Warhammer 40,000/10th Edition Tactics/Thousand Sons: Difference between revisions
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====Epic Heroes==== | ====Epic Heroes==== | ||
*'''Ahriman:''' 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 | *'''Ahriman:''' 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. | ||
===Battleline=== | ===Battleline=== |
Revision as of 19:52, 25 May 2023
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This is the current 10th Edition's Thousand Sons tactics. 9th Edition Tactics are here.
Why Play Thousand Sons
Pros
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.
Faction Rules
- Cabal of Sorcerers X: At the end of your Command phase, each unit that isn't battleshocked gives you X Cabal Points for you to spend on various rituals during the round. Each one can be applied to a specific Psyker model in your army. These can't be saved for anything big, so you'll need to really pick out how you're going to blow these. Each Ritual can only be used up to once per phase.
- Weaver of Fates (2 CP): Start of any phase. Until the phase ends, one friendly faction model whose unit is within 18" of the psyker can re-roll a failed save.
- Temporal Surge (5 CP): Start of your shooting. One friendly unit within 18" of the psyker that isn't engaged can immediately move, but they can't charge afterward.
- Echoes from the Warp (6 CP): Start of any phase. One stratagem targeting the psyker's unit will cost 0 CP and can be used even if already used.
- Doombolt (7 CP): Start of your shooting. Target one visible enemy unit within 18" of the psyker and roll a d6. On a 1, the enemy takes d3 MW, on a 2-5 they suffer d3+3 MW, and on a 6 they take d3+6 MW, so 1-9 MW, average 5.
- Twist of Fate (9 CP): Start of any phase. One visible enemy unit within 18" of the psyker cannot make any armour saves. They better hope they have a good invuln to rely on...
The most Cabal Points you can plausibly need for the above rules per round is, therefore, 12 for Temporal Surge and Doombolt (as you'll only get 1 shooting phase), 27 for Twist of Fate (your shooting and both fights), 6 for Weaver of Fates (enemy shooting and both fights - you can need to make saves during other phases, but it's so rare there's no sense worrying about it), and 60 if you really wanted to just spam stratagems every single phase, for a total of 105. Practically speaking, you won't need anywhere near that number.
Detachments
Cult of Magic
Special Rules
- Kindred Sorcery: During each Command phase, you can pick one of the following rules for your psychic weapons.
- Malevolent Charge: Gain Lethal Hits. Good for pushing high AP weapons through, garbage on powers that need to roll to wound to shine, like Warpsmite. Better than Sustained Hits 1 only when you wound on 2s and 3s. Does not work at all on Torrent weapons.
- Psychic Maelstrom: Gain Sustained Hits 1. Better than Lethal Hits only when you wound on 5s and 6s. Does not work at all on Torrent weapons.
- Wrath of the Immaterium: Gain Devastating Wounds. Necessary when your target has a good invuln save, and the only one of these three buffs that works on Torrent weapons.
Stratagems
- Psychic Dominion (1 CP): One of your units caught in a psychic blast? Grey Knights Grand Master about to tear your wizard a new one? Pull this on and now not only will their psychic weapons suffer Hazardous for the entire phase, but your guys will also get a 4+ FNP against all psychic weapons.
Equipment
Unit Analysis
Characters
Epic Heroes
- Ahriman: 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.
Battleline
- Rubric Marines: While they lost their AP reduction, they gain a 5++ Invuln save as compensation. They remain a pretty decent shooting force with their basic Inferno Bolters getting AP-1 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. Stacking an Icon of Flame gives another improvement by making critical wounds improve the AP of the hit.
Infantry
Vehicles
- Helbrute:
- Chaos Land Raider:
Dedicated Transports
- Chaos Rhino:
Monsters
- Mutalith Vortex Beast: Stats uncertain, but 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.
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