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==Unit Analysis== As per the Daemon index, you can have 1/4 of your army in points be [[Warhammer_40,000/10th_Edition_Tactics/Chaos_Daemons|Chaos Daemons]] but only Tzeentch Deamons. As per the Adeptus Titanicus index, you can have up to 1 [[Warhammer_40,000/10th_Edition_Tactics/Adeptus_Titanicus|Chaos Titan]] model. As per the Chaos Knights index, you can have up to 1 {{W40Kkeyword|titanic}} or 3 {{W40Kkeyword|war dog}} [[Warhammer_40,000/10th_Edition_Tactics/Chaos_Knights|Chaos Knights]] models in your army. See those tactica pages for an in-depth analysis, but remember, in both cases anything you field will ''lose'' its Faction rules (what happens in terms of Detachment rules will still be Detachment-specific, but you'll have to pick a CSM Detachment). :The CoS on each entry indicates how many Cabal points that unit generates. ===Characters=== *'''Exalted Sorcerer<sup>CoS 2</sup>:''' Your main wizard lord, giving your rubrics an ever-necessary 4++ to keep them alive. If you feel the need for a power weapon that isn't subject to any anti-psychic shenanigans (of which you're not going to find many), you can grab a Prosperine Khopesh as a sidearm. <tabs> <tab name="On Foot"> His offensive spell is Astral Blast spell, which he can use to hit mobs. Very important since he comes with a unique power (with chance of backfiring) that lets him restore a restores one model on a 2+ and two on a 6. With how often they'll go down, you'll need to keep your squad as full as possible. </tab> <tab name="Disc of Tzeentch"> While given a bonus wound and speed bump, he remains just as able to join his rubricae. His offensive spell is Arcane Fire, a super-powered heavy flamer, while Binding Tendrils allows him to slow down enemies by halving the movement of an enemy within 18" while taking -2 to any advance and charge rolls they make. </tab> </tabs> *'''Infernal Master<sup>CoS 2</sup>:''' Gives your rubrics ''[Sustained Hits 1]'' on all their weapons and once per turn can make a single hit, wound, damage or saving roll you make for him into an unmodified 6, which would've been a lot better on anyone other than him. Has the Screamer Invocation spell, quite figuratively making him an actual Yu-Gi-Oh Duel Master now. *'''Thousand Sons Daemon Prince<sup>CoS 2</sup>:''' A big beatstick of a daemon wizard with a solid combat loadout, with his hellforged sword/axe/claw being a monstrous set of force weapons. **A note on their weapons: unlike the other sorcerers, the DP ''doesnt'' have any offensive spells, but its hellforged weapons are ''Psychic,'' which can be boosted by '''Kindred Sorcery''', but also makes them vulnerable to opponents with a resistance to Psychic attacks. <tabs> <tab name="On Foot"> A bit tougher not just on account of being T10, but also because of their 6" ''Stealth'' aura to protect fellow sorcerers. He also has a single-use buff that lets a single squad of dustbins gain ''[Precision]'' so they can snipe out the most annoying character they see. </tab> <tab name="Winged"> The flying menace of the legion. Anyone he flies over is a potential victim for a bombing run (which, sadly, will be ineffective since it only hits for 1 MW on a 6 and you only roll 9d6), but he more importantly has the ability to fly back into reserves and redeploy elsewhere if you keep him out of too much trouble. For a giant flying monster, do expect to use it to throw off the enemy. </tab> </tabs> *'''Thousand Sons Sorcerer<sup>CoS 1 or 2 for Terminator</sup>:''' Gives your rubrics '''[Lethal Hits]''' to auto-wound anything on a 6 to hit. <tabs> <tab name="Sorcerer"> Fortunately gives his rubricae the incredible ability to make enemies unable to shoot them from beyond 18". His offensive spell is Fires of the Abyss, a very rapid-fire barrage with ''[Sustained Hits 3]''. </tab> <tab name="Terminator"> The only hero who can join your Scarab Occult. He has a spell that marks an enemy within 18" for death by letting friendly units re-roll 1s to hit. Coruscating Flames gives him one of the only anti-heavy weapons available to the army, but with only three shots, it'll only be enough for a couple plinks since it requires hitting a 4+ to deal ''[Devastating Wounds]'' on those tanks and monsters. </tab> </tabs> *'''Tzaangor Shaman<sup>CoS 1</sup>:''' The lone hero for your Tzaangors, giving them a 5+ FNP as well as a +1 to hit. Shocking Orbs gives him a shockingly powerful blast weapon that's only let down by lacking any AP, meaning it can be warded off by terminator armor unless you trigger ''[Devastating Wounds]''. ====Epic Heroes==== *'''Ahriman<sup>CoS 3</sup>:''' The great psychic culling has affected many psykers, and Ahriman shows just how painful that feels. His powers got gutted and now