Minsc Posted July 27, 2023 Share Posted July 27, 2023 8 hours ago, Sambojin said: [...] our Rhinos now have Firing Deck 2, just like everyone else's! I still can't think of a single powerful/cheap thing we can do with it, but being able to fire a Soulreaper and a plasma pistol/flamer out of it almost makes it as good as a basic Chimera! Yay! Or the psychic powers from the aspiring sorcerer and any attached leader. An Infernal Master will turn the Rhino into a fullblown Hellhound. :P Does Hazardous hit the transport instead of a unit when used from a Fire Deck? Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5976057 Share on other sites More sharing options...
Sambojin Posted July 28, 2023 Share Posted July 28, 2023 (edited) I really don't know. But the IM won't really care about the first hazardous roll with 4 wounds, so it's fine either way. Almost worth it for 150pts and a laugh. Like, we're actually slightly over-costed, and under-unit-type'd, so a happy-little-mistake won't hurt too much. I love the mental imagery of an insane techno-arcane sorcerer running around in a souped up heavy flamer/ bolter/ frag-missile light tank, filled with so much prometheum that it could explode at any moment. Devastating wounds indeed. (It's kinda awesome that we're considered "somewhat balanced" in the update, with no nerfs from it, so exploring the funnier silly sides of the army is possible) Edited July 28, 2023 by Sambojin Minsc 1 Back to top Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5976395 Share on other sites More sharing options...
Sorceress Posted July 28, 2023 Share Posted July 28, 2023 the vehicle counts as the model firing the weapon so it would take the hazardous roll, then again you would loose any of the other rules they provide and you would also not generate cabal points for the units embarked, like 3 points which is often going to be the difference between a free strat, or doombolt and just getting a single save reroll. Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5976451 Share on other sites More sharing options...
Minsc Posted July 28, 2023 Share Posted July 28, 2023 9 hours ago, Sambojin said: I love the mental imagery of an insane techno-arcane sorcerer running around in a souped up heavy flamer/ bolter/ frag-missile light tank, filled with so much prometheum that it could explode at any moment. Devastating wounds indeed. "WITNESS ME!!!" Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5976478 Share on other sites More sharing options...
Ahzek451 Posted July 31, 2023 Share Posted July 31, 2023 On 7/27/2023 at 7:45 PM, Sambojin said: I really don't know. But the IM won't really care about the first hazardous roll with 4 wounds, so it's fine either way. Almost worth it for 150pts and a laugh. Like, we're actually slightly over-costed, and under-unit-type'd, so a happy-little-mistake won't hurt too much. I love the mental imagery of an insane techno-arcane sorcerer running around in a souped up heavy flamer/ bolter/ frag-missile light tank, filled with so much prometheum that it could explode at any moment. Devastating wounds indeed. (It's kinda awesome that we're considered "somewhat balanced" in the update, with no nerfs from it, so exploring the funnier silly sides of the army is possible) I dig it! I will say, I am noticing a lot of eyes slowly making there way over to us. Knights, eldar, and genestealer cults are all still under the harsh scrutiny of the gaming community, but just occasionally I see comments that T.sons are overcosted, doombolt shouldn't target lone operatives, and calls for twist of fate as being too powerful. Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5977514 Share on other sites More sharing options...
