Indy Techwisp Posted April 4 Share Posted April 4 Now we know what new unit we're getting in 10th edition, I'm making this thread so we can speculate on Next Edition's content for us without obstructing the 10th Edition Thread and 10th Ed Detachment predictions. To start us off, I'll post this wishlist: Rubric Havocs Probably not actually named Rubric Havocs, but as the main "Shooty CSM" it seems weird we don't have a dedicated "Heavy Weapons Infantry" unit. Sure, all Rubric units can carry a Soulreaper, but there's more options than that for a proper heavy weapon squad to use such as Missile Launchers since we only have 1 source of Anti-Vehicle in the whole army. Khenetai Occult The TSons Assault Squad from HH. Probably would be reimagined somewhat in a move to 40k, but the idea of a Slow but Tanky Assault Squad is an idea that already has a functional presence in 40k (see: All Melee Deathguard). A Marine tier Melee threat is something our army lacks, even tho any version we get probably wouldn't be Battleline to maintain our "Shooty CSM" status. Ammitara Occult This is a Scout/Sniper unit. Obv Scout Armour wouldn't work for our dusty bois, but it could be reimagined as a unit of Sorcerers using their Psychic power to enhance their Sniper shots (or we get floating Scout Breastplates with Sniper Rifles which would be very funny). Rubric Praetor A non-psyker character for TSons is an odd choice, but having a Chaos Lord Equivalent in the army would be a neat force multiplier and would be a decent chassis to get some variant of the old "All is Dust" rule back into the army in the form of an attached unit buff. Numerologist TSons Technomancer. Probably a bit less useful now that we're probably losing our Tanks (<- delete if this doesn't happen), tho Land Raiders, Rhinos and those Robots would all benefit from a Techmarine analogue. A dedicated Thousand Sons Terminator Character Basically a Termie Sorc variant that's not just the alt. build of a CSM unit. In terms of what to do to make them different, the existing Termie Sorc is an Anti-Vehicle character (the only source of that keyword in our army) so maybe a more Anti-Infantry character would be appropriate? Non-Tzaangor Unique Cultists Yep, it's this again. Ideally some kind of Psychic Cultist unit so they can be used with our army rule. If you have any comments on the above, or want to post a wishlist of your own, go ahead. Hopefully we can manifest a proper wave for 11th. TwinOcted 1 Back to top Link to comment https://bolterandchainsword.com/topic/385642-what-do-we-wish-for-in-11th-edition/ Share on other sites More sharing options...
Archaeinox Posted Tuesday at 12:03 PM Share Posted Tuesday at 12:03 PM (edited) I wanted to take a while to contemplate on your post before commenting because I think my answer started off too complex to type up. I think a lot of my potential hopes align with the different ways Cabal Rituals could go, and how our sorcerers function currently vs. how Characters might function in 11. I'm a bit of a purist in that I think we should be able to slap down Rubrics and Sorcerer variants and just have