all he does is let the unit he leads add 1 to wound rolls as well as a single-use ability to use a single ritual on him for free. The only real weapon he has aside from his Black Staff (not shabby at A5 WS2+ S7 AP-1 D3, but not something you'd want to throw into all fights) is his Psychic Stalk, a ''[Precision]'' 18" A1 BS2+ S6 AP-1 D1d6 power that lets him snipe out enemy characters. That said, he does provide 3 Cabal Points. **'''Ahriman on Disc of Tzeentch:''' See above? Same except moves 10" and has 6 wounds and '''FLY'''. He can still join a rubric squad for protection. *'''Magnus the Red<sup>CoS 4</sup>:''' ===Battleline=== *'''Rubric Marines<sup>CoS 1</sup>:''' While they lost their AP reduction, they keep their 5++ as compensation. They remain a pretty decent shooting force with their basic Inferno Bolters going down to AP-1, but at least keeping its AP, shooting twice at 24" without the need to stand still and the Soulreaper Cannon getting made into effectively an assault cannon with ''Devastating Wounds''. Bringers of Change also lets them re-roll 1s to wound when shooting, which upgrades to re-rolling all wounds if the target is near an objective that you don't control. Stacking an Icon of Flame gives another improvement by making critical wounds improve the AP of the hit, although of course an Icon of Flame won't buff a Soulreaper Cannon (or anything else with DW, like Warpsmite). **The Aspiring Sorcerer's got their own pistols between the bolt, plasma and warpflame pistols, but they also get Warpsmite as a psychic pistol, a S4 AP-3 shot with ''[Devastating Wounds]'' and ''[Anti-Infantry 4]+'' so they can contribute alongside their rubricae in shootng. *'''Tzaangors:''' Most heretics have cultists, you have a bunch of birdmen who dig up Cabal Points when they camp on objectives. That said, they have very few odds to shoot with mere autopistols. Their paired blades give a little bit more hope as their blades pack a surprising punch - one that won't last long without a Shaman to protect them. ===Infantry=== *'''Cultist Mob:''' Cheap, shitty, and now no longer limited by arbitrary rules for Mere Mortals. These are units you leave on an objective point in your deployment zone and never care about for the rest of the game. They have a few minor guns they can use to defend themselves, but don’t bother kitting them for melee because they can’t take a punch at T3, Sv6, and a 7+ leadership. They're there to kill a unit or die and give you 1CP on a 2+ in either case. *'''Scarab Occult Terminators<sup>CoS 1</sup>:''' As with the Rubrics, the Scarabs have been sidegraded, with All Is Dust being replaced with a 4++ invuln and the ''Implacable Guardians'' ability, which reduces the Wound Roll of all attacks whose S beats their T (5). Yes, this is a streamlined version of 9th's [[Troll|CSM Mark of Nurgle]], and luckily can kick in when you're in the Death Guard's Contagion range. ===Mounted=== *'''Tzaangor Enlightened:''' Grabbing Discs make the birdmen much more mobile and give an extra wound. Their loadout is a lot more determinant of what you'll be using them for. Keeping their spears make them focused entirely on melee, given they're power weapons with ''[Lance]'' and the surprising bonus of ''[Precision]'' to run down a lone character. Sticking with the chainsword+pistol gives a minor bit of flexibility, but nothing to make it worth using. The greatbows make them long-ranged fiends that carry ''[Precision]'' and ''[Lethal Hits]''. ===Vehicles=== *'''Chaos Land Raider:''' *'''Chaos Predator Annihilator:''' *'''Chaos Predator Destructor:''' Starts with a predator autocannon and can be given Lascannons or Inferno Heavy Bolters (AP-2!). The Destructor ability combined with the extra AP on the heavy bolters makes this unit fairly capable of mincing marine squads or most Infantry units that will unfortunately have to face the guns of this tank. *'''Chaos Vindicator:''' *'''Kratos'''(Legends): *'''Land Raider Proteus'''(legends): *'''Land Raider Achilles'''(legends): *'''Sicaran Battle Tank'''(legends): *'''Sicaran Venator'''(legends): *'''Sicaran Punisher'''(legends): *'''Rapier Carrier'''(legends): *'''Whirlwind Scorpius'''(legends): *'''Typhon'''(legends): *'''Cerberus'''(legends): *'''Spartan'''(legends): ====Walkers==== *'''Forgefiend:''' The shooty brother of the Mauler, this boy shoots a ton and on top of that inflicts a -1 to hit on any unit he hits (which he will). Make sure you take 3 guns instead of 2 guns and teeth. *'''Helbrute:''' A nice supplement to a force that can also help you generate cabal points on the side, for every time you use a ritual you use around him, he gives you 1 point back. He's the only variant to have a 5++ natively on top of Inferno bolts. *'''Maulerfiend:''' Not only extremely