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Thousand Sons preorder January.27


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Magnus probably needs a chunky aura or some other buff to account for his loss of durability and the points increase, but it's worth bearing in mind the wealth of new powers he'll be able to use - this is a big step up in versatility.

 

Unless he has some cool new special rules and/or aura, i think Ahriman is just better. Being untargettable and almost as good at casting is worth the loss of the melee power (can be compensated with other units) and the super smite. Plus he is nearly a third of the cost...

Brotherhood of Psykers.. AWESOME. Wonder what it does?

 

Doombolt is much better than previously thought because it does not require you to cause a wound to slow the movement AND the unit cant Advance. Wow.

You already know. +6" to our casts.

Today's full article:

 

Faction Focus: The Thousand Sons

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After decades of waiting, the Thousand Sons are finally receiving their own codex. It’s been a long journey for the Thousand Sons. From a passing mention in the early editions of Warhammer 40,000, they’ve evolved into a fan-favourite faction, seeing a growing number of unique units, a distinct and unusual range from Forge World representing their forces in the Horus Heresy and, of course, being the first Traitor Legion to receive their Daemon Primarch in plastic.

Now, the Thousand Sons are receiving a codex of their own, designed to represent how this brotherhood of sorcerers, automata and beasts masters the battlefields of the 41st Millennium. Your codex will be a toolbox, allowing you to create any Thousand Sons army you see fit, whether you’re looking to field a traditional force of Rubricae, a coven of warp-fuelled sorcerers or even a chittering horde of beasts and mutants.

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First and foremost, Thousand Sons players will be rewarded for their dedicated list building with Brotherhood of Sorcerers, a special rule designed to help them capitalise on their psychic powers.

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That’s not all. To further reward players who choose to use the sorcerous might of the Thousand Sons, the new codex gives you not one but THREE new Psychic Disciplines to draw from. In addition to the full Dark Hereticus discipline from Codex: Chaos Space Marines (reprinted for convenience in this codex), you’ll be able to take advantage of the Discipline of Change, a set of powers designed to enhance your own units or excoriate the enemy with a storm of mortal wounds.

The Glamour of Tzeentch power, for instance, allows you to shield a nearby unit – handy for stopping Magnus meeting an inglorious demise at the end of a lascannon or for keeping a large unit of Rubric Marines on an objective.

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If you’re looking to isolate a particularly dangerous enemy unit, the Doombolt psychic power both restricts their movement and deals some mortal wounds to boot:

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Daemonic sorcerers in your Thousand Sons army – that’s Daemon Princes of Tzeentch and Magnus the Red himself – can also take advantage of the Discipline of Tzeentch from Codex: Chaos Daemons, again reprinted for your convenience in Codex: Thousand Sons. By combining these disciplines, you’ll be able to truly dominate the Psychic phase with dizzying barrages of psychic might.

Of course, the Thousand Sons aren’t just known for their Sorcerers, and in the new codex, you’ll have a range of new tricks to use with your infantry and vehicles, too. Want to use a unit of Rubric Marines with warpflamers but don’t want to risk them as they cross the table? Simply use the Webway Infiltration Stratagem, followed by the Warptime psychic power, to get them close enough to your enemy to unleash hell. Should any foe manage to charge you, simply use the Dark Matter Crystal and teleport somewhere else…

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Warpflame Gargoyles, on the other hand, has the potential to cause mortal wounds to any enemy units that think your Rhinos will be a pushover in close combat, while particularly cunning generals may want to use the large footprint of a Land Raider or Defiler to hit multiple units at once.

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Of course, if you’d rather make use of the various bestial monstrosities that fight alongside the Thousand Sons, this codex has plenty of options for making your Chaos Spawn and Tzaangors fight even harder. If you’re intending to use a large unit of Tzaangors, you’ll want to make use of the Cycle of Slaughter Stratagem – ideal for wiping out a particularly stubborn foe or catching anyone you managed to consolidate into.

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Meanwhile, Fated Mutation makes Chaos Spawn a little more reliable – after all, you don’t want to get caught with extra AP when you needed more attacks!

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Finally, in one of the most thematic Stratagems in the book, you’ll be able to represent the horrific effects of the flesh-change (or just imploring Tzeentch’s favour at the wrong moment) with the aptly named The Flesh-Change Stratagem.

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While we can’t guarantee this will win you games, it’s certainly very grimdark – and a great way to punish any foe that thinks he’s got the drop on a Sorcerer with one wound left…

We’ve just scratched the surface of what you can expect to find in Codex: Thousand Sons, and we’ll be back later in the week with a look at what the new units in the book mean for your army, while Warhammer Community’s Eddie (longtime Magnus-did-nothing-wrong activist) will be sharing some of his insights next week. In the meantime, why not check out the Thousand Sons range right now and start planning your army for the new codex? Maybe you can get some inspiration from Black Library’s fiction starring the sons of Magnus, such as Ahriman: Exile and Battle of the Fang.

Is it wrong that after reading this, I want to put some Chaos Chariot horns on my Heldrakes to make them look like giant Tzaangors? :)


Warpflaming a maulerfiend to make a true fire breathing dragon... priceless!

My Defiler that has had Gargoyles modeled since the 3.5 days will be very pleased. :)

 

I also happen to have a double Hellflamer Decimator that will likewise rejoice.

Hahahaha.....Flesh Change.....

 

"THIS ISN'T EVEN MY TRUE FORM!!!!"

Best thing is....you can do it with Ahriman if he's not on his disc. xD

 

PREPARE FOR AHRIMAN THE SPAWN! *laughs in Tzeentch*

 

Warpflaming a maulerfiend to make a true fire breathing dragon... priceless!

My Defiler that has had Gargoyles modeled since the 3.5 days will be very pleased. :smile.:

 

Oooh Defiler with that Stratagem sounds too good. So many units in range (probably)! :D

 

Hahahaha.....Flesh Change.....

 

"THIS ISN'T EVEN MY TRUE FORM!!!!"

Best thing is....you can do it with Ahriman if he's not on his disc. xD

 

PREPARE FOR AHRIMAN THE SPAWN! *laughs in Tzeentch*

 

Warpflaming a maulerfiend to make a true fire breathing dragon... priceless!

My Defiler that has had Gargoyles modeled since the 3.5 days will be very pleased. :smile.:

 

Oooh Defiler with that Stratagem sounds too good. So many units in range (probably)! :biggrin.:

 

Yep. GW even specifically encourages use on Land Raiders and Defilers to hit as many units as possible. Read that bit again. Totally RAI. :)

How much do you guys love me?

 

Magnus the Red:

Primarch of the TS (re-roll 1s to hit aura, re-roll 1s for Psychic Tests aura)

 

Ahriman:

+1 Invul, so 3++ now (via fixed warlord trait)

Re-roll 1s to hit for TS aura

 

 

Oh baby, my staff can only be so erect!

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