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. Bolt of Change has a warp charge value of 9. Turn 1 we use the Dark Matter Crystal to throw the 30 man blob that we deploy across the table and into our opponent’s frontlines. 3-Definitely for Narrative Play only, or at best a series of Matched Play games as part of a Narrative Campaign. Warp Reality:  Warp Charge 6, if successfully manifested you can pick a terrain piece within 18”, and then pick an enemy unit within 3” of that terrain piece. We’ll get into this more in the Combos section. Jealous that Horus is Warmaster Newcastle To be honest if you find that biomancy magnus is doing too much with the 2 D witchfires just dont use both every turn lol If you are using biomancy to keep him and his unit alive while also making him a combat beast go for it. The real issue is that you don’t have a potent melee relic to pair this with. Thousand Sons Discord Server. The Thousand Sons are one of only two Kill Team Factions (so far…) that can take advantage of the Psychic phase, smiting enemies with the deadly Psybolt power. Now that that’s out of the way, let’s begin! Just like their Psychic Power, the usefulness of this Warlord Trait rises as more and more of your army comes from the Cult of Duplicity. If you want access to ALL of this, then you need to become a member of the Nights at the Game Table by clicking here: Nights at the Game Table Membership! With book in hand, we’re going to be taking a look at everything the Thousand Sons received in Psychic Awakening along with giving it a grade, going over some tips and tricks on how to use the updated Thousand Sons along with a sample army list. The THOUSAND SONS keyword is used in following Thousand Sons datasheets: The PSYKER keyword is used in following Thousand Sons datasheets: The RUBRIC MARINE keyword is used in following Thousand Sons datasheets: The SCARAB OCCULT TERMINATOR keyword is used in following Thousand Sons datasheets: The TZAANGOR keyword is used in following Thousand Sons datasheets: The TERMINATOR keyword is used in following Thousand Sons datasheets: The COMMANDER keyword is used in following Thousand Sons datasheets: The COMMANDER and PSYKER keywords are used in following Thousand Sons datasheets: The EXALTED SORCERER keyword is used in following Thousand Sons datasheets: The TZAANGOR and SHAMAN keywords are used in following Thousand Sons datasheets: Inferno bolt pistol used in following datasheets: Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. You spent a CP to use a 2CP for free, which means you end up saving 1CP, which isn’t bad. It’s been a long journey for the Thousand Sons. 1/10, Unfortunately, the Cult of Manipulation just don’t have much going for them. You could go all in and use a Warlord with this and have him keep casting Time Flux boosted by Cabalistic Focus, but it’s still pretty inconsistent and it costs a lot of CP over the course of a game. Treason of Tzeentch has a warp charge value of 8. Anyone looking to play the meanest strictly Thousand Sons list possible will want to look at this combination. 2 COMMAND POINTS Might have played with Chaos Knights. 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. Each time the bearer fights, it can make 1 additional attack with this weapon. Fine for a pick up Matched Play game. The noble Sons of Sanguinius arise to the... Write CSS OR LESS and hit save. Do you think theyll hold true in 9th? Related Communities. You have some strong options that are bordering on being genuinely competitive and a slew of fun choices that are fine for regular games. This is a very weak Warlord Trait, especially in Thousand Sons. There is only one unique thing with Thousand Sons to talk about so far, and thats the relic! 3/10, Astral Blast:  Warp Charge 6, if manifested it causes D3 Mortal Wounds to the closest visible enemy unit. Gaze of Fate has a warp charge value of 6. At first glance, this sounds like a really useful Relic. Terrain Tutorials by one of the top terrain makers in Warhammer 40k, Pierre with Paint or Die Miniatures… now you can build an epic battlefield to slaughter your competition on. They are much better priced. 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. My Tactics pledge: I am not the greatest player, nor a seal pup. For the most part, the power of this Relic is extremely low. 8/10Infernal Fusillade: 1CP, if a unit of Rubric Marines or Scarab Occult Terminators stood still, they may shoot twice with their Rapid Fire Weapons. The main keywords you have to keep track of for your army are HERETIC ASTARTES, and THOUSAND SONS. • One Tzaangor in your kill team may instead take Tzaangor blades and a brayhorn. This made Thousand Sons particularly dangerous to armies vulnerable to heavy doses of mortal wounds. This model is armed with Tzaangor blades. 2/10, Overall, the Cult of Scheming doesn’t really bring a lot of options to the table that are seriously worth looking at. The only downsides are that many armies can play around Astral Blast and that this Cult doesn’t offer much for a full army of Thousand Sons, which keeps this Cult in check. Thousand Sons Daemon Engines on the attack, including a Defiler, a Forgefiend and a Maulerfiend. 