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Thousand Sons preorder January.27


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It was actually fairly funny, the cuelexsus defbuff barely worked all game BECAUSE of the extra 6 inchs.  It was invaluable and probably won me the game. Ahriman and Exalted were able to out-place the assassin and outrange him and his debuff. 

Multiple cuelexus would offer my opponent a swift kick in the rear. Thats textbook list tailoring. Id make sure to bring my black legion with 0 psykers that day. or LOTS of rubrics with warpflamers if i took my thousands sons. 

 

Luckily with the character nerf they can no longer hide a character behind a character. only units. 

 

I took for the 2 relics, Crystal and Helm. Both fantastic. 

Horde Tzaangors (well...20-30 or so) ill definitely take sometimes. but I wanted to give hope to people here who love rubrics; they function fine folks. lol 

 

Although I do think the only reason I won is because I did get to go first; but that seems a common theme of 8th. I was able to kill 2 of his walkers before he could shoot. that is probably what stopped the Defiler and the Mutalith from being plugged off the table. 

That is awesome to hear. When WoM dropped some poster on another 1k sons thread at another site brought up the culuxes everyday, "But culuxes this and culuxes that, competitve play, no chance, yadda, yadda" and ultimately he was right cuz those fools are scary so good to hear on that 6 inch counter.

 

That was cold of your buddy to bring him, lol but i would to.

 

Great report Son and great job! Can you share what vortex buffs/ debuffs you used?

 

I was supposed to play 2000 against IG this weekend but my family is down with thw flu so looking at my first game next weekend. I plan on posting my list soon and getting feedback from you guys. Would not be surprised if my opponent also brought a Gray Knights detachment.

That sounds about right. I dont hear about them in lists as much though I do remember when 8th dropped one of the 1st video batreps for 1k sons was against and imperial mix of ad mech and a blend of assasins. The sons player flew magnus out front off the bat with his ... in the wind, got deep struck surrounded by a blend of assasins and of course went down turn 1. The imperial list seemed tailored to cripple Thousand Sons and thought then then there I might start an imperial faction with custodes, sisters, greyfax and a couple culuxes to mess with my buddies Eldar.

 

Anyone of my gaming buds is going to look how they can shut down my psy phase if they know they are playing against my 1000 sons. Not so much when we do TAC days.

FYI,

Just opened my book and I don't know if anyone saw this yet, but Sorcerers get a 5+ Invuln and an Inferno Bolt Pistol. They lose most of their old options and are restricted to force swords and force staves. Axes are not even in the codex, whether power or force. Only the Daemon Prince can get a Daemonic Axe.

 

Similarly Terminator Sorcerers have an Inferno Combi-Bolter and can trade for a Power Sword, much like Scarab Sorcerers. The pic on the Term Sorcerer datasheet shows a kitbash of the current Terminator Sorcerer/Lord Kit with Scarab Sorcerer bits.

 

So Sorcerers aren't as vulnerable as some of us once thought and their fellow "carryovers" in TDA get Inferno Combis.

 

Everything is on the individual datasheets. There's nothing like a "Champion Equipment List."

 

Aspiring Sorcerers, and Sorcerers can get Plasma Pistols

 

Interesting.

Aspiring Sorcerers, and Sorcerers can get Plasma Pistols

 

Hmm...interesting indeed! Though I just converted a CSM squad from a Start Collecting into ``Rubrics'' with spare Rubric Marine bits, largely so I could get an Aspiring Sorcerer with a force sword; but that force sword bit is a left arm, and Aspiring Sorcerer force staves are right arms, so I built it with one of the CSM bolt pistols. If I knew plasma pistols were going to be legal I'd probably have built it with that instead. I'll have to keep my spare plasma pistol arm bits in mind for when I build future Rubric squads (which I probably shouldn't, since I already have 50 Rubricae, but I know I will so I might as well plan ahead for it); but then I face the quandary of trying to find left handed force stave or force sword (or force axe) bits, and one-per-CSM-box doesn't leave much for conversions...

 

(As a bit of a newbie, I must wonder, how does one obtain a codex early? My local game store hasn't started selling them yet...)

Well, at least there is the "if its not in the codex, you can get index gear"

Because my asp sorcerers are modeled with axes. switching isn't much of an option.

True. They did have the separate Thousand Son Rubric entry in the Index with the Troop symbol, so yeah.

 

Interesting that non-TS Rubrics get axes and more frequent Soulreapers and TS get better psychic powers and Plasma Pistols. I kinda like the difference.