Sambojin Posted August 2, 2023 Share Posted August 2, 2023 (edited) Twist of Fate honestly isn't that different to Oath of Moment in some ways, except you spend resources on it that could have been spent elsewhere. In many good ways. Doombolt hitting Lone Operatives is just one of those things we can do. Again, it's expensive resource-wise, and for a shooty army, we're not very shooty. The only other ways we've got to deal with them are deepstrike and high movement shooting, and sometimes not even then (Eldar, and many others). But even if they do get nerfed, it just moves "free" (6cabal) strats or double-move slightly higher up the list of "good things we can do". But they're not that powerful, overall, any of them. And plenty of armies get good free strats, and better ways of moving better shooting around. It just changes army composition and outlook slightly. It takes a lot of points, and a lot of keeping our army alive, to do these things in our army list, so it feels pretty balanced in a way (even taking a teleport item/ daemons/ deepstrike into account. It's not like we're a first-pick on tournament teams or anything. Yet). They're flexible, and some things are slightly undercosted in the grand scheme of things, but within the army list itself? Fairly balanced, considering the lack of options and outcomes we have. I think some of that flexibility and power is necessary to be somewhat competitive and fun to play as and against. I also think there'll slowly be a bit more respect given to the subtle nuances of the list. A Mutalith isn't a Forgefiend isn't a Predator tank. Or a Wardog. But they all do things. An Exalted Flamer is a nice mobile missile launcher, but it does open you up to Assassination pts against you. Big squads are good, but so are small. Tzaangor are surprisingly good max-sized with a shaman, or just as a min-sized squad, but maybe cultists do have their place as scouts. Blue Horrors aren't good infiltrators, but they are infiltrators. Pink Horrors are kinda annoying to kill, but certainly aren't good infantry. And yeah, some of our stuff is slightly overcosted, but due to our slightly more flexible uses of them, are still a part of a bigger whole. It'll be interesting to see how we fight in a few more months, regardless of nerfs. ((I doubt I'll do hair puffs or pseudo nose/beaks, but I'll probably run a bit of inspiration for my Horrors (from the starter set) off the Fieries from Labyrinth and standard Alien stuff. Chucking parts to each other, etc: They'll be scary. But I've gotta use all those extra claws for something, so cute ears and "hand weapons" sounds fun too)) Edited August 2, 2023 by Sambojin Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5978214 Share on other sites More sharing options...
Sambojin Posted September 4, 2023 Share Posted September 4, 2023 (edited) Anyway, just to continue discussion, here's my "Take all comers" list. Not built, so theoretical, but it seems sound. Similar, yet very different in application, to many others. Somewhat taking in information from the World Team Championships, but doing it as a "1v1, you don't get to pick the matchup" list. This sort of is a "fix my list" post, just on generating reasonable discussion. I can add stuff of why's, but I'll just post it so you've got something to ask. (I might consider dropping a Mutalith for another Forgefiend, because sprinkling around -1 to-hit is fun. The army might need a bit of anti-combo goodness, whereas mutas just do a thing and do it ok'ish. Greater than the sum of its parts, while making the opponent's less, is a strange yet fun thing to do. Could drop two for a 3x Forgefiend 1xMuta list (and an extra cabal point enhancement), but it strangely slows the list down a fair bit. I like Vik's idea of "threat ranges", and mutas just do that better, even with anti-combo-but-still-pretty-good-firepower as the trade-off. Could also just use the 20pts saved to sidegrade some Enlightened into Flamers, so you've always got deepstrike on the table, or into the Changeling for lone operative play. Or even a Helbrute, if you don't feel there's enough cabal points. You could even just downgrade a Muta to a Predator tank for more lascannons, and choose your style. Or drop 1 Muta entirely, and have 2 units of Flamers. So there's a bit of room to move on this one. Anyway, original list below. Original Spicy Tzaanch chicky does have a nice flavour and tang, all of its own, but there's a lot of flavour you could like, if that's your thing) : Tzaanch (2000 points) Thousand Sons Strike Force (2000 points) Cult of MagicCHARACTERAhriman (110 points) • Warlord • 1x Black Staff of Ahriman 1x Inferno bolt pistol 1x Psychic StalkExalted Sorcerer on Disc of Tzeentch (105 points) • 1x Arcane Fire 1x Force weapon 1x Plasma pistol 1x Prosperine khopeshInfernal Master (100 points) • Enhancement: Lord of Forbidden LoreInfernal Master (90 points) • Enhancement: Arcane VortexInfernal Master (75 points)Tzaangor Shaman (80 points) • Enhancement: Umbralefic CrystalBATTLELINERubric Marines (95 points) • 1x Aspiring Sorcerer • 1x Force weapon 1x Plasma pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 3x Inferno boltgun 1x Soulreaper cannon3x 5 Rubric Marines (95 points) 285pts • 1x Aspiring Sorcerer • 1x Force weapon 1x Plasma pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 1x Soulreaper cannon 3x Warpflamers20x Tzaangors (130 points) • 1x Twistbray • 1x Tzaangor blades • 19x Tzaangor • 19x Autopistol 1x Brayhorn 19x Chainsword 1x Herd bannerDEDICATED TRANSPORT2x Thousand Sons Rhino (75 points) 150pts 1x Havoc launcher 1x Inferno combi-bolter 1x Inferno combi-weaponOTHER DATASHEETS3x Mutalith Vortex Beasts (145 points) 435ptsThousand Sons Forgefiend (135 points) • 3x Ectoplasma cannonsThousand Sons Predator Annihilator (120 points) 1x Havoc launcher 1x Inferno combi-weapon 2x Lascannon 1x Predator twin lascannon2x3 Tzaangor Enlightened (45 points) 90pts • 3x Close combat weapon 3x Fatecaster greatbow Edited September 5, 2023 by Sambojin Formatting Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5985815 Share on other sites More sharing options...