6x Terminator: 6x Inferno Combi-bolter, 6x Powersword, . • A Scarab Occult Gunner may replace their inferno combi-bolter with a heavy warpflamer or soulreaper cannon. Soulreaper cannon used in following datasheets: Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect. 328 points buys you a giant 20man blob of Rubrics that you then deploy somewhere in the middle of the board while respecting the deployment rules on Risen Rubricae. Seeded Strategy:  Warp Charge Value 6, if manifested you can select one CULT OF SCHEMINGunit and allow them to shoot and charge even if they fell back this turn. 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. Do you dream of drowning your enemies in a sea of mortal wounds? You’ll struggle to harm Toughness 8+ models, but anything lighter will get evaporated. 5/10 overall, 2/10 when your opponent brings guns and a 7/10 when your opponent brings melee.Fickle Nature: Your Warlord re-rolls charges and can charge/shoot in a turn he falls back. Tactics are size adjustable. 7/10, 8/10 if you just want to dip into Thousand Sons instead of play an army out of them. If the result is greater than the model’s Leadership characteristic, the model is treated as if it were a model from your kill team in the subsequent Shooting and Fight phases. 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. If you have some Rubrics and Scarab Occult Terminators laying around, now is the time to try them out again. Warpflame pistol used in following datasheets: Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters. Overview and tactics: https://www.youtube....v=Fzm0Doj3M8M Five units you should have in your army: … There’s a lot to unpack here, and Games Workshop have again successfully updated an army just enough to make playing it a blast without breaking it and making it over powered. After decades of waiting, the Thousand Sons are finally receiving their own codex. Most of your Characters that you already want in Combat have acceptable melee weapons, so the only time this thing is even really attractive is if your opponent brings some crazy melee Relic. Professional Painting Tutorials by Multi-Golden Daemon Winner Matt Dipietro so you can save hours of time and show off your miniatures to all your friends. Online. Hey all! On a roll of a 1, your opponent gets a CP. On average, you’ll get 2-3 CP over the course of a game and give your opponent 1CP about 2 in every 3 games you play. With every grinding movement, its many-jointed limbs send out ripples of warping force, filling the minds of all who behold … Not really. There are simply a variety of better Cult’s available to Thousand Sons. This is an extraordinarily strong Warlord Trait for anyone looking to build an army strictly out of Thousand Sons. As it is,  this power is limited in application. • A Rubric Marine may replace their inferno boltgun with a warpflamer. Just watch the look on your opponent’s face when you heal an injured Terminator with Temporal Manipulation, and then pick up another 3-4 Terminators from a unit he thought he had almost finished off. In a game like 40K, any option to improve your consistency is welcome. 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. All CULT OF KNOWLEDGE units re-roll 1’s to wound against that enemy unit. The only way to really come ahead in CPis to use it on Coruscating Beam, but that’s a very weak Stratagem. It should be noted that it can be used on other lores, so if you ally in some Chaos Demons or Death Guard, you can use this to force those powers to resolve as well. Well let’s dive right in! Enjoy. Then, all enemy units within 3” suffer 1 Mortal Wound. Relic guns have never been very impressive in 40K 8th edition, but even by that metric this Pistol is pretty lackluster. Then we might have the army for you! 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. The Thousand Sons codex is loaded with some awesome stratagems to really help ramp up this army. 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. Thousand Sons have gained the option to select a Cult for every Thousand Sons Detachment. Their Psychic Power and Relic have some pretty unique effects, but they just aren’t good effects. • This model may replace its Tzaangor blades with an autopistol and chainsword. 1. Still, you’ll probably get a couple free Smites or other powers off this Warlord trait over a game, but it’s nothing to call home about. Not bad on it’s own, combos nicely with the Cult of Time. I would imagine a bike or cataphractii HQ with it to dish out some punishment! 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. Even without their psychic powers, Thousand Sons kill teams are deadly against armoured targets thanks to … You can add 1 to wound rolls for the model’s attacks that target IMPERIUM models, until the end of the phase. Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat. Force stave used in following datasheets: The CHAOS keyword is used in following Thousand Sons datasheets: The TZEENTCH keyword is used in following Thousand Sons datasheets: The HERETIC ASTARTES keyword is used in following Thousand Sons datasheets: The INFANTRY keyword is used in following Thousand Sons datasheets: Power sword used in following datasheets: Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire. 5/10. Thousand Sons vs Orks 2000pts | Warhammer 40,000 Battle Report Tabletop Tactics February 6, 2021 8 27 8 Likes T’au Empire vs Ultramarines 2000pts | Warhammer 40,000 Battle Report Comprising a broad and diffuse coalition of the American Federation Specific battlefield applications of this power included not only foreknowledge of enemy strategy, but direct knowledge of events just ab… 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. They already have access to some of the best saves in the game and a variety of damage mitigation options, and being able to recover slain models and even cheat death on a Demon Prince or Exalted Sorcerer makes them even better at shrugging off damage. 8/10Adepts of the Immaterium: 1CP, when you would Perils of the Warp for a Thousand Sons Psyker, you don’t. Meme-Free Zone. 3- Definitely for Narrative Play only, or at best a series of Matched Play games as part of a Narrative Campaign. Unfortunately, we live  in a world where static Space Marine gun lines are everywhere, which knocks this power down a peg. Best case scenario,  assume that it’s your second Relic and you use it to to use a 2 CP Stratagem for free. • One Rubric Marine in your kill team may take an Icon of Flame. Use at the start of the Fight phase to cause Death to the False Emperor to trigger on a 4+ instead of a 6+ against Space Wolves models. Couple this with the relatively high defenses that Thousand Sons have, and you have the beginning of a Necron-esque playstyle where your opponent is really trying to completely kill every unit one at a time. This weapon automatically hits its target. 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. Sorcerous Pact (1 CP): Use this stratagem when a Thousand Sons Character attempts to summon a unit of Tzeentch DAEMONS to the battlefield using a daemonic ritual. You have a lot of powers to pick from, and now a lot of Cults to select from as well. How do these compare to your experiences with Thousand Sons? 7/10, The Cult of Time makes Thousand Sons into a fairly grindy army. Thousand Sons Defilers - As the Defiler stalks across the battlefield, the very ground around it heaves and screams under the weight of daemonic energy radiating from its arachnoid form. 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. Quick Links. 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. Against static gunline lists that don’t move much, this power won’t be very impactful. 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. Not a competitive choice by any means, but it pulls its weight. 6/10. But, you’ll most likely murder the other unit so it’s not all bad. 3/10Beguiling Influence: Subtract 1 from the Attacks characteristic of any enemy units within 1” of your Warlord. If you liked this article and can’t wait to get more awesome content like exclusive battle reports, painting tips from pro painters, and tactics from some of the best 40k players in the world, then you should become a member of Nights at the Game Table! 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. Subject: Thousand Sons Legion Tactics. I need some advice about how to beat my buddy's thousand sons army. The story of their fall and the ultimate disaster brought by Ahriman is great science fiction. Time+ChangeThe Cult of Time lends itself to a very grindy playstyle, since you can return multiple slain models every single turn. 7/10Devastating Sorcery: If your Warlord manifests a Psychic Power that causes Mortal Wounds, they deal 1 additional Mortal Wound. This is one of those really polarizing Relics. This Relic would be incredibly potent on a Demon Prince, but when it’s stuck on SORCERER models only it’s just not quite good enough. There’s now a reason to start playing with these models a lot, especially with the adjustments that CA2019 gave to this army. 7/10. This model is armed with a force stave, inferno bolt pistol, frag grenades and krak grenades. Relics of the Thousand Sons (1/3 CP) Your standard relic stratagem. Tactic Cards for the Thousand Sons faction in Warhammer 40K Kill Team. As always a big thanks to Games Workshop for the images provided for our article. 6/10Hourglass of Manat:  If the bearer of this Relic is slain, they recover D3 Wounds and are placed as close to their old position as possible while also staying 1” outside of enemy models. LEGION SPECIAL RULES: As it is, it’s perfectly reasonable for your regular games. You have a lot of good Warlord Traits, and many of the Cult ones are also useful. r/ThousandSons Rules. Won’t come up most games, but when it does it’s an easy 9/10. Every Cult has a unique Psychic Power, Warlord Trait, and Relic available to them. Are you a fan of sorcerous tricks that buff your units and hurt those of your enemies? CTRL + SPACE for auto-complete. Some competitive lists might feature or use this, but for your regular games it’s a very powerful choice. Fine for a pick up Matched Play game. Just save your CP or take a better Relic. Magnus Did Nothing Wrong. Thousand Sons are a grindy, midrange kind of army and this positions a giant threat at just the distance they want to be. 4. This is a hard Stratagem to really properly evaluate, since a lot of the time it just won’t be that applicable but every now and then you’ll land a charge off some Scarab Occult Terminators and save the day. Members. These effects last until the beginning of your next Psychic Phase. Divine The Future– Warp Charge 5, if manifested you get to roll a D6 and record the result. Specifically Cabalistic Focus. Not a competitive choice by any means, but it pulls its weight. 