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===HQ=== *''A NOTE ON DAEMONIC MOUNTS'': Notice that Daemonic Mounts give the model the {{Template:W40kKeyword|DAEMON}} keyword. This is both good and bad. Good, because this means you get buffed by nearby Heralds (+1 Strength is nice) and get affected by several powers that wouldn't normally buff them, so if you want to go Daemonkin you have some synergy right there. (This is absolutely confirmed in the Designers' Commentary.) Bad because things like Grey Knights are that much stronger against you. Keep it in mind when you choose your Lords and Sorcerers. Remember that despite having {{Template:W40kKeyword|DAEMON}} you do not gain god specific bonuses. For example, Ahriman with a disc has both {{Template:W40kKeyword|DAEMON}} and {{Template:W40kKeyword|TZEENTCH}} keywords but he does not gain +1 to his invuln because he lacks the Ephemeral Form special rule. This applies to all mounts. **Note: Characters on demonic mounts have the Cavalry keyword. This disqualifies them from many stratagems and psychic powers as they are only applied to infantry, bikes, Daemon Princes, and helbrutes. **Note 2: This does mean they will benefit from the Locus of Trickery if you brought any tzeentch daemon characters in a daemon detachment. They will NOT generate the aura, but will be able to use the buff if near the daemon character. *'''Daemon Prince''' - This entry and the Daemon Prince of Tzeentch entry are treated as the same now with the Rule of Three for Organized Play. *'''Daemon Prince of Tzeentch''' - No longer the one man army he used to be, though his melee is still rather powerful. Use him to support other units with his 6" bubble and psychic powers. 8 wounds means he can't be targeted by shooting if he's not the closest unit, so keep him behind another unit that can match his 8" move speed. As a psyker, he knows ''Smite'' and two powers, and you have quite the options to pick from; that said, consider focusing on the Tzeentch discipline, since he's the only guy who can use those powers other than Magnus. He also buffs both models with the same Legion and Daemon Allegiance keywords. 8th Edition made all the melee weapon options for them the exact same cost, so now it's a choice between two more attacks (Talons), doing 1 more Damage per attack (Sword), or having your Strength, AP and Damage by 1 better at the cost of -1 to hit (Axe). The Talons are probably still his best equipment choice unless you're desperate for something to kill vehicles with, but even then, 7 attacks at -2 AP are nothing to scoff at. Like the Death guard daemon prince, the Thousand sons DP apparently sacrificed his gat for more psychic dakka **Important thing to realise is that these daemon princes can cast 2 powers each psychic phase compared to the traditional 1. At no extra points cost. They still get the ephemeral daemon bonus which is what a normal daemon prince of Chaos dedicated to Tzeentch gets. This makes them seriously worth considering even outside a thousand sons detachment. They also have access to '''All 3 disciplines''' This makes these extremely versatile units with the ability to totally fuck stuff up in psychic and combat and providing useful buffs to other units around them. Consider surrounding them with Tzaangor for a fast screen with some damage output that also fits the requirements for most of their buffing psychic powers. **Daemon Princes cannot take The Seer's Bane, Coruscator, or Prismatic Staff, as they do not have an inferno bolt pistol, force staff, or power sword to replace. They CAN, however, still take the Dark Matter Crystal, Athenaean Scrolls, or the Helm of the Third Eye. ** Has very good synergy with a Chaos Daemons of Tzeentch detachment. Use a Pink Horror Bomb (30 Pink Horrors, 1 Changecaster for +1 Strength and '''Daemonspark''' Warlord trait if you feel like making the little guy the Warlord), fly the Daemon Prince over to them, cast Flickering Flames and watch 90 shots decimate or better (you should get about 15% casualties per shot against MEQ, and decimating is 10%....) the enemy on 4+ to hit, re-rolling 1s to hit, strength 4, +1 to wound, re-rolling 1s to wound. If you're lucky, Boon of Change could even make them strength 5 shots, which would wound Marines on 2 and Death Guard on 3. **Very important difference between this version and his Chaos Space Marine twin is one tiny rule called '''Ephemeral Daemon''' which, instead of the traditional 5++ Daemon Save, gives him a '''4++'''. Combine this with either the Otherworldly Prescience WT or the Weaver of Fates Psychic Power and have a Daemon Prince with an equivalent of a '''Storm Shield'''! *'''[[Exalted Sorcerers| Exalted Sorcerer]]''' - Knows two psychic powers from the Discipline of Change or Dark Hereticus. Can cast two powers and deny one. Their main strength is that they have the combat stats (not necessarily equipment, but not far off) of a Chaos Lord with the Psychic power of a Sorcerer. Can't take familiars (so no +1 to cast), but they do get '''Lord of the Thousand Sons''' which provides re-roll 1's to hit to units within 6" which more than makes up for it in most circumstances. Ahriman is a much better version of an Exalted Sorcerer and will therefore likely see a lot more use than they will. ** If you have a few backfield vehicles (predators, for example) then it might be worth taking one of these guys, giving him a disc and giving him