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++Thousand Sons Unit of the Week++


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++Rapier Carrier++



New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time!



This week, we will be discussing Rapier Carriers - these mini heavy weapons platforms pack a punch way beyon their size, and as ARCANA ASTARTES get a 5+ invulnerable save with us.



What are you thoughts, and how best would you use the unit?


  • To compliment a list, or to build a list around?
  • Will you be running multiples?
  • What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices?
  • Are you buffing this unit, and if so, how?
  • Are you building as a damage dealer or buff-provider?
  • Uses in Matched, Narrative and Open Play
  • How have they fared for you in-game?

Over to you.



++Thousand Sons Unit of the Week Index Link++


Perhaps the indirect fire one would alleviate this? With an Infernal Master and the strat that's 4D3 S5 AP-1 blast at anything on the table. Could pick off weak objective-holders from enemy backfield? But then you really are wasting the +1S. 

Don't forget that they're also vehicles so can move and fire without penalty - fully possible to stick them behind cover turn 1 then move them out. Quad bolter is cheap and powerful. Presage that thing and it'll chew through marines. 

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