Watch Queue Queue Once they get in, you can start adding lots of Mortal Wounds to the rest of your attacks. The model only recovers D3 Wounds, but in an army with Temporal Manipulation getting a second shot at life with a Demon Prince could swing a game. However, when you sit down and do the math the Theorem quickly falls apart. Two wounds, of course. And another bad thing is that they have only 5++. The main purpose of this squad is to compensate small numbers of our army – take more of these horned beasts and throw them to the enemy lines, distracting attention. Check the Tactics Corner for more great articles and reviews.. Use them traditionally – take a Rhino and roll over the objective markers. Kind of weird, isn’t it? You might see some competitive lists dip into this just for the Capricious Crest and the melee options. 12.1k. Jump to: navigation, search. The only way to really come ahead in CPis to use it on Coruscating Beam, but that’s a very weak Stratagem. This video is unavailable. We pay 1 CP for Webway Infiltration and 1CP for Risen Rubricae to place our Tzaangors in Reserves and our giant 20 man blob of Rubrics up the board. How do these compare to your experiences with Thousand Sons? Ins obvious that we have to wait for the codex to get our own magic, strategems and relics which will fix some difficulties. Divine The Future– Warp Charge 5, if manifested you get to roll a D6 and record the result. Although it is once per turn, this Relic is still potent. 6. Now, let’s find out, how do they play in the 8, Let’s start with the biggest – let’s start with Magnus. 6/10. 8/10All in all, the Cult of Change come off as an excellent Cult to dip into for access to the Capricious Crest primarily, and access to a bit of melee options as a secondary. This is easily one of the worst Relic’s ever printed. The Silent King existed within the Necrontyr empire.... Write CSS OR LESS and hit save. "Tactics, who needs tactics, there's boys over the to rip up and eat!" 4/10, The Cult of Mutation have an incredible Psychic Power, but they’re held down by a lackluster Warlord Trait and Relic. The ability to steer your opponent away from terrain to shoot them in the open or punish them for seeking cover is a brutal lose-lose situation. Warhammer 40K Grey Knights Tactics – Ritual of the Damned – Nights at the Game Table, Warhammer 40k Dark Angels Tactics – Nights At The Game Table, The Best Faction for the Terminator Chaplain in Warhammer 40K. And it’s a topic for another discussion… Looking forward to the full-scale codex! 8/10Perfidious Tome: At the beginning of every Battle Round, if the bearer is on the board, roll a D6. It’s also a troops choice and although it’s a little invasive points wise, it secures you the middle of the table from the get go. For everyone else, there’s a variety of reasonable Cults to pick from. Finally! We place one unit of Tzaangors into Reserves along with our  Terminators and everyone else is placed on the board. Or Hellbruts with lascannons and missiles. Warhammer 40k Space Wolves Tactics: Are Wulfen Worth It? Combined with the new Sorcerous Infusion Stratagem, you could recover 4 Scarab Occult Terminators to a unit in one turn, which would be pretty brutal. Not bad on it’s own, combos nicely with the Cult of Time. The ability to move units to safety after you see if your opponent has seized or not is a game changing adjustment, and since this thing is always just 1CP away thanks to Magister, you can have it on hand any game you think you might need it. Now you can take large Thousand Sons squads and feel secure that even rolling badly you … Each individual component is more than reasonable on it’s own, and they also combine together nicely. Against static gunline lists that don’t move much, this power won’t be very impactful. This being said, there are a few noteworthy combos and interactions that are worth taking a look at, especially for someone that really just wants to play Thousand Sons as a standalone army. This is actually a solid Warlord trait against melee focused armies, and since you can access it with Magister for games it’s relevant it has some play. Scarab Occult Sorcerer: Force stave, Inferno Combi-bolter, . Extra bonus points if you also dip into the Cult of Prophecy and substitute a dice roll of a 1 that you got on Divine The Future into a 6 for a test. There’s a lot of ways you can spice this up depending on which Cults you want to run with, but the core of the idea is the same. Between Gaze of Fate and the Instruments for +1 to Charge, you should fairly reliably