 

On a group of 10 in a Rhino, or which plans on using the Webway, I might actually prefer 1 Soulreaper, one full Psychic Power, and 1 Plasma Pistol to 2x5 with a Soulreaper each and 2 baby Smites.

 

Aspiring Sorcerers, and Sorcerers can get Plasma Pistols

Hmm...interesting indeed! Though I just converted a CSM squad from a Start Collecting into ``Rubrics'' with spare Rubric Marine bits, largely so I could get an Aspiring Sorcerer with a force sword; but that force sword bit is a left arm, and Aspiring Sorcerer force staves are right arms, so I built it with one of the CSM bolt pistols. If I knew plasma pistols were going to be legal I'd probably have built it with that instead. I'll have to keep my spare plasma pistol arm bits in mind for when I build future Rubric squads (which I probably shouldn't, since I already have 50 Rubricae, but I know I will so I might as well plan ahead for it); but then I face the quandary of trying to find left handed force stave or force sword (or force axe) bits, and one-per-CSM-box doesn't leave much for conversions...

 

(As a bit of a newbie, I must wonder, how does one obtain a codex early? My local game store hasn't started selling them yet...)

I ordered the ebook from Warhammer Digital. Those are available when the date rolls over to 2/3/18 at midnight, UTC. That passed over 2 hours ago, so I downloaded.

Got another game today against imperial Fists. 1500 points. 

Scored another win. 3 Exalted Sorcerers, seers bane, helm of third eye. 

Long story short; the warlord was an on foot exalted......He farmed boon on himself....and mutated into  a spawn..... 

Great ending to this story; Seers bane Sorcerer Exalted Solos Pedro Kantor with Diabolic strength up..... ridiculous. 

This particular list I took was more of a "goat herder" style list.

Exalted on foot Warlord +1 to cast, warpflame pistol

Exalted on foot warpflame pistol

exalted on disc, sword, seers bane.

Tzaangor shaman, 

6 man Scarab Occult both guns

Helbrute missile/plasma cannon

10 man cultist unit

20 man tzaangors (brayhorn) Pistols and chainswords

20 man tzaangors (brayhorn) Pistols and chainswords

Vortex beast. 

6 man enlightened

 

was a decent win, but fairly close, he had a fairly heavy imperial fists marine list, a good 40 marines on the table, a single custodian allarius for the 5++ bubble (didnt help him to much in this game but it helped later in the game) 5 man dev unit with rockets, a good chunk of sternguard, 2 lieutenants, Pedro Kantor. and a banner of the 3+ to get free shots on death, most load outs were combi-plasmas in his list, lots of MSU marines. 

Solid win. was alot of fun, our goat-herder list works incredibly well, the extra 6 inchs proved useful a couple times since I good toss weaver of fate across the board to give the Scarab Occult the invul bonus preventing plasma from obliterating them, goats got a first turn charge, the second herd of goats killed 5 marines followed by a venerable dreadnought with the ap-1 from Vortex beast aura.  

Later in game Vortex beast buffed the Scarab Occult to a str 5 (7 for sorcerer) swings, followed by a Vets of the Long war, cleaved apart a couple squads right quick. tons of re-roll ones auras flying around means most of the units have easy re-roll ones.  the Enlightened squad pin-cushioned the devs turn one, was fun to see them actually do work, stayed alive till the end of the game. Wonderful support squad. 

FYI,

Just opened my book and I don't know if anyone saw this yet, but Sorcerers get a 5+ Invuln and an Inferno Bolt Pistol. They lose most of their old options and are restricted to force swords and force staves. Axes are not even in the codex, whether power or force. Only the Daemon Prince can get a Daemonic Axe.

 

Similarly Terminator Sorcerers have an Inferno Combi-Bolter and can trade for a Power Sword, much like Scarab Sorcerers. The pic on the Term Sorcerer datasheet shows a kitbash of the current Terminator Sorcerer/Lord Kit with Scarab Sorcerer bits.

 

So Sorcerers aren't as vulnerable as some of us once thought and their fellow "carryovers" in TDA get Inferno Combis.

 

Everything is on the individual datasheets. There's nothing like a "Champion Equipment List."

 

Aspiring Sorcerers, and Sorcerers can get Plasma Pistols

 

Interesting.

Standard sorcerers getting the 5++ (and the inferno bolters together with the Termie sorcerer) is a very pleasant surprise! I didn’t read this anywhere else so not sure how that snuck past all the reveals. Is the points cost the same for these 2 as it was in the index?

