CP Stratagem that lets them attack twice! Possessed? Fairly fresh sculpt-wise and also contains the first Primarch to be introduced to Modern 40k (Magnus). Then Magnus casts his Smite (use Cabalistic focus for +2 to cast), Infernal Gateway, Diabolic Strength. save. Thousand Sons are able to provide and receive a range of game-changing bonuses to and from Daemons & Fellow Heretic Astartes - all the while without stealing the spotlight from. Interesting new addition in the codex, the aspiring sorcerer can take a Plasma Pistol. factions with important buffer characters, reinforced jaw to chomp harder on anything close-by, Talons of the Emperor (Custodes and Sisters of Silence), Adeptus Ministorum (Sisters of Battle and minor factions), https://1d4chan.org/index.php?title=Warhammer_40,000/Tactics/Thousand_Sons(8E)&oldid=718320. Have fun as most powers will auto-fail. You can give it a combi gun of your choice and/or a havoc launcher if you have the spare points, but it is totally fine as is without them too. Note: FAQ states that units that arrive from reserves or have been relocated cannot move except when piling-in or charging. So, it’s been a few months and we now have some semblance of what the codexes are going to look like in 9th edition. The lack of Aircraft rules cuts both ways. Those relics that do get to leave the halls of Tizca, can be found here: Being the premier Sorcerers of 40K, the Thousand Sons get a whopping three disciplines to use (plus more based on their Cult). Specific battlefield applications of this power included not only foreknowledge of enemy strategy, but direct knowledge of events just abou… By their victories, ripples are sent both forwards and backwards in time, so that their enemies may be defeated before they are even engaged. Add in 1CP for The Great Sorcerer to let him cast Smite as well, for lols. A reaper/missile for example combo comes in at 90pts under Chapter Approved 2019 prices, which though not a significant saving compared to the 96pts and 97pts of the Plasma / Heavy Bolter Builds is still a saving that may allow you to fit in more bodies or other units. From shop KileysKritters. The Thousand Sons can't take some of the Forgeworld models that are available to other Chaos Legions. Thematically the Cult represents all the loner space-wizards who think they know better than each other, banding together to prove that working alone is the best way to get things done as a group. It's just that autowounding irregardless of Toughness makes the Enlightened fundamentally more dangerous to high toughness targets, so try to shoot big things first if you can. This excludes units with 18+ wounds (Magnus), Lots of new terrain "tags" that can be applied, something like 10-12 of them, Light cover: gives you +1 to saves (just like today) vs ranged weapons, Heavy cover: gives you +1 to save against melee attacks, unless you were charged, Lookout Sir - appears to simply apply a 3" rule for characters being targeted at all. What it really comes down to is if you value the range plus the overcharge shot or not. The hades autocannons statistically equal or beat the ectoplasma against every combination of toughness/save up to 8/2+. Dark Matter Crystal re-deploys the unit, but the Big FAQ for the BRB specifically only forbids Warptime from working on units setting up as Reinforcements. In addition, the unit targeted is at -1 to hit and -1 leadership until the start of their next turn. The Cult of Magic is dedicated to the pure and unfettered use of sorcery. Warhammer 40,000 Battle Report: Thousand Sons vs Genestealer Cults 2000pts Tabletop Tactics February 15, 2020 5 48 5 Likes Warhammer 40,000 Battle Report: Adeptus Custodes vs Ynnari 2000pts Forum adverts like this one are shown to any user who is not logged in. ... and whatever doesn't autowound still hits at Str5 Ap-1 which is formidable. Enlightened also have the Heretic Astartes keyword, allowing you to cast such classics as Warp Time, and Prescience on them to make them zoom even faster and auto-wound on a 4+ with a Shaman nearby. If you don't mind going multi-god, Fiends of Slaanesh have ANOTHER -1 to enemy Psychic tests, on top of locking enemy units in melee, and the Burning Chariot can take Chanting Horrors, giving you a total of -3 to cast from Daemons alone, -5 on the chosen character. So with a new edition and now the long journey of updating everything! Depends on how you define main-line, I don't think there's anything for Death Guard, Thousand Sons, Adeptus Custodes, etc. Now you can take large Thousand Sons squads and feel secure that even rolling badly you … While by no means reliable, it will give you a chance of +5. unfortunately, the unspeakable costs points in matched play as per the rulebook FAQ. Alternate Ranged Opinion: Taking a Reaper is useful to keep the points of any Helbrute build low and keep your investment in your distraction unit to a minimum. You'll Almost automatically pass most others, so the warp is your oyster! At this point you'll have use about half your army for buff a single unit, but it's one your opponent won't soon forget. Also per the FAQ, Chaos Dreads have the Helbrute keyword. The new morale rule is actually a bit of a godsend for us since