Sambojin Posted September 7, 2023 Share Posted September 7, 2023 (edited) Tzaanch v2.2.0 (Now with more slightly different spicy chicken!) I'll edit this one for brevity later, maybe. Tzaanch (2000 points) CHARACTER Ahriman (110 points) • Warlord Exalted Sorcerer on Disc of Tzeentch (105 points) • 1x Arcane Fire 1x Force weapon 1x Plasma pistol 1x Prosperine khopesh Infernal Master (100 points) • Enhancement: Lord of Forbidden Lore Infernal Master (90 points) • Enhancement: Arcane Vortex Infernal Master (75 points) Tzaangor Shaman (80 points) • Enhancement: Umbralefic Crystal BATTLELINE 5x Rubric Marines (95 points) • 1x Aspiring Sorcerer • 1x Force weapon 1x Plasma pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 3x Inferno boltgun 1x Soulreaper cannon 3x5 Rubric Marines (95 points) 285pts • 1x Aspiring Sorcerer • 1x Force weapon 1x Plasma pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 1x Soulreaper cannon 3x Warpflamer 20x Tzaangors (130 points) • 1x Twistbray • 1x Tzaangor blades • 19x Tzaangor • 19x Autopistol 1x Brayhorn 19x Chainsword 1x Herd banner DEDICATED TRANSPORT 2x T Sons Rhino (75 points) 150pts 1x Havoc launcher 1x Inferno combi-bolter 1x Inferno combi-weapon OTHER DATASHEETS 2x Mutalith Vortex Beast (145 points) 290 pts 2x T Sons Forgefiend (135 points) 270pts • 3x Ectoplasma cannon 2x 3 Tzaangor Enlightened (45 points) 90pts 3x Fatecaster greatbow ALLIED UNITS 2x 3 Flamers (65 points) 130pts ((You could put the Changeling here, which is awesome, but not as good or invulnerable as you think)) Edited September 7, 2023 by Sambojin Closing brackets, sorry Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5986919 Share on other sites More sharing options...
Indy Techwisp Posted September 7, 2023 Share Posted September 7, 2023 If anyone looking here wanted our points changes, here you go: Ahriman+20 Ahriman on Disc+25 Exalted Sorcerer+10 Exalted Sorcerer on Disc+10 Infernal Master+20 Magnus the Red+30 Mutalith Vortext Beast+20 Rubric Marines+10 Scarab Occult Terminators+10 Cultists-5 Daemon Prince-30 Daemon Prince with Wings-10 Defiler-10 Land Raider-10 Predator Annihilator+10 Predator Destructor+5 Sorcerer+10 Terminator Sorcerer+10 Vindicator-10 Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5986954 Share on other sites More sharing options...
Sambojin Posted September 7, 2023 Share Posted September 7, 2023 (edited) I hope this is a s* post. A year or two in advance, I think it is. Define "our" on the points changes. (So we brutally kill any light characters on 3x6 fatecaster enlightened, whilst still messing with the f*, wherever it needs magic-smash? Meh, fairly bad fifix-up that one. Hooray, 3x Forgefiends for all!!!) ((And daemons aren't good, so they may have a point decrease???? Lol)) (((I mean, seriously, are Rhinos free now?))) Edited September 7, 2023 by Sambojin Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5986958 Share on other sites More sharing options...
Indy Techwisp Posted September 7, 2023 Share Posted September 7, 2023 52 minutes ago, Sambojin said: I hope this is a s* post. A year or two in advance, I think it is. Define "our" on the points changes. (So we brutally kill any light characters on 3x6 fatecaster enlightened, whilst still messing with the f*, wherever it needs magic-smash? Meh, fairly bad fifix-up that one. Hooray, 3x Forgefiends for all!!!) ((And daemons aren't good, so they may have a point decrease???? Lol)) (((I mean, seriously, are Rhinos free now?))) Basically everything our army was using to barely scrape t4 with against the main players has been hiked in price. It's not 3x Forgefiends, we can't even fit enough Rubrics in the lists now. Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5986994 Share on other sites More sharing options...