From the index the basic sorcerer is up by 5 but comes with an included 5++. The sorcerer in terminator armor is done by 20. The familiar cost half as much as a rubric.

 

Gor my codex tonight looks great. There is even fluff reasons why we have fleshy Helbrutes those poor saps.

 

And a bit about thrall renegade chapters so, you now have an excuse to ally whatever renegade CSM you want because we own thier minds.

 

One last thing the Discs of Tzeenrch's blades are included in the profile and see no longer melee weapons so you save some points there.

Wait, our basic sorcerers has WHAT?

 

Another reason why to diss the exalted, and to look favorably on budget sorcerers, even if a bit less budget.

 

Nice to know our sorcerer line is "thousand soned" though with infero bolters and such.

I think it's awesome that the basic sorcerer has a 5++ and Inferno Bolt Pistol.

 

I dont really understand why anyone would take a Basic Sorcerer over the exalted at this point.

 

Basic Sorcerer is 95 points, GEAR makes the sorcerer 104. 17 points for a re-roll ones aura, an extra wound, weapon skill, ballistic skil, attack, although in this case same invulnerable save now. that re-roll ones aura has paid its points worth in both games ive played so far.  That gap is very small. 

 

Also yes Disc exalted came down by a fair bit, Exalted on discs now begin at 141 with gear (assuming inferno pistol and stave)  

 

 

Nice win.

 

I don't get it why so many seem down on the Vortex Beast.

Personally I can't wait to try it out. Vortex + VotLW = SOT's and Tzaangors will wound MEQ's on 2+.

And we haven't even begun with the Auras/Psychic Power shenanigans. :whistling:

 

I think anyone whos "down" on the vortex beast.....has not played it yet. 

 

For its point cost its got the same statistical staying power as a Defiler against any Anti-Armor/Anti Tank weapon, its true it doesnt have a "gun' perse but its auras are ridiculous.  Even in lists with Rubrics it has its uses, warp flare is crazy against any MSU list, the melee buffs are on point even for us with our buffs, if you happen to run it in a melee-centric goat heavy list its obviously an auto include no questions asked. 

 

Makes scarab occult go from "okay" in melee to actually competent and as you said that's before i toss a buff or two onto them. 

@Sonofrubric

For me deepstrike without a strategem. Currently GW is big on only make rules for what's in the box but their is a jump pack in the box and no jumpack in the codex at all. I see it worthy of an email.

 

Missing context on this? I presume you are referring to Terminator Sorcerers?  (Guessing) 

Because I already has multiple other sources of that aura between ahriman and prince. the exalted/sorcerer question only comes to my third, maybe even forth HQ choice in a list.

17 points for an aura I already have multiple sources of, WS, BS and A who I hardly care about. its basically just a wound that truly matters. more often than not, I'd rather save these 17 points to be used elsewhere.

 

The main issue of the vortex beast I see-is that it powers CAN fail. and the fail chance increases at the beast is hurt.

 

It's not a bad unit in any form, but I don't like it very much. we got enough uncertainty in our casting already.

 

 

 

Speaking of casting, I built a list I think maximizes on casting power (without going into magnus), and provides an outright brutal alpha strike-for your review:

 

 

Terminator Sorcerer /w infcombi, axe, familiar-warlord (probably magistar), helm of third eye

Disk Ahriman

TS prince, wings and axe, dark matter crystal

Rubrics, axe sorcerer, 10 bolters, soulreaper

Rubrics, axe sorcerer, 4 bolters

Rubrics, axe sorcerer, 4 bolters

Scarabs, infcombi sorcerer, 7 regulars, 2 with soulreaper and missile

Blue Scribes

Tzeentch Prince, wings and axe

Horrors 4 blue 6 brime

Horrors 4 blue 6 brime

Horrors 4 blue 6 brime

Exalted Flamer

Exalted Flamer

 

2000 points on the spot.

9 CP, though you are going to burn through 6 of them by the end of turn 1.

1 for the extra relic, 1 for webway, 1 for VotLW the scarab bomb, 2 on locus of conjuration and probably 1 for cabal casting.

 

The reason for a tzeenthc prince over the TS superior prince, is that it allows a daemon battalion, and with it the great conjuration locus (and the minor trickey locus across 4 characters)

You lose some casting flexibility, but the sheer power of the LoC is undeniable.