the LD10 fearless we all new and loved got replace by a standard LD8. I know targeting rules have changed but I didnt think it would be that big an impact that suddenly wed be losing all our psykers just like that. The Thousand Sons have a very limited armoury and only few units have access Plasma and Melta weaponry. These artefacts are then used as foci in the weaving of devastating spells. Enlightened are also able to use the Cycle of Slaughter stratagem, so you can get two rounds of combat out of your 2 damage spears when you charge. Magnus, as a daemon, can benefit from the Changeling's +6 feel no pain aura, making it harder for your opponent to blow Magnus off the table before he wrecks half their army single-handedly. Consider: Cast Glamour on him for a -1 to be hit, Diabolic Strength for the +2 Strength and additional attack, then have a couple of friendly Mutaliths give him -2 AP. This would lead to frustrating situations where you had to chose between how you were going to waste 50% of your firepower... either by shooting your Heavy Bolters/Autocannon at armor they couldn't penetrate or by shooting the lascannons at troops. The short and sweet of this tactic is easily summed up in these two words, BUFF MAGNUS!!! This is the 4th update to the new Codex Compendium for 9th edition. All in all, Thousand Sons have an extremely limited selection of FW models that they are able to field and other Chaos factions generally get to benefit from a much wider selection of FW gear. We played no mans land and the game ended 77/61 to my opponent who was running iron hands. A large, but not exhaustive, list of the various types of weaponry used by the the forces of the Thousand Sons; A large, but not exhaustive, list of the various types of melee weaponry used by the the Thousand Sons: Despite ten millenia of conflict the Thousands sons aren't keen to let loose their entire armouries of rare and powerful artefacts onto the battle field. Making you better than Fire Warriors but at worse Strength. Contemporary Codexes either copy elements and features of previous releases, or build upon lessons learnt from player-feedback leading to power creep. Boasting some of the most powerful psychic powers in the game, Thousand Sons armies are for the connoisseur of Chaos Space Marine commander; encouraging play with trickery, deception, and multi-layered planning. Roll 3 dice. I'm a lot of you will be curious about whats coming in 9th edition for the XVth, Flyers will be able to "fly off" the board and back onto it, similar to in 7th edition, New terrain rules will make it easier to hide models - introducing Obscure tag, which apparently means (for example) you can't shoot through windows, All armies to apparently gain Outflank or some type of reserving system, List building will be changing where you spend CP to acquisition armies/detachments, Vehicles and Monsters no longer suffer -1 to hit when moving and firing heavy weapons, According to GW's live stream, units that already had this rule are getting something new. If they are within 1", they fight first instead, A Tzeentch unit within 9" adds an additional -1 to the ap of their melee weapons, Enemy unit within 9" gets -1 leadership (max -3). Thanks for this. At this point, order of casting becomes important. Mechanically the Cult provides minor re-rolling buffs and fails to show how ultimate knowledge of everything can help you win. Think of them like combat doctrines for codex-compliant Space Marine armies, except not tied to a game turn or a progression of doctrines. The Cult of Knowledge are drawn to the many curios hidden throughout the galaxy, particularly tomes of eldritch learnings, dark secrets and paradoxical logics. Keep your Daemon Prince screened and repeat until he is dead, and ignore any perils with a CP. Mechanically the Cult is, unsurprisingly, based around boosting the psychic capability of your army, adding in an extra smite-like power and helping with casting. Don't cast this with your warlord. Id imagine the opponents ability to take out 5 characters is heavily dependent on their army. Vast networks of mortal and daemonic spies allow the cult to oversee their plots as they unfold through assassination, possession and the wreaking of pure havoc. Use Weaver of Fates to buff them to 4++, Glamour of Tzeentch for -1 to hit, Prescience for accuracy (or just put a Tzaangor Shaman next to them), An Exalted Sorcerer's re-roll aura for even more accuracy, Mutalith powers for +1 Strength or AP or both, and Veterans of the Long War in the Fight phase. And put it on turn one Tzeentch gets, order of casting important! Who always played a mage in your army works melee attacks edited on 12 November 2020, at once fractured. Hit very quickly and struggle to recover gives you some terrain manipulation and the tendrils more rules. Gc Sancti/Magi/Abominants and Tyranids ( to move the video to here instead of Damned! Also grabbing a gun to put in it by their very nature deceivers, once! Page was last edited on 12 November 2020, at 01:22 doesnt get clarified/erattaed, thats a buff... Within 9 '' across the army as Sorcerers lead the rank-and file troops thanks to rules. 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