killy in melee, living up to its name, it also has the ability to heroically intervene for free. Magma cutters don't have enough shots or range for it to matter to any great degree, take the lasher tendrils. *'''Deredeo Dreadnought<sup>HH Legends</sup>:''' The Dreadnought to use if you just want to shoot, this dread can re-roll to hit enemies above half-strength. Each of their arm-guns are paired with specific purposes - the Anvilus Autocannons demolish crowds, the Arachnus Heavy Lascannons to demolish tanks, the Hellfire Plasma Cannonade to blast apart TEQs and the Volkite Falconets to burn through high toughness monsters. You can also pick up one of two different missiles, one capable of handling crowds while the other lets you easily break flyers. *'''Relic Contemptor Dreadnought<sup>HH Legends</sup>:''' The dreadnought to take if you want something that just refuses to die. Comes with all the fun guns you've ever wanted in melee or at range, curiously starting out with twin plasma cannons. Your fists and chainfists come with combi-bolters with the heavy flamer option also adding in options for plasma blasters to easily crack MEQs and the graviton blaster to annoy vehicles. You can also strap a cyclone missile launcher for additional firepower. *'''Leviathan Dreadnought<sup>HH Legends</sup>:''' The end of any tanks or monsters you see. The Cyclonic Melta Lance can easily rip through monsters and tanks all the same while the Grav-Flux Bombard gives you more reliable ways of damaging tanks at the cost of effectiveness. The Storm Cannon exists if you're up against any hordes. You can also grab a claw or drill, the difference really only being that the drill has one less attack for [Anti-Vehicle 4+], otherwise they're both almost identical and carry meltas. ====Dedicated Transports==== *'''Chaos Rhino:''' Gloriously increased the carrying capacity from 10 transport capacity to 12 so now you can throw in a sorcerer or two into the transport as well. Can repair itself to regain 1 wound and surprisingly lacks Firing Deck 2. Yours has Inferno Combi-Bolters so it has an extra pip of AP. **It's worth noting that your disc sorcerers count as infantry as well as being mounted so you can still shove them into one of these if you want. *'''Terrax-Pattern Termite'''(legends): ====Aircraft==== *'''Heldrake:''' A terrifying model that stalks the skies of the battlefield and ensures the sky belongs to you. Its guns are nothing special, but its Heldrake Claws hit on a 2+ against flying models and comes with Devastating Wounds and '''Anti-Fly 2+,''' turning its S7 -1AP 2D into mortal wounds on anything with that [Fly] Keyword. It may be a bit fragile at T9, 12 Wounds with a -1 at a third of its health, but anything that is targeted by this fearsome flyer will be dropped to the ground bloodied and battered. **This unit can select one model it flew over to no longer receive the benefits of cover, which also makes it great utility for your ap-heavy shooters to go ham. *'''Chaos Thunderbird<sup>HH Legends</sup>:''' *'''Fire Raptor Gunship<sup>HH Legends</sup>:''' *'''Storm Eagle Gunship<sup>HH Legends</sup>:''' *'''Sokar-Pattern Stormbird<sup>HH Legends</sup>:''' ===Beast=== *'''Chaos Spawn:''' Taken out back and shot in the kneecaps after last edition. They only come in units of 2, meaning you'll only ever have 6 in any army list. They get a 5+++ and regain d3 wounds in each player's command phase, but with a save of 4+, 4 wounds each and a toughness of 5 you'll probably end up having them shot off the board depressingly fast. ===Monsters=== *'''Mutalith Vortex Beast:''' Thankfully received a glowup, giving you actual anti-tank capabilities. It is T10, 13W, and has both a 5++/5+++ Fnp. Its claws are now also S9 AP-2 D4, which can tear apart light vehicles quite reliably. **their Warp Vortex has gained a lot of utility with multiple firing modes between a dangerous S9 AP-2 D2 ''Blast'', a devastating S18 AP-4 D6+d6 beam with ''Devastating Wounds'', and an S6 AP-1 super-flamer with ''Torrent''. **As an added plus, any psykers within 6" of the Mutalith actually gets double the range when using rituals. ***Placing Ahriman and a Lord of Forbidden Lore Warlord dangerously close to a MVB lets them doubletap Doombolt from 36" away; a nearby Daemon Prince can also make their units -1 to hit, and if your Warlord also just happens to be a regular Sorcerer, [[JUST AS PLANNED|''his unit cant be shot from outside 18"'']] due to his Illusions ability. ===Titanic=== *'''Chaos Thunderhawk'''(legends): *'''Fellblade'''(legends): *'''Falchion'''(legends): *'''Mastodon'''(legends): *'''Sokar-Pattern Stormbird'''(legends): {{Warhammer 40k Tactics}} [[Category: Warhammer 40000 Tactics (10E)]]
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