 

You start by dropping the scarabs, termisorcerer and the bg rubric 9via webway) on your desired killzone, advance your "caster bomb" into range (ahriman and the two princes), with the +6 range it should not be too hard to get into buff range, and the tzeentch prince uses the gaze of fate and as such cares not for range. he also uses as a focus for the locus of conjuration, who makes ahriman and the TS prince cast THAT much better basically garanteeing the scarabs gets all the buffs.

The scarabs in turn (or the rubrics) buff the termisorc with a boon, and the termisorc goes to town with his own casts.

Horrors are bubblewrapping your caster bomb, the two small rubric squads hold back objectives and sling a few shots if anything is in range.

Flamers join the safty of the horror wrap, hopefully to be in range to not need to advance so they can start trying to crack tanks T1.

Your last spell-if throwing the TS prince or ahriman forward with a warptime, to get his aura into range of your forward rubric/scarab bomb, if needed (if you got into range without it, all the better, best case if the prince covering both the scarabs, the rubrics, and the flamers-while in range to crystal the scarabs next turn)

Then you got VotLW scarabs just mulching things in shooting, with VotLW nothing is safe between missiles, SRC and lots of inferno shots (with proper buffs going on, the hit on 2+, rerolling, . charge in for extra millage out of VotLW-if anything is left standing in charge range. your scarabs should pacl +1 to invul and -1 to hit against them, hitting on 2s with power weapons and +1 to wound rolls, meaning they can punch out almost anything.

The big rubric squad assist with some more fire thrown into the mix.

You should heavily cripple the enemy with this alpha, if not next turn you crystal the scarabs out of combat if needed, or just into a new killzone, and repeat the process with your remaining CPs.

You'll run out of CPs by turn 2 (unless helm buys a few back), but this is really an all-or-nothing type of list. it CAN end the game turn 1. or at least deal enough damage to make the game practically over by turn 1. many lists just cant recover from this and do enough damage to the sheer force in their face to stop it from systematically erasing them.

 

 

What do you think?

 

@Sonofrubric

For me deepstrike without a strategem. Currently GW is big on only make rules for what's in the box but their is a jump pack in the box and no jumpack in the codex at all. I see it worthy of an email.

 

Missing context on this? I presume you are referring to Terminator Sorcerers?  (Guessing) 

 

I too am wondering. I don't recall jump packs on the Exalted, and from building a Termie Sorcerer the other day I know their kit doesn't include jump packs. I can't imagine the Defiler with a jumppack; I'd guess basic Sorcerers?

Though I disagree with your opinon regarding the exalted, I do get that the prince and of course Ahriman are the "better" choices I just *HATE* the idea of Crutching Ahriman, especially when he was THE only good choice pre-codex. 

 

It looks like a decent list overall. good number of rubrics, the scarab bomb will hit like a truck on the drop (And the re-drop) 

 

You have tons of chaff / home baby sitting for objectives. 

 

Exalted Flamers for good AT. 

 

2 princes for combat kick and good casting overall. 

Normal sorc is good because you can take index gear on it including combi weapons, power weapons etc as well as jump packs. That alone gives it more utility than an exalted and will outdo the increase in attacks. Also you'll probably already have quite a bit of reroll 1 aura. My plan is to run a jumpack and terminator sorc to drop down with the tzaanagors, while ahriman and DP's follow via deepstriks or on foot.

Huh, some new lore tidbits.

 

-The Thousand Sons can actually make new Marines. The Aspiring Sorcerers are promising psykers who are transformed with some mystic ritual into Astartes. The exact process is left pretty vague though. Eventually they ascend the ranks of the Legion to become full-fledged Sorcerers. It does confirm the long-standing guess that the Aspiring Sorcerers are not the original Heresy-era traitors.

-The Thousand Sons can remake and rebind any fallen Rubricae, even if the dust is spread over the planet or buried deep underground. Many Thousand Sons thrallbands hunt old battlefield to replenish their numbers, with the Rubricae bursting from the ground zombie-style.

-Each sect of the Thousand Sons has hundreds of Sorcerers and thousands of Rubricae. They have multiple sects per cult and Nine major cults among the Legion.

-Helbrutes are actually traitor Marines from other legions and warbands tricked into becoming Helbrutes.

-The Space Wolves actually tried to attack Soritarius after the events of Wrath of Magnus and the Great Rift. They kept on being flung off course no matter how hard they tried. It's implied to be some sort of sorcery on the part of the Legion.

 

Some of the nine cults seem rather redundant. Like the Cult of Change and the Cult of Mutation are basically the same despite being different organizations.

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