Sambojin Posted September 7, 2023 Share Posted September 7, 2023 (edited) Okey'f'n'dokey. Give us a day or two on that. Is that legit? Or just your own table's stuff? Because I could do a pretty hard-out list from that, especially if I knew daemon's costs. Are they made-up too? Meh, we're Thousand Sons, we'll be able to do stuff. Pretty damned well. Edited September 7, 2023 by Sambojin F the updates and fakes Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5986999 Share on other sites More sharing options...
Indy Techwisp Posted September 7, 2023 Share Posted September 7, 2023 1 minute ago, Sambojin said: Okey'f'n'dokey. Give us a day or two on that. Is that legit? Or just your own table's stuff? That's from the actual Field Manual, straight from Warhammer Community Sambojin 1 Back to top Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5987002 Share on other sites More sharing options...
Sambojin Posted September 7, 2023 Share Posted September 7, 2023 (edited) Seems strange, considering xeno-elves, banana-super-marines, Knights, undead, and everything else. Even SM. Huh. That's their balance patch? On this? Wow. (I still get to take not-very-good-not-very-teleporting chicken-littles. Yay!?) Edited September 8, 2023 by Sambojin Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5987022 Share on other sites More sharing options...
Naryn Posted September 7, 2023 Share Posted September 7, 2023 Looks like someone on the rules team had a bad time playing against a Thousand Sons list at Warhammer World, and decided to make it everyone's problem. My enthusiasm for 10th continues to be low. Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5987075 Share on other sites More sharing options...
Sambojin Posted September 8, 2023 Share Posted September 8, 2023 (edited) Honestly, on the *original Spicy Tzaanch* list above, it kinda looks like "drop a Muta or a predator or both, sidegrade into Forgefiends where necessary, list otherwise works as intended". I mean, it's worse. But is it that much worse? Not sure. Doing a maths day today. (The totally unoptimized Tzaanch): Tzaanch (1985 points) Thousand Sons Strike Force (2000 points) Cult of Magic 0. 0 _----------_ CHARACTER Ahriman (130 points) • Warlord Exalted Sorcerer on Disc of Tzeentch (115 points) 1x Plasma pistol 1x Prosperine khopesh Infernal Master (115 points) • Enhancement: Lord of Forbidden Lore Infernal Master (105 points) • Enhancement: Arcane Vortex Infernal Master (90 points) Tzaangor Shaman (80 points) • Enhancement: Umbralefic Crystal BATTLELINE Rubric Marines (105 points) • 1x Aspiring Sorcerer • 1x Force weapon 1x Plasma pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 3x Inferno boltgun 1x Soulreaper cannon 3x5 Rubric Marines (105 points) 315pts • 1x Aspiring Sorcerer • 1x Force weapon 1x Plasma pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 1x Soulreaper cannon 3x Warpflamer Tzaangors (130 points) • 1x Twistbray • 1x Tzaangor blades • 19x Tzaangor • 19x Autopistol 1x Brayhorn 19x Chainsword 1x Herd banner DEDICATED TRANSPORT 2x Thousand Sons Rhino (75 points) 150pts • 1x Armoured tracks 1x Havoc launcher 1x Inferno combi-bolter 1x Inferno combi-weapon OTHER DATASHEETS Mutalith Vortex Beast (165 points) 2x Thousand Sons Forgefiends (135 points) 270pts • 3x Ectoplasma cannon 3x3 Tzaangor Enlightened (45 points) 135pts 3x Fatecaster greatbow ALLIED UNITS 3x Flamers (80 points) So, yeah, it's quite a bit worse, and more msu'y , but this is the lazy unoptimized version of it. It still would probably work a bit. Wouldn't take that much effort to make it properly spicy. Edited September 8, 2023 by Sambojin Less bleeding space in the armour Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5987147 Share on other sites More sharing options...
Minsc Posted September 8, 2023 Share Posted September 8, 2023 TS needed a slight nerf, but this nerfbat didn't just hit way too hard, it even missed the mark. Mutalith, Magnus and Twist of Fate where the main culprits. Mutalith got it's just desert, Magnus managed to get by with a mere slap on the wrist (less than 10% pointincrease) and Twist of Fate wasn't even touched. Instead they nerfed stuff that no one's complained about in 10th, like Rubrics and our non-unique characters. Boo I say. Sambojin, Ulfast and Xenith 2 1 Back to top Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5987170 Share on other sites More sharing options...
