Editing
Warhammer 40,000/8th 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!
===Cons=== * Although the sculpts are quite good, the overall range of units to choose from is small. * Very difficult learning curve for a new player and the smallest mistakes can often cost you the game. * Consistently miss out on new releases due to Keywords; leaving you frustrated to see other Chaos getting new toys you can't use. * Magnus is a huge investment of money, time and points. He costs a lot, and you will want to put a lot of buffs on him to make sure you make the most out of him, otherwise he's just a gigantic target for your opponent. * Reliance on your Psychic synergy means Anti-psyker units like Sisters of Silence, Culexus Assassins, GC Sancti/Magi/Abominants and Tyranids (''especially Hive Fleet Kronos'') will give you no end of problems if not eliminated quickly. * Some models were ported in from Age of Sigmar in lieu of getting new stuff like the Death Guard. Which is a con due to the fact that the models don't look at all like they belong in a 40k setting. * Subsequently, your HQ's are your biggest threat as well as the linchpin of your buffs; meaning most people will focus them first. If this happens your army can take a huge hit very quickly and struggle to recover. * The Thousand Sons have a very limited armoury and only few units have access Plasma and Melta weaponry. * The Thousand Sons also have a very limited selection of anti-tank/anti-monster weaponry. They do have access to lascannons on predators and land raiders, but these units are often difficult to include in many Thousand Sons army lists due to their cost in addition to the overall high cost-per-model of the rest of the army. This has been somewhat addressed at the end of 8th edition by introduction of Hellforged units like Hellforged Contemptors, Sicarans, and additional Land Raider variants. Nevertheless, Hellforged units are very dangerous to keep around your psykers because of their Containment Breach rule. Therefore its not uncommon to see Thousand sons armies having to rely on Smite spam to bring down 12-14 wound vehicles/monsters. * The Thousand Sons can't take some of the Forgeworld models that are available to other Chaos Legions. Specifically the Hellforged Rapier, Chaos Hellwright and Chaos Hellwright on Dark Abyant; as well as any unit that cannot take Thousand Sons and Tzeentch keywords. All in all, Thousand Sons have an extremely limited selection of FW models that they are able to field and other Chaos factions generally get to benefit from a much wider selection of FW gear. * You can also cripple your army on your own, as constantly casting means a high chance of rolling Perils of the Warp and blowing yourself up.
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