Editing
Warhammer 40,000/9th Edition Tactics/Thousand Sons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Armies of Renown== ===Warpmeld Pact=== This army is a variation more focused upon the Tzaangors and gribblies than the marines. Incidentally, this makes that bafflingly pointless Start Collecting box into something actually usable as this lest you make a budget army out of the overload of birdmen. *'''Restrictions:''' You cannot take any named characters, Cultists, vehicles or daemons. Your army cannot use the Vengeance Discipline. You must take more {{W40kKeyword|Tzaangor}} units than anything else. **You also lose Brotherhood of Sorcerors (+1 to cast, 5++ invuln). The 5++ Invuln doesn't matter on Terminators, but it matters on your Rubrics. *'''Benefits:''' Alongside the {{W40kKeyword|Warpmeld Pact}} keyword given to all units, your Tzaangors do not gain the Mere Servants ability, instead becoming {{W40kKeyword|Core}}. **''Strength of the Brayherd:'' Shamans gain a new aura that lets them gain an additional Cabal Point when within 6" of at least 15 Tzaangors. **''Touched by Tzeentch:'' Your HQs and gribblies gain a 5++ save and 5+++ FNP against Mortal Wounds. In addition, they get a 6" scout move at the start of the game. ***Turns Tzaangors into Kroot for early-game Objectives. Also makes the Flesh Changed much more useable now that they have an actual invuln to fall back on. If anything, they will probably be your main unit, not Tzaangors, with their S/T 5, 4W, and dirt cheap ppm. **Giving Tzaangors {{W40kKeyword|Core}} only matters for Egleighens Orrery, as Generic HQs still only give rerolls to {{W40kKeyword|GREAT CULT CORE}}, which your Tzaangors [[DERP|still don't get]]. *'''Warlord Trait - Manipulator of Reality:''' After the scout moves, you can throw up to three {{W40kKeyword|Tzaangor}} units back into the deployment zone or into reserves so you can throw them wherever you wish. **Pointless. You have a pregame move, so the only advantage to this is throwing three units in reserve without CP. *'''Cabbalistic Ritual - The Braychange (6 points):''' You can roll an additional d6 when casting a Blessing or Malediction power. If you roll above a 10, the power can't be denied and you can restore d3 models on a nearby {{W40kKeyword|Tzaangor}} unit, doubled to 2d3 if they have the {{W40kKeyword|Bray}} unit. *'''Relics - Diamond of Distortion:''' Tzaangor Shaman only. Once per turn, you can make one {{W40kKeyword|Tzaangor}} unit or pack of unnameable beasts gain a 4++ save for the turn. *'''Stratagems:''' <tabs> <tab name="Battle Tactics"> *'''Reality Unbound (1 CP):''' When one pack of Tzaangor Enlightened fights or shoots with their weapons (not using their mounts as weapons), they improve the AP of their weapons by 2. **Doesn't increase in CP if you take larger groups, so you may as well max out the unit. Makes Greatbows suck less, because at least they can make it through the sniped HQs saves (or force them on an invuln), but probably best saved for the Spears because of their D2. *'''Tzaangor Onslaught (1 CP):''' One {{W40Kkeyword|Warpmeld Pact Bray}} unit can pile-in or consolidate an additional +3". </tab> <tab name="Epic Deed"> *'''Gift of Change (1 CP):''' Once per game when you kill an enemy character during the psychic phase, you can immediately turn them into an unnamable beast. </tab> <tab name="Requisition"> *'''Warpmeld Spawn (1 CP):''' You can buff one pack of Unnamable Beasts with +1 to strength and toughness. **The bump to S/T 6 helps against Orks, Plague Marines, Tyranid Warriors, Bikes, and Gravis. Orks and Warriors will be shredded if you give them the AP-4 attacks. But nothing stops your opponent from singling out the buffed Spawn before they make their points back. </tab> <tab name="Strategic Ploy"> *'''Blessed Transmutations (1 CP):''' Pick one psyker. Any {{W40kKeyword|Tzaangor}} unit within 6" regains 1 model, with a {{W40kKeyword|Bray}} unit regaining d3+1 models. *'''Twisted Mirage (1 CP):''' When one psyker is about to get charged, you can move them 6" to get out of charging range. **It works with Rubrics and Terminators. *'''Ephemeral Existence (1 CP):''' Allows a {{W40Kkeyword|Tzaangor}} unit to walk through terrain and models for the turn. Excellent for popping through any cover. </tab> </tabs> '''Tactics''': *Pros: If you want to build a Beastmen army, this is probably your best bet. One issue with TS is their lack of bodies for board control and the lack of useful support for their {{W40Kkeyword|Mere Servants}}. Warpmeld is useful if you've noticed that you're not using as much Psychic as you used to (with the much shorter cast range and the hard 1 attempt per spell rule) and need bodies on Objectives more. **Cons: ''It's an army of Tzaangors.''
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information