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Good call. (I know a guy who bought 8 boxes for an ITC event. )

 

BTW: I'm still catching up on the rules, but it is my understanding that Scarab Occult Terminators cannot suffer an unsaved wound from... something like Bolters. Does this sound right to you guys?

Good call. (I know a guy who bought 8 boxes for an ITC event. )

 

BTW: I'm still catching up on the rules, but it is my understanding that Scarab Occult Terminators cannot suffer an unsaved wound from... something like Bolters. Does this sound right to you guys?

By gove - RAW says you're right. AiD adds +1 to the roll itself.

 

Edit: 1s are always a failure, as described under 'Saving Throw'.

 

Good call. (I know a guy who bought 8 boxes for an ITC event. )

 

BTW: I'm still catching up on the rules, but it is my understanding that Scarab Occult Terminators cannot suffer an unsaved wound from... something like Bolters. Does this sound right to you guys?

By gove - RAW says you're right. AiD adds +1 to the roll itself.

 

 

To my understanding, this rockets Scarab Occult above Rubrics which would make the same save on a 2+.

 

So if my interpretation is correct, I'd still take my 250 point Scarabs over my 250 point Rubrics, BUT I don't intend on making a list with less than 2 full squads of Rubrics. (Even taking the Icons of Flame. :smile.: )

I'm pretty sure a roll of one on the dice still constitutes a failure.

Where are you seeing that?

 

I'd imagine main rules may clear something up... something to the effect of "Saves... never increase above 2+).

Correct me if I'm wrong, but do psykers that can cast of multiple powers in a turn cast smite multiple times her psychic face? In other words, is Magnus and Ahriman capable of spamming D6 (2D6) mortal wound's like nobody's business?

 

 

Yeah, I'm just thinking of making a battalion using blue and brimstone horrors to form the minimum 3 troops. They're cheap bubble wrap. Yes Rubrics would then become elites but with 6 slots to play with I can't see it being an issue.

 

Edit: unless I've read it wrong. As long as I allocate Thousand Sons as my legion, can troop Rubrics be in the same detachment as daemons? As they all share he chaos and Tzeentch factions?

Why even bother? The Blues are the same cost as Cultists which at least can shoot and count as "Thousand Sons".

 

Unless I'm missing something I feel like I have no need for my fledgling Tzeentch Daemons anymore. I bought and painted Pinks/Blues/Horrors/Flamers Tzaangor Heralds... I foresee using them anymore with Tzaangors and Cultists.

4++, potential for mortal wounds. Plus it's fluffy.

Currently I'm thinking double Psyker TSons meta, tripple if you want to almost guarantee max casting of Heretech powers.

 

Atm Sorcerers are going to be very utility, not shooty. My hope is that the codex for TSons will have a list of powers from each cult or some other form of variety for Exalteds and co. to pick their powers from.

 

Until then this is how I see the disciplines powers uses relating to TSons:

 

Infernal Gaze - Will work well with rending Bolters. Significant rending capabilities from volume of fire leaving units on the threshold of battleshock.

 

Warptime - Used for a few purposes. Help Rubrics fallback into firing range after disengagement, close distance for flamers to fire in range, assist Spawn/Terminators/Tzangors to get into assault first. Probably has the most utility out of all powers.

 

Prescience - The highest damaging potential of the powers available as more hits = more wounds. Used in conjuntion with Magnus and a TSons shooting unit (even Tzangors in CC w/Pistols) you'll have numerous opportunities to hit on a 2+ re-rollable. Additionally ideal for assisting in amplifying anti-tank or creature weaponry due to fewer special weapons on core troops.

 

It's unfortunate that Smite is the only "damage focused" powers but it'll force us to make more tactical decisions with single casts per phase. I'll definetly have to weigh things out for list building to ensure I don't have more units vying for Turn 1/2 priority (ie. 1 unit of Spawn for Warptime, one unit of high volume attacks/anti-tank such as Flamers or Land Raider with Prescience).

