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===Fast Attack=== *'''Chaos Spawn''' - The Flesh Change sufferers you know and love. Movement 7", D6 attacks at -2 AP. Has a chance to be -4 AP, or reroll failed wounds, or get +2 attacks. S5 T5, 5+ save, leadership 9 due to being a mindless pile of flesh and 4 wounds. 5+ save means they're pretty squishy, but they can hit fairly hard. Pretty much the same as before, but there is a Stratagem that can give you one without having to pay for reinforcement points and another one that lets you re-roll their attack number while also picking their bonus effect. The first one makes for a useful surprise when one of your Sorcerers is looking like he'll die anyway so keep a couple in your cases for such occasions. For 20pts a model (post CA19), you might want to throw in a few gribblies in your list if you need a speed bump or meat shield for the Daemon Princes. *'''[[Tzaangor Enlightened]]''' - Birds on discs. They have 3 different weapon options, Autopistol and Chainsword, Fatecaster Greatbow, or a Divining Spear. In addition, every 6+ to hit roll counts as a successful wound. Easy to pass over at first glance, but they have a saving grace; speed. With a move of 12", they can add some much needed mobility to your list in a way that doesn't rely on psychic powers or command points. If you take the bows, they become a surprisingly agile harassment unit. With the fly keyword, they can't be tied down in melee, unlike a lot of the rest of the army. They are also dirt cheap in terms of points/power-level. **They are even better than you think. They get the Daemon keyword thanks to their discs, so benefit from buffs like Flickering Flames, Tzeentch Daemon HQ auras, and Boon of Change. **The auto-wounding combined with the divining spears' D2 on the charge can be a nasty surprise for vehicles and monsters. The AP of -1 isn't much, but the amount of attacks make up for it, especially if you luck out with Boon of Change for the +1 attack. They won't take down Land Raiders, but crippling big guns on the 2nd turn (or even 1st with Warptime) with such a cheap unit is a viable strategy. **The divining spears become an even more viable option when taken in conjunction with Mutalith vortex beasts. with their vortex powers giving them either -1 AP, +1 Strength or reroll failed charges, on top of the vortex powers stacking with each other. This can result in anything from two specific powers stacking like +2 strength bringing them up to strength 7 to wound vehicles easier, or -2 AP letting them cut through MEQ's and TEQ's with ease. **Enlightened are also able to use the Cycle of Slaughter stratagem, so you can get two rounds of combat out of your 2 damage spears when you charge. **Enlightened also have the Heretic Astartes keyword, allowing you to cast such classics as Warp Time, and Prescience on them to make them zoom even faster and auto-wound on a 4+ with a Shaman nearby. If you wanted your Shooty Disc Birds to be even more annoying when it comes to harassing things, auto wounding on 4+'s will please you. ====Forge World==== NOTE - It's worth repeating that Hellforged Vehicles are particularly awkward in '''Thousand Sons''' armies. When they explode they do d3 mortal wounds to nearby units, except for Psykers, who take d6 mortal wounds instead. That even includes basic Rubrics. *'''Hellforged Dreadclaw Drop Pod''' - This flyer/drop pod/thing is a ball of spiked sex! It can transport 10 models or a Dreadnought/Helbrute and comes in via Drop Pod Assault. Moves 15" which does NOT go down as you lose wounds, though its S and A do. T7 W10 3+ with Blade struts for melee (S User, AP-2 D2) and Thermal Jets for shooting (6" Pistol D6, S6 AP1 D1, which automatically hits all units, friend and foe, within 6" with separate shooting attacks and can only be used if more enemy units are affected than allies. Can eat things in Melee combat for a wound back on a 5+. When it explodes {{W40kKeyword|PSYKER}} units nearby take D6 mortal wounds rather than D3. The Dreadclaw hits you in the groin with 115 pts. *'''Hellforged Kharybdis Assault Claw''' - Dreadclaw not have enough spikes? Ever wanted to field a model that weighs as much as its point cost? Well here you go! Seriously, it's like Forge World mails you a giant block of resin and you chisel it out and glue some pointy parts on (so that they know it's supposed to be Chaos). Having almost the same stats as a Dreadclaw (except BS4+, T8 and W16) but with more weapons/troop capacity/model weight and of course SPIKES. 325 pts gives you a flyer/drop pod that can carry 20 infantry into battle by either drop pod assault or like a normal transport. A fat 16 wounds and the ability to regain wounds on a 5+ after killing an enemy model in CC. In addition to the blade struts and thermal jet array that the Dreadclaw has, the assault claw can charge something that's Titanic, a vehicle, or a monster, and you have the option to instead use ONE Melta cutters attack, S16 AP-5 hitting on 2+ doing 2D6 damage. Additionally, to soften whatever you'reβ about to forcefully-melta-sodomise, it's equipped with 5 Hvy 3 Storm launchers S6 ap-1. **Maybe throw it at your opponent. The weight and extending spikes will bring about guaranteed victory! (And assault charges) **Fill it with 20 Rubric Marines (2 units of 10) and drop them in turn 2 within Rapid Fire range for an auto-disembark. light up anything you can with your sexy Inferno Bolt guns and some magic since you have 2 Aspiring Sorcerers and then try to make charges with this spiked Butt Plug to really assert your dominance.
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