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Warhammer 40,000/10th Edition Tactics/Thousand Sons
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==Why Play Thousand Sons== ===Pros=== *The only army with the ability to cast universal spells through any psyker, letting you do things such as shutting off armor saves or moving a unit twice. *Easy access to mortal wounds should you ever feel the need to shift someone quickly. *Lots of Infantry shooting with your psykers being shooty as well now that spells have weapon profiles again. *A fairly large number of invulnerable saves on most units in the army, letting you survive heavy hitting weapons now and then. *Inferno Bolts on every unit that has a bolter, from your infantry to your tanks, increasing your AP by a pip. *The trimming of psychic powers also trimmed lots of anti-psychic abilities, giving you more breathing room. *Perils of the Warp is more or less gone, so cast till you pop. *Thematically, you can have a sorcerous lord and his servants going around terrorizing people if you feel like being space Saruman. *Ability to use your Tzaangors and MVB in 40K and AoS. Should you fold in Daemons of Tzeentch too, you shouldn't have much issue flipping between the two games. ===Cons=== *The trimming of psychic powers hurts you pretty bad. *Your psykers leading your forces aren't just targets for being leaders, they're also your only source for Cabal Points. If they die, you'll potentially lose access to entire rituals. *Almost all of your Leaders can only join Rubrics, limiting your bodyguard options to only them and forcing you to bring a rubric unit for every sorcerer should you want to keep them around. *Fairly limited and small roster of units to pick from.
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