Tactics - Thousand Sons

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Revision as of 19:59, 1 July 2015 by 1d4chan>Mezmerro (Special Rules)
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This is the Tactics Page for Thousand Sons fandex

Why Play Thousand Sons

  • You absolutely love TS lore and want to play an army of evil space Egyptian sorcerers and undead that aren't Necrons
  • You want to utterly dominate Psychic phase.
  • You want to rape MEQ armies.
  • You're MTG player, and want to set game-breaking magic combos in 40k
  • You like to troll people by ruining their plans

Pros

  • All your character are psykers, and they are much more effective that most other Psyker in the game with entire page worth of special rules, and another page of upgrades, specifically designed for further altering your psy phase.
  • Jetbike psykers. In squads. With in-built meatdustshields.
  • Your Psychic powers are generally better than other armies get.
  • Everything have an invuln and AP3 bolt weapons. MEQs can eat dirt and die if they find themselves out of cover.
  • Your entire army is Fearless.

Cons

  • High points cost means you're going to be outnumbered by everything but Grey Knights.
  • You don't have some of the most broken BRB spells, like Invisibility.
  • That pages of special rules, upgrades, and psychic powers are complicated and require a lot of memorization. You're gonna need a sheet of paper to make a lot of notes during the game.
  • Invuln and AP3 don't help against things like Guardsmen or Dark Eldar. Cheap hordes are your cryptonite.
  • In close combat your guys are worse than regular tactical marines, despite being much more expensive, unless you pump a lot of points into CC upgrades. The fact that equal points of Fire Warriors can actually wipe your golems in melee should tell you everything. And that Fearless thing combined with a lack of grenades means any walker with AV better than 10 would tarpit your troops forever (or until it kills them).
  • Anti-Psychic units, like Culexus assassins, ML3 Librarians with Adamantium Will or Tyranid Shadow in the Warp will fuck you up.

Special Rules

  • Old Enemies - TS are better against their archenemies at range, but Wolves become much more effective once they come into melee (in which you already suck). Almost everything in the army have this.
  • Fleshless - Grant immunity to Biomancy and Pavony powers save primarises (attached sorceres however could be affected), and Living-metal-esque save against stunned and shaken. First one mostly means you cannot buff your golems and dreads with Biomancy/Pavony, but the last one is great for both vehicles and their passengers.
  • On the Sorcerer’s Command - the big downside rule. Without the rubric sorcerer nearby your soldiers and vehicles enter the Stupor statein which you basically lose control of their actions. Always keep your sorcerers in the back (or in the middle of the unit, in case enemy have deepstrikers and outflankers), and beware of snipers and barrage weapons, unless you want chunks of your army suddenly turning into expensive paperweights.
  • Rubric Golem - Rubric Marine bundle rule, that combines Fearles, SaP, 4++, Fleshless and On the Sorcerer’s Command.
  • Golem Driver - Vehicle bundle, much like the previous one, except with 5++ and no SaP so dustdreads can actually run and overwatch.
  • Rubric Sorcerer - The third bundle for Sorcerers. Grant Fearless, Psyker, 4++ and the following:
    • High Sorcery - 5E style psychic tests, based on Leadership tests. You only generate random D3 warp charges but this is not a problem with 97% warp-charge effectiveness it's not a problem. The real downside is that Leadership-reducing effects (Shadow in the Warp is a big one) hits your sorcerers hard and you cannot up chances by throwing in more charges.
    • Innumerations - -1 to all Leadership test results, effectively granting Ld11. This mostly affects psychic tests.
    • Power of Rubric - your know one more power, and deny on 4+ against enemy psykers of equal or lower power
    • Soul Shield - 4+ save against perils
    • Cults of the Thousand Sons - Each of your sorcerers must pick a cult and generate at lest half of his powers from it, but at the upside it also gets primaris from that cult
    • Sacrifice - Supercharged mode for psychic powers, it consumes a sacrifice token you must buy pre-battle or acquire through special rules, and forces extra dice on Ld test drastically increasing chances of failure and Perils. In return you get empowered version of the spell which wost armies cannot deny due to -2 modifier it forces on DtW.

Unit Analysis

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Building an Army

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Tactics

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Counter-Tactics

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Common Playstyles

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