Prescience/Temporal Manipulation. It's a lot cheaper than taking a Daemon Prince, he should rarely be the closest target to the opponent and you'll be buffing your ranged troops with the aura, healing some of the damage they sustain and with 24" range you should still be able to prescience anything you like. ** You could buy him a power sword and give him Seer's Bane, combined with Diabolic strength, and you have yourself a highly cost effective close combat monster swinging 5 attacks at S12 AP-3 D1d3 against any psyker or LD 9+ unit. Is also still swinging at S6 AP-3 D1d3 against other targets, which is still potent. *'''Sorcerer''' - The future Exalted Sorcerers. They can cast two powers and deny one. They're as good at casting as '''Exalted Sorcerers''', benefit from the +6" range but have less wounds, worse combat stats and, vitally, no reroll 1s to hit aura. However, they do make a good option for a 2nd psyker character and might be useful if you don't need a 2nd aura. ** Per the datasheet rules, Codex units can take wargear they had in Legends, since this is a Sorcerer, not a Sorcerer of Tzeentch. You can still take things like the Jump pack and Force Axe, but you have to pay the Legends point costs and the cost of a jump pack makes the sorcerer the same cost as a terminator sorcerer, making his utility very niche. Gains a 5++ save and an inferno bolt pistol instead of a normal one. **'''Sorcerer in Terminator Armour''' - Heavy duty Sorcerer. Note that this guy costs 20pts more than the vanilla one, but if you fear for his safety this is good investment. The main reason to take this guy is to accompany Scarab Occults or units making use of the Deep Strike stratagem. Can also take a familiar upgrade that gives +1 to the first spell he casts each turn. ***If using a familiar, the 'High Magister' warlord trait and the 'Cabalistic Focus' stratagem, you can have the hardest power to cast (Doombolt) going off on a 5! a 5! You'll Almost automatically pass most others, so the warp is your oyster! **'''Sorcerer on Disc of Tzeentch''' - Legends only. Costs 46 points more than a sorcerer with a jump pack, and can't take an Inferno Bolt Pistol or Warpflame Pistol. In exchange you get... the {{W40Kkeyword|DAEMON}} keyword and the functional equivalent of a chainsword . Not a good choice, or even a mediocre one, but a couple quick notes on this guy before you completely dismiss him. One, unlike Sorcerers on Discs that are taken by other Legions, he actually benefits from the Thousand Sons Legion Trait, since Brotherhood of Psykers specifies {{W40Kkeyword|PSYKERS}}, not {{W40Kkeyword|INFANTRY}}, {{W40Kkeyword|BIKERS}} and {{W40Kkeyword|HELBRUTES}}. Secondly, while he is very overcosted, if you so desired to abuse your Smite spam privileges, his existence means that Ahriman can lead a terrifying flying wolfpack of 9 Sorcerers (3 with Jump Packs, 3 on Disks and 3 Exalted on Disks). Though stupidly expensive (nearly 1,400 points with just basic weapons), it might just be worth it for the look on your opponent's face. ====Special Characters==== *'''[[Ahriman]]''' Ahriman is one of the best HQ options that the Chaos faction has to offer, never mind the Thousand Sons. He has three psychic powers, three denials, +1 to cast/deny psychic powers at all times, relatively low cost (166 with disc) and the ability to remain behind a line of his own troops. He also has the '''Lord of the Thousand Sons''' aura, a damage three force stave and a native 4+ invulnerable save (compared to 5+ for Exalted Sorcerers). If he is your Warlord he has to take the +1 to invulnerable save Warlord Trait, but this is actually pretty good given it puts him at 3++. Despite being good in melee you are best off keeping him back so that he can pull the strings of your entire army with his aura, psychic dominance and ability to reinforce if required. Give him a Disc of Tzeentch as the mobility is crucial and you'll almost never want him hiding in a transport, plus many snipers including the vindicare wound infantry on a 2+, Ahriman looses the Infantry keyword on a disc making it far harder to pick him off. :*He can also be used like the machine gun he was always meant to be, traveling on a disc with a hit squad of Tzaangor Enlightened. Give him all the nuking Psychic Powers (Doombolt, Infernal Gateway and Tzeentch's Firestorm) and laugh as enemy characters flee from your 24" ranged assassin. Add in 1CP for The Great Sorcerer to let him cast Smite as well, for lols. :* Unlike Magnus, Ahriman did plenty wrong. He's one of the most <s> evil fuckers in all of 40k</s> loving leaders who only wants to right his wrongs and his rules really make you feel like a cackling <s>villain</s> hero --- enjoy! :*Don't underestimate Ahriman's close combat abilities. Consider: Cast Glamour on him for a -1 to be hit, Diabolic Strength for the +2 Strength and additional attack, then have a couple of friendly Mutaliths give him -2 AP. You now have a tough-as-nails monster hitting 5 times (6 with Hateful Assault) at S8, Ap-3 for a flat 3 damage per attack. If you want even more attacks, you can press your luck with Boon of Change (although you'll need a friendly Daemon Prince to cast it on Ahriman unless he Familiars his way into it), or gamble with Boon of Mutation. :*Great news! Ahriman is now available on the new SC! 1K Sons kit. He comes with 10 Rubrics and 10 Tzaangors!
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