6/10. We place one unit of Tzaangors into Reserves along with our  Terminators and everyone else is placed on the board. The psyker unleashes a bolt of roiling warp energy that wracks the foe with sickening and uncontrollable mutations. Essentially unplayable or unfunctional from a Rules As Written perspective. The Cult of Duplicity will be a mainstay for competitive Thousand Sons players looking to play an army strictly out of Thousand Sons. There’s simply a variety of better options available to you. In conjunction, you can get an extraordinarily consistent army that can really push luck in any way that it needs it. But if you really want to make Thousand Sons work as an army, this is a great Cult to build the core out of your army from. Tactics and Strategy: Thousand Sons War Coven Formation With the new Wrath of Magnus Campaign Supplement, Chaos players the world over are anxiously anticipating the neat tricks this gem has to offer. Is that worth paying 1 CP for? 3/10Exalted Mutation: Gives the bearer +1 Strength, Toughness, and Attack. 6/10. There’s also a lot of games where this power is functionally blank. 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. 7/10. Thousand Sons Tactic Use this Tactic when a RUBRIC MARINE or SCARAB OCCULT TERMINATOR from your kill team is chosen to attack in the Shooting or Fight phase. Loyal terminators still have shields with constant 3++, but 4++ for Thousand Sons with the chance to be improved by 1 is considered to be balance-breaking… It’s worth taking 1-2 squads to fight enemy infantry all over the battlefield by coming from the reserve. Couple this with Weaver of Fates and you can give any random Rubric or Terminator unit a 3+ Invulnerable Save, which is absolutely tough as nails. If he does so, he loses the INFANTRY keyword, gains the DAEMON, CAVALRY and. Once a world of great beauty, it was attacked by Imperial forces utilising planet-busting weapons during the Battle of Prospero[2a], with the result that it became a blasted ruin, declared Purgatus by the Inquisition. The Conference was to be the launch of a new millennial round of trade … if you pick Cult of Time, all of your Thousand Sons units will gain the CULT OF TIME keyword). Their Warlord Trait is situationally useful, but that’s not enough to justify looking at the Cult of Manipulation for anything other then laid back games to try them out. Aspiring Sorcerer: Force stave, Inferno Bolt Pistol, Scarab Occult Terminators [22 PL, 275pts], . Warhammer 40k Necrons Lore: Who are the Necrons? The unit that you select halves it’s movement and subtracts 1 from Advance and Charge rolls. 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. They would be in every list. They only got 7, but they’re a pretty potent 7 so it’s hard to complain. 88. Grab the new Codex Supplement to work with Codex Space Marines in Warhammer 40K... How does the Hammerfall Bunker work in Warhammer 40k? On a result of 9+, you instead return D3 models. Thousand Sons only received a few new Stratagems, and most of them are tied to a small unit selection. The very nature of how Thousand Sons are constructed leads them to be a little on the malleable side. Due to how the rule is written, the "fluff" actually matters. 14.2k. • This model may replace its inferno bolt pistol with a plasma pistol or warpflame pistol. It’s not super competitive since it is only a single roll, but it’s more than playable. 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. 5- Middle of the road. After a model on this mount makes its close combat attacks, you can attack with its mount. 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. The Thousand Sons have one of the coolest back stories in Warhammer 40k. For example, with Duplicity you can throw an Exalted Sorcerer up the board and then use your 20man Rubric unit and that Sorcerer to buff your Tzaangors up fully. The overall power level for these options is a little on the low side, but not so low that you should avoid this Cult if consistency is what you’re looking for. However, this means you saved a CP instead of taking either the Dark Matter Crystal or the Helm Of The Third Eye, which are significantly more useful than saving 1CP. Not nearly as good as Master Artisans, but still a perfectly reasonable option for a Relic. Tactics "Of all the Space Marine Legions, the Thousand Sons made the greatest use of those possessed of psychic ability, integrating these warrior-mystics into a labyrinthine command structure so that they, by the application of their powers, could alter the very flow of cause and effect to achieve flawless victories." If manifested, you can re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll, saving throw, Injury roll or Nerve test before the next Psychic phase. 