Sambojin Posted September 8, 2023 Share Posted September 8, 2023 (edited) At least we've got a certain level of copium. We can still make lists. I mean, we could run stuff as chaos marines if we wanted, but even after us getting nerf batted, I'd still rather run Tsons. "Nice Dodge!" Invuln'd it. Didn't move. A bit of change is good. (I don't think the intended consequence or outcome of this errata was "Yeah, we'll definitely add 6-18+ precision attacks to our lists", but it is what it is. Wait, is that our "thing". Like, the thing this army is "meant to do"? From GW's viewpoint. Turn-off armour saves, snipe incredibly well? I thought we were the "heaps of magic" army, but... I never really understood this army, I guess. Heaps of incredibly annoying and fast moving sniping works too) In a way, we got quite a bit tougher with the devastating wounds changes, while still having ours work pretty well (we tending to do lots of little amounts, and will just have to focus our Doombolt'y ones on bigger targets). Towering isn't a big problem any more, so we can hide our little MSU units a lot more easily. Our anti-marine /custodes/ whatever weaponry still works fine (although there's a bit less of it). We didn't really get affected by the free strats change, and can still do a fair bit of shenanigans via magic, strats, enhancements, etc. I'm not saying I like the changes, especially our points nerfs, but there are some upsides to them as well. Edited September 9, 2023 by Sambojin Xenith 1 Back to top Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5987185 Share on other sites More sharing options...
Sambojin Posted September 10, 2023 Share Posted September 10, 2023 (edited) And look, ok, I'm not proud of it. Where's the magic? But, I wanted to do a non-optimized "magic" Knights list too. So, yeah. It's pretty s*. But it's there. Magic Knights (2000 points) Thousand Sons Strike Force (2000 points) Cult of Magic CHARACTER Ahriman (130 points) • Warlord (Once per game, turn off armour saves on one unit) Tzaangor Shaman (80 points) • Enhancement: Umbralefic Crystal (Teleport crystal is over 40OC! Or 9000. It rounds weirdly) BATTLELINE 3x5 Rubric Marines (105 points) 315pts (Any damned kind you want) Tzaangors (130 points) • 1x Twistbray • 1x Tzaangor blades • 19x Tzaangor • 19x Autopistol 19x Chainsword Herd banner and horn. (Teleport that OC) OTHER DATASHEETS 3x Thousand Sons Forgefiend (135 points) 405pts • 3x Ectoplasma cannon 2x Thousand Sons Predator Annihilator (130 points) 260pts • 1x Armoured tracks 1x Havoc launcher 1x Inferno combi-weapon 2x Lascannon 1x Predator twin lascannon Thousand Sons Predator Destructor (130 points) • 1x Armoured tracks 1x Havoc launcher 1x Inferno combi-weapon 2x Lascannon 1x Predator autocannon 2x3 Tzaangor Enlightened (45 points) 90pts 3x Fatecaster greatbow (List filling and activations) ALLIED UNITS 2x Exalted Flamer (70 points) 140pts (Honestly, they're like 1/3rd of a wardog each, kinda) 2x War Dog Brigand (160 points) 320pts • 1x Armoured feet 1x Avenger chaincannon 1x Daemonbreath spear 1x Havoc multi-launcher (Yeah, we got hit about as hard with the nerf bat as Eldar should have been hit. F*! But whatever, we'll still do some amazing stuff). ((Thankfully, we've got a pretty big engineering envelope to work with)) Edited September 10, 2023 by Sambojin Maths Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5987765 Share on other sites More sharing options...
