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Warhammer 40,000/8th Edition Tactics/Thousand Sons
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===Pros=== * Almost every unit has a way to cut through armour saves. As the Inferno Bolt offers a reliable AP-2. * As Masters of Magic you get a boosted range on all your powers; so you can buff/debuff/shoot mind-bullets from even farther away. In addition you aren't penalised for spamming Smite like most other factions. * Exalted Sorcerers act as a mid-way point between a Choppy Murder Lord and Flimsy Spellcaster. * Fairly fresh sculpt-wise and also contains the first Primarch to be introduced to Modern 40k (Magnus). * Great Synergy between units in the Codex and with other Chaos Armies. Thousand Sons are able to provide and receive a range of game-changing bonuses to and from Daemons & Fellow Heretic Astartes - all the while without stealing the spotlight from [[Your Dudes| Your Dudes.]] * Invulnerable saves everywhere. * Lets you take the fight to the [[Primaris Space Marines|Space Chads]] as you have ascended to become [[Mary Sue|An Enlightened Mage Warrior Riding on a Disc of Magic.]] * Nine Sub-Factions to select from that influence your play style. * Stratagems, Relics and Powers with the Ability to Deep-strike pretty much everything. * Three Psychic Disciplines and Nine Cult powers to choose from, and multiple Psykers across the army as Sorcerers lead the rank-and file troops. The Thousand Sons are true masters of the Psychic Phase with access to a large toolkit of powers for any situation. Even Eldar will watch in envy as you cast into the double figures. * Tzaangor models (except those with Chainswords and Guns) as well as the Mutalith Vortex Beast can also be used for an Age of Sigmar Tzeentch army. Letting you eke out extra mileage for what you paid for.
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