be getting into close combat. The only disadvantage is that they can’t take terminator armor – so you might need a usual sorcerer if you want to use him with the pack of terminators. On a roll of a 1, your opponent gets a CP. The thing about the Cult of Prophecy is that you can easily get everything that you would want from it on a single Character, since you really just want the Power and the Relic. Prospero would ultimately suffer the indignity of Imperial planetary bombardment a second time, ordere… From The Horus Heresy: Legions Wiki. Now, let’s find out, how do they play in the 8th edition and what’s changed. [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.Alongside this there has been a small release of new models (some being shared with Age of Sigmar.) Exclusive Tactics that increase your gameplay + knowledge, Codex Reviews as they are released, FAQ Reviews, painting + modeling techniques from the Nights at the Game Table Team including Adam Lyons. 7/10, Attempted Possession: Warp Charge 6, if manifested you deal 1 Mortal Wound to an enemy CHARACTER within 18”, and they reduce their Psychic Tests by 2. Then, all enemy units within 3” suffer 1 Mortal Wound. Even with the chance to get 4++ from All is Dust special rule. 2 years ago. I can't quite put my finger on it but someyhing about these rules are more sinister than I expected for Thousand Sons. Perfect Primarch. 3/10Pythic Brazier: This Relic allows the bearer to broadcast an aura that allows all friendly units within 6” to re-roll one hit, wound, OR damage roll. Couple this with as many Psychic Powers that you can cram onto a single model, and you can really lay down some damage in a single Psychic Phase, especially if your opponent has castled up. 7 stratagems is not a lot to work with, but luckily almost every Stratagem that Thousand Sons got is extremely good. You have a lot of good Warlord Traits, and many of the Cult ones are also useful. 3-Definitely for Narrative Play only, or at best a series of Matched Play games as part of a Narrative Campaign. These guys are quite durable and they will hold them tight. Speaking about terminators. This is the difference between your Warlord killing himself randomly or you securing your game winning buff from that boxcar roll you had on a Psychic Test. It’s awful that their sorcerers know only Smite, ant this Smite is even not a full-strength one. Might have played with Chaos Knights. The real issue is that you don’t have a potent melee relic to pair this with. Every entry will be scored on a 10 point scale. Were you the person who always played a mage in your Dungeons & Dragons group? The Cult of Magic lends itself naturally to making one extremely loaded caster between it’s Relic and Warlord Trait, and Duplicity is simply the best overall Cult to play a Thousand Sons list out of. Also, Magnus is now 200 points cheaper. Risen Rubricae: Once per game, for 1CP you can deploy a unit of Rubric Marines anywhere on the battlefield as long as they are more than 9” from any enemy units or the enemy deployment zone. In this article, we’re going to be covering Warhammer 40K Necrons lore and origins. 3/10Exalted Mutation: Gives the bearer +1 Strength, Toughness, and Attack. Now combine that with the Time and Change Cults  and you have two large bricks (the Terminators and the Rubrics) that your opponent is going to struggle to damage while he drowns in Tzaangors, and what damage he does deal you simply heal back. Now with access to their own strategems, warlord traits and their own psychic discipline, as well as the addition of models from the Age of Sigmar model line, the Thousand sons are ready to show that … The bad thing is that their leader is no longer a full-fledged sorcerer – he’s just the same undeveloped version as his colleague from rubrics squad. As if that wasn’t enough to worry about, you can also bring a one man Mortal Wound Army throwing out a Smite and Astral Blast. You spent a CP to use a 2CP for free, which means you end up saving 1CP, which isn’t bad. Thousand points. It’s limited a bit by the fact that it can’t be used on TZAANGOR units or Named Characters, but that’s a small limitation. Some people will swear they always get 4 or 5 CP off this thing, and other people will swear they just give their opponent 3 with it. Next, we’re going to be looking at the various Stratagems that Thousand Sons received in Ritual Of The Damned. We’ve chosen this legion since Death Guard is waiting for the new book and a lot of new units coming soon, and the others don’t have unique units yet. Also, you can’t reroll any hit or wound rolls when using this Relic to swap weapons. gummyofallbears. In addition, there are no checks or ranges (other than the initial 18”, 24” with the trait) so this is a very consistent damage boost for your army. This is a Stratagem that you have to plan around, but it has some serious potential and combinations. They aren’t competitive, but they’re certainly playable. 