Sambojin Posted September 11, 2023 Share Posted September 11, 2023 (edited) Anyway, trying to make the Tzaanch list a bit spicier or saucier. It might be that. It's got slightly varying tech pieces in it. Sorry for not editing this one down, this is just what the app gave me. (Actually, I edited it) Tzaanch (1990 points) Thousand Sons Strike Force (2000 points) Cult of Magic CHARACTER Ahriman (130 points) • Warlord (Still very good) Exalted Sorcerer on Disc of Tzeentch (115 points) • 1x Arcane Fire 1x Force weapon 1x Plasma pistol 1x Prosperine khopesh (Very handy anti-move tech piece) Infernal Master (115 points) • Enhancement: Lord of Forbidden Lore Infernal Master (105 points) • Enhancement: Arcane Vortex Infernal Master (90 points) Tzaangor Shaman (80 points) • Enhancement: Umbralefic Crystal (Teleport that blob, or have better snipers) BATTLELINE 5x Rubric Marines (105 points) • 1x Aspiring Sorcerer • 1x Force weapon 1x Plasma pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 3x Inferno boltgun 1x Soulreaper cannon (Yes, we have bolters. Legit marines we are) 3x5 Rubric Marines (105 points) 315pts • 1x Aspiring Sorcerer • 1x Force weapon 1x Plasma pistol 1x Warpsmite • 4x Rubric Marine • 4x Close combat weapon 1x Icon of Flame 1x Soulreaper cannon 3x Warpflamer (We have other stuff too) 20x Tzaangors (130 points) • 1x Twistbray • 1x Tzaangor blades • 19x Tzaangor • 19x Autopistol 1x Brayhorn 19x Chainsword 1x Herd banner (40 OC blob, for your enjoyment) DEDICATED TRANSPORT 2x Thousand Sons Rhino (75 points) • 1x Armoured tracks 1x Havoc launcher 1x Inferno combi-bolter 1x Inferno combi-weapon (Quick move) OTHER DATASHEETS 3x Thousand Sons Forgefiend (135 points) 405pts • 3x Ectoplasma cannon (Just start Chucking -1's out there if you have to. Damage works as well) 6x Tzaangor Enlightened (90 points) 6x Fatecaster greatbow (Who would have imagined we'd fill lists with more snipers after the nerf?) 2x3 Tzaangor Enlightened (45 points) 90pts 3x Fatecaster greatbow (Like, more of them) ALLIED UNITS Exalted Flamer (70 points) (Mini-deepstrike rocket dude tech piece. Could be Blue Scribes if you just want lone operative, or 6" scouting cultists and +1cabal point, but 4+ anti-move is generally better, and the smidgen more damage helps too) Could also drop 3 Enlightened Tzaangors, and the ex.flamer, for another Exalted Disc Sorc, for more reliable anti-move tech and a couple more cabal points. Which honestly, might be best. Reliable tech is nice. It might be a derp though. +6 sniping attacks and a 4+ possible stackable anti-move is nice. You eventually get to a level of sniping where it gets scarier than 1/2 movement could, even with all the points saving on everyone else's characters. More Sniping without armour saves puts undue terror into people. An extra 1/2 move on a unit just makes them think more tactically, which is the last thing you want. Umm, no Muta, more tech. I think that's yummier. It adds a bit of sauce to the spice. Don't hug your pixels, it's just a game. But 10" move, 45pt "does stuff" is hard to come by. Other points savings? I don't know? Switch some rubrics into spawn, save 40pts, and work out the next level of Tzaanch? There's lots of down/side/whatever grades for basic "every game" stuff. You've gotta sit something tough, somewhere, for points. Edited September 13, 2023 by Sambojin Reliable tech Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5987906 Share on other sites More sharing options...