8/10Sorcerous Infusion: 1 CP, when any THOUSAND SONS unit manifests a Psychic Power on a 9+ you can then heal an injured model from that unit that  unit for D3 Wounds or add a slain model back to that unit if there are no injured models in that unit. 5/10Immaterial Echo: If you Warlord gets a 9+ on a Psychic Test, he can cast an extra power for free. They aren’t competitive, but they’re certainly playable. Make 1 additional attack, using this weapon profile. 7/10Arcane Focus: The bearer adds 1 to all Psychic Tests they take. Every entry will be scored on a 10 point scale. And as always, the Tactics Corner is full of informative reviews and tacticas. In Thousand Sons, you have way too many other good options. Which will definitely, … If manifested, select an enemy model that is within 12" of the psyker, and visible to him, and roll 2D6. The psyker reaches his thoughts into the minds of his victims, subverting their will and turning them upon their own allies. In addition, the nature of how Cult choices work mean that you are limited in how much you have to pull from. Essentially unplayable or unfunctional from a Rules As Written perspective. Thousand Sons Tactics. It’s also been clarified that the new rules introduced in Psychic Awakening were intended to replace this stop-gap. This article is packed full of Blood Angels Tactics 9th Edition for Warhammer 40k. This way your whole army will re-roll 1’s to Hit and Wound just normally between Psychic Delve and your Character auras while your Prophecy Character buys you extra free re-rolls and dice substitution. This can only trigger once per phase. Thousand Sons are not a faction known for their close combat characters, but a Demon Prince with this could do some work. Giving him a +4 to his roll! Would be a 7, maybe even a 8 in the right army, but for Thousand Sons it’s a 6/10. 3 Points nets you two. Magister: 1CP, one Thousand Sons Character gets a Warlord Trait. Ritual Of The Damned is the upcoming release for Psychic Awakening, rife with rules for the Thousand Sons, Dark Angels, and Grey Knights. The Corvidae's specialty was precognition; the ability to see into the future. Each other friendly model that is shaken or is, Each other friendly model (other than shaken models) within 2" of the model. 7/10Ardent Scholar: Your Warlord re-rolls 1’s to cast. Not a bad power persay, but it’s not going to be applicable in a lot of your games. 3/10. The 1999 Seattle WTO protests, sometimes referred to as the Battle of Seattle, were a series of protests surrounding the WTO Ministerial Conference of 1999, when members of the World Trade Organization (WTO) convened at the Washington State Convention and Trade Center in Seattle, Washington on November 30, 1999. Also the fact that Knowledge has a weak Relic and Prophecy has a weak Warlord Trait means they also naturally compliment each others weaknesses. SORCERER only. 5-  Middle of the road. 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. For everyone else, there’s a variety of reasonable Cults to pick from. It should be noted that technically the unit makes a 2d6 Heroic Intervention, which is basically a charge but the unit doesn’t get to swing at the same speed that Charging units get to. Even then, the application on this is pretty narrow as you have to make a charge against exactly that model. This is a Stratagem that you have to plan around, but it has some serious potential and combinations. 7- Very good, on the cusp of being a competitive option. Again, coupled with Sorcerous Infusion, and you can theoretically get a Demon Prince from being slain to full health in one turn. Tactics and Stratagems you can use your parent legions, Traits you cannot and have to use the Generic list. Next, we’re going to be looking at the various Stratagems that Thousand Sons received in Ritual Of The Damned. This is simply a potent Relic. You will also receive the best spill-proof painting mat in the world just for signing up for our yearly membership. Finally, in addition to the various Cults, Thousand Sons have received 7 new Stratagems to supplement the Stratagems in their Codex. • This model may ride a Disc of Tzeentch. Being built out of Duplicity allows you to redeploy your units both before the game begins and as the game develops, so you can theoretically threaten any objective with any unit at any time. In Tau, this would be more than reasonable. And then you do that again, turn after turn. If anyone walks within 24” of your giant fortress of Rubrics, they eat 80 Strength 4 AP-2 shots at +1 to Wound from Veterans Of The Long War. Prospero would ultimately suffer the indignity of Imperial planetary bombardment a second time, ordere… Each individual component is more than reasonable on it’s own, and they also combine together nicely. It rides to battle atop a Disc of Tzeentch, which attacks with its blades.