3- Definitely for Narrative Play only, or at best a series of Matched Play games as part of a Narrative Campaign. On its own, this power is effectively an improved Smite which is already a step up. Until the start of your next Psychic Phase, you can replace a dice roll with the dice rolled for this power for any hit, wound, advance, charge, psychic test, or morale roll. An extra +1 to cast makes all of your powers more likely to resolve. Again, coupled with Sorcerous Infusion, and you can theoretically get a Demon Prince from being slain to full health in one turn. We paid much attention to the Thousand Sons legion after its release. 7x Thousand Sons – Rhino 7x Thousand Sons – Rhino 6x Thousand Sons Cyclopia Cabal Formation: (This is a Black Legion formation so they don’t gain from the VotLW bonuses that the Sons get, but they’re buried so far into the units that by the time it comes to allocate a wound to them you’re pretty well hosed anyways.) If the competitive scene shifts to being a little more melee focused, Mutation could become a viable competitive choice. From there, our gameplan is simple. This is an all around excellent relic even without the ability to manipulate your opponent, and with that occasionally coming up it’s one of the best Relics in Ritual Of The Damned. Tests show that they perfectly destroy almost every kind of infantry. ++ Battalion Detachment +5CP (Chaos – Thousand Sons) [92 PL, 1,506pts] ++, Daemon Prince of Tzeentch [9 PL, 195pts]: Malefic talon, Wings, Exalted Sorcerer [7 PL, 120pts]: Force stave, Inferno Bolt Pistol, . Just save your CP or take a better Relic. Just the same invuln that terminators and rubrics have. You can combine this with some of the other bonuses to cast that Thousand Sons have and dig for some really high casting values for D6 Smites, turn a Perils into a passed power, and if you get in range you can even heavily manipulate important powers for your opponents. Thousand Sons Tactics Warhammer 40k: Ritual of the Damned, Warhammer 40k 9th Edition Space Wolves Tactics: Space Wolves Codex. My group of 4 friends started warhammer a few months ago and and nobody can beat his damn army. Hey all! 3/10, but this thing shoots up to a 7 or 8/10 if you’re a very lucky player and a 1/10 if you’re a rather unlucky player. Besides, you can still summon demons. 93. 7/10Arcane Focus: The bearer adds 1 to all Psychic Tests they take. I will be doing my in-depth analysis of the new Thousand Sons formations, formation-based detachment, units, warlord traits, Chaos artifacts, psychic powers, etc. Try not to get stuck in the close combat, since your shooting is much more effective. At first glance, this sounds like a really useful Relic. And if you take the Theorem as a third Relic, there’s no way to even get CP back and at best you can break even. thousand sons tactics Combined with the new Sorcerous Infusion Stratagem, you could recover 4 Scarab Occult Terminators to a unit in one turn, which would be pretty brutal. It’s not super competitive since it is only a single roll, but it’s more than playable. 7/10Ardent Scholar: Your Warlord re-rolls 1’s to cast. Now he is a versatile destroyer of everything, available for any player. Since their release as a full army in 7th edition, Thousand Sons have brought a powerful psychic force to the battlefields of the 41st millennium. Games Workshop is showing of two of the six tactics the Thousand Sons will have access to: There are few things less satisfying in 40k than rolling a 1 for the number of shots your weapon gets. Sorcerous Facade: Warp Charge 7, allows you to pick a CULT OF DUPLICITY unit off the board and place it anywhere outside of 9” of your opponent. Most importantly, these things pair nicely with two of the namesake units that make Thousand Sons unique, Rubric Marines and Scarab Occult Terminators. THOUSAND SONS TACTICS- THE XVTH LEGION I have always loved the Thousand Sons. , and now a much better close combat characters, but anything lighter will get evaporated could! Ever printed good thing is that they perfectly destroy almost every Stratagem that you select it... 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