Sambojin Posted September 11, 2023 Share Posted September 11, 2023 (edited) Anyway, I think this nerf put us from number 5-8'ish in the armies, to like 7-12th on power or application. Give or take +/- 1 or 2'ish, maybe more. Meh. It's annoying. No-one likes that level of variability on purchasing toy soldiers. (Free bonus "Yeah, we could still take Magnus and termi blocks" list. Still just exploring our envelope, so others can see shifts in it) Mag in (2000 points) Thousand Sons Strike Force (2000 points) Cult of Magic CHARACTER Magnus the Red (440 points) • Warlord Infernal Master (115 points) • Enhancement: Lord of Forbidden Lore Infernal Master (105 points) • Enhancement: Arcane Vortex Infernal Master (90 points) (The usual suspects) Thousand Sons Sorcerer in Terminator Armour (135 points) • Enhancement: Umbralefic Crystal (Termie mover) BATTLELINE 3x Rubric Marines (105 points) 315pts (Any type) DEDICATED TRANSPORT Thousand Sons Rhino (75 points) • 1x Armoured tracks 1x Inferno combi-bolter (Fast movement for 1 rubric) OTHER DATASHEETS Scarab Occult Terminators (430 points) • 1x Scarab Occult Sorcerer • 1x Force weapon 1x Inferno combi-bolter 1x Warpsmite • 9x Scarab Occult Terminator • 2x Hellfyre missile rack 7x Inferno combi-bolter 9x Prosperine khopesh 2x Soulreaper cannon (A big block of termies. Still can't do melee, don't shoot that good) Thousand Sons Forgefiend (135 points) • 3x Ectoplasma cannon (-1 thrower) 2x3 Tzaangor Enlightened (45 points) 90pts 3x Fatecaster greatbow (More movement) ALLIED UNITS Exalted Flamer (70 points) (Tech piece/ deepstrike) Yep, worse. Lots worse. Meh. 17cabal points, so there's a bit of magic, and we could probably squeak Ahriman in there too if we wanted. But this one feels like a 1 trick pony, and it's not that good of a trick. I like the Spicy Saucey Tzaanch list above a lot better, just because constantly and semi-reliably nerfing your opponent's army is a feel-good moment. And I think we all need that, all things considered. ----------- And another other Magic Knights, just to show we ain't dead yet on that as a concept: (Ok, it's just light vehicles and infantry, but that might do) Magic Knights (2000 points) Thousand Sons Strike Force (2000 points) Cult of Magic CHARACTER Ahriman (130 points) • Warlord • 1x Black Staff of Ahriman 1x Inferno bolt pistol 1x Psychic Stalk Infernal Master (110 points) • 1x Force weapon 1x Inferno bolt pistol 1x Screamer Invocation • Enhancement: Athenaean Scrolls Infernal Master (90 points) • 1x Force weapon 1x Inferno bolt pistol 1x Screamer Invocation Infernal Master (90 points) • 1x Force weapon 1x Inferno bolt pistol 1x Screamer Invocation BATTLELINE 4x5 Rubric Marines (105 points) 420pts (Any type) DEDICATED TRANSPORT 4x Thousand Sons Rhino (75 points) 300pts OTHER DATASHEETS 3x Thousand Sons Forgefiend (135 points) 405pts • 3x Ectoplasma cannon 3x3 Tzaangor Enlightened (45 points) 135pts 3x Fatecaster greatbows ALLIED UNITS 2x War Dog Brigand (160 points) 320pts Yay. Push stuff around, unload troops, use double move and no-AS (or doom bolt) on the regular, shoot a bit, hope for the best. Honestly, it's also not good, but I like to explore what may be non-limitations a bit on what isn't great, because it tells me more on what could happen when it is good. We'll get there. [/Spoiler] At least it's not a passive (yay, free units!)/ aggressive (:cuss:, we finally shootnnow) form of copium. It's just a killy/ winny/ strangely aggressive but can play movement and points, working out our list (again) form of it. But yes, spicy sauce tzannch will nerf your list while destroying it. Lol. It's one of those things we can still do well. (It's kinda weird, that a lascannon predator is still a pretty good buy in our list, just to have a bit of proper anti-tank to keep 'em honest. 3x S9 or 3d3 S10 3xblast, and 2xS12+1xS14 w/no-1-damage-rolls, are worlds apart sometimes) Edited September 15, 2023 by Sambojin Ulfast 1 Back to top Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5987912 Share on other sites More sharing options...
Xenith Posted November 1, 2023 Author Share Posted November 1, 2023 Been focussing on my nids in the new edition to haven't had a game with the sons yet, hopefully things are still good! Ulfast 1 Back to top Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-5999095 Share on other sites More sharing options...
Ulfast Posted November 20, 2023 Share Posted November 20, 2023 So a couple of weeks after the balancedate, seems we still can fight and get a tournament here and there. I saw something about around 50% winrate which is pretty nice. But GW spolied that it seems we will not get a new codex until end of 2024 (or later), what do you guys think about that? Can we hold until that time a army? Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-6004169 Share on other sites More sharing options...