 

Not a big bag of tricks, but being able to almost guarantee 3/3 casts with a few psykers helps us plan more effectively.

 

I'm figuring competitively you'll have Magnus lists with one additional Exalt or Ahriman w/ a pair of Exalts. Alternatively, it may end up being a duo Psyker army until another discipline becomes available due getting out most casts with only 2. I always love a lot of Psykers.

 

That's my two cents for now.

Lots of great perspective here guys and I appreciate all the contributions to this thread, especially during this time of Change.

 

Tzaangors are straight up awesome now, I will miss the run and charge warherd ability but it's a good trade. I have not glued arms yet as in was unsure. I could always say the guns were powerless in 7th and used as clubs but I also like the look of the cc weapons and even Shields for flavor. I think i am gonna kit both.

 

So help me out please to understand, rule of 1. I have a 3 spell list. 3 of my psychers, let's say 1 exalted and 2 SOT sorcerers, cast infernal, WT and Prescience successfully. Does this mean these 3 spells are off limits for any other sorcerers until next psychic phase?

 

And I understand 1000 sons post each psycher can cast smite once per phase? Unless they only have access to one spell and all ready cast that round?

 

Sometimes I just over complicate things...

Lots of great perspective here guys and I appreciate all the contributions to this thread, especially during this time of Change.

 

Tzaangors are straight up awesome now, I will miss the run and charge warherd ability but it's a good trade. I have not glued arms yet as in was unsure. I could always say the guns were powerless in 7th and used as clubs but I also like the look of the cc weapons and even Shields for flavor. I think i am gonna kit both.

 

So help me out please to understand, rule of 1. I have a 3 spell list. 3 of my psychers, let's say 1 exalted and 2 SOT sorcerers, cast infernal, WT and Prescience successfully. Does this mean these 3 spells are off limits for any other sorcerers until next psychic phase?

 

And I understand 1000 sons post each psycher can cast smite once per phase? Unless they only have access to one spell and all ready cast that round?

 

Sometimes I just over complicate things...

This is how I get it:

 

- Each Psychic phase a psychic power can only be successfully manifested once per Psychic phase.

- Each Psyker may attempt to manifest a power known once per phase to the limit specified on their data slate.

- This is the case for all powers unless otherwise specified such as Smite.

- Smite can be cast once per Psyker per Psychic phase.

 

 

Example: This means if Sorcerer A and B each know Warptime and Sorcerer A casts first successfully Sorcerer B is left with his one remaining power known in addition to Smite to be cast that phase with his two attempts to manifest per phase alotted from his data slate.

Thanks for the breakdown Zod. I will need to check range on smite as that seems to be the default power left for as many psychers as we potentially use.

 

It does feel like an extreme jump from the extreme impact we had in 7th Ed psychic lhase. Hopefully the proper codex opens us up to more options. Is there anything rules wise that distincts our faction in the psychic phase?

Does it say smite can only be used once per Psyker?  I was under the impression it had no limitations.

 

And with the loss of the 4++ of scarabs, wouldn't it be more effective to actually use normal Terminators with real combi weapon options as opposed to the rapid x2 hellfire? 

I'm looking at Magnus and his Fly ability and I can't see this adding survivability to him aside from having hit and run. Can anyone confirm if having fly make you harder to hit or not. I am trying to figure out what the point of Fly is aside from leaving CC and being able to fire.

I have not seen general rules regarding fly and being harder to hit in shooting/charge/fight phases. I have seen the opposite though Heldrake claws gain +1 to hit against "Fly" and Twin Icarus cannon but that is +1 for "Fly" and -1 for not "Fly"

 

I would hope there is more to the story.

What do people think would be the best support choices for Thousand sons as the sorcerers are now more likely to blow themselves up then actually do anything?
What weapons do people think would be best for dreads ect?

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