Warhammer 40,000/10th Edition Tactics/Thousand Sons

From 2d4chan
Revision as of 10:57, 25 May 2023 by 1d4chan>ThatOneBruvva (Created page with "{{stub}} This is the current 10th Edition's Thousand Sons tactics. Warhammer 40,000/9th Edition Tactics/Thousand Sons|9th Edit...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
This article is a stub. You can help 1d4chan by expanding it

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 every 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 unit 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.
    • Weaver of Fates (2 CP): One friendly unit within 18" of the psyker can re-roll their save.
    • Temporal Surge (5 CP): One friendly unit within 18" of the psyker that isn't engaged can immediately move, but they can't charge afterwards.
    • Echoes from the Warp (6 CP): One stratagem the psyker uses will cost 0 CP.
    • Doombolt (7 CP): Target one enemy within 18" of the psyker and roll a d6. On a 1, the enemy takes d3 MW, on a 2+ they suffer d3+3 MW, and on a 6 they take d3+6 MW.
    • Twist of Fate (9 CP): One enemy within 18" cannot make any armour saves. They better hope they have a good invuln to rely on...

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.
    • Psychic Maelstrom: Gain Sustained Hits 1. Decent on your rapid-fire psychic powers, might not be as worth it on your troops.
    • 'Wrath of the Immaterium: Gain Devastating Wounds.

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 re-roll 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 S7 AP-1 D3, but not something you'd want to throw into all fights) is his Psychic Stalk, a Precision power that lets him snipe out enemy characters.

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.


<tabs> <tab name="10th">

Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="7th">

Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="All">

Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

</tabs>