Sambojin Posted November 21, 2023 Share Posted November 21, 2023 (edited) Probably. There's a fair few builds in the list, to give some pretty bad match-ups. It's not all just Magnus + Forgefiends. Just as an outlook though, there was talk of the codex getting a Spawn epic hero (buffs spawn, might have an aura, and has cabal 2), spawn having wargear (more movement (+3?) a shooting attack (HFlamer or MMelta?) or psychic melee weapons, and they can go in Rhinos or Razorbacks taking up 3 spots, either 2 or 4 squad size available, but they'll cost a few more pts), a psychic weapon Razorback (just a normal SM RB, with psychic on its weapon options, havoc launcher instead of HK, but very flexible for all that. Also thoughts on giving it sticky objectives, to make it unique, with a slight points increase because of it+ psychic), a melee Tzaangor character (can lead Cultists too, probably a +1 to wound melee/ or rerolls, still +1 to hit, no cabal points, still high movement/ Enlightened amount, forget on the FNP save but probably not, glass cannon melee booster I think, with the shaman being magick/ tanking), and TSons Devastators with the usual heavy weapons in the codex. Alongside 5-10 sized Blue Horrors units (they have the Thousand Son keyword for their psychic shooting, but a tiny point increase), as well as pinks (again with psychic goodness), so you can go "all the Daemons summoned by marines, but sorta greater/ lesser horrors" depending on if they're "other datasheets-TSons" or "allies" if you want. Cultists can go in Rhinos (scout-move transport, nice). No word on new detachments or what they'll be like or focused on. It looks like we'll be a far more well rounded army. Just lots of little tech tools, leaning pretty heavily into the psychic attack sustained/ lethal/ dev wounds side of things, or whatever other detachments give instead of that. And just generally more builds available and options for them (and potentially detachment rules to make it cooler). Had a chat to a bloke ages ago who does planning for these things at GW, and so these aren't set in stone, but were all considerations for testing. Fairly sure that other Daemons were mentioned in that they'll be noted in the list, but still as an ally (no Thousand Sons keyword), wardogs and titans are still fine, just to make sure people know they can take them and to make the list look bigger and more varied. Also a bit of a blurb on other Tzeentchian warbands, space marines that fell/ got tricked into tzeentch worship, the roles of Tzaangors and cults, the more daemon'y styles of some armies (remember, Thousand Sons are a very varied legion, not a 1000 marine post-heresy codex chapter, and there are heaps of cults that worship marines like demi-gods). So it's not just Thousand Sons, it's a lot of fully-tzeentch'y CSM/ former-SM/ beastman/ daemon stuff too, but mostly Thousand Sons. Also, the Razorback might be pseudo-retconned into being a 1kSons thing, with their ones being the "original/ good" ones, and the Imperium's being shoddy knockoffs post-heresy with the psychic blasphemy removed (cheaper to make, but worse). It got "rediscovered" during a purge of a splinter cult of the Thousand Sons in the galactic south, and the Mechanicus decided it was still handy to have if you removed all the warp related stuff, considering how cheap it is to chuck a couple of big guns on a Rhino. Also a strange excerpt for why the Sons and the White Scars get along ok, because sometimes they used to do warfare in similar ways (ie: fast), as well as their primarch's bro-ship. Council of Nikkea be damned, as long as you can keep up with the White Scars in battle. It was a while ago, but that was the general gist of chatting/ bashing out both list additions and lore. (There's also the insane idea that it won't be detachment rules that change, but the cabal points magick list/ Army Rules, with some of them being specifically good for some styles of army. "Cabal of Sorcerers" could be "Daemonic Engines" or "Warp Rifted" or "Tzaangor Ambush" or "Cult of Change" or "Foreseen Obliteration", instead of the "Kindred Sorcery" detachment rules changing. And "Cult of Sorcery" is just the basic army rule for unit balancing, so psychic attacks get an army bonus. Still being worked on. It could go either way. But I'd rather 36 spells in my codex (6 detachments, 6 spells each) with one good core rule supported by the list's units, than one spell list that they had to edge-case or nerf units on a "just in case it's too strong" thing. Way more Tzeentchian, I reckon. Edited November 21, 2023 by Sambojin Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-6004391 Share on other sites More sharing options...
Ulfast Posted November 22, 2023 Share Posted November 22, 2023 Wow, this sounds very intersting. I love most of this ideas and would make our army more unique and intersting. I do hope something more of this comes out. I´m actually happy to wait a bit for our codex just to get it right and with more intersting and fun things in it. Link to comment https://bolterandchainsword.com/topic/379050-thousand-sons-datasheet-discussion/page/3/#findComment-6004643 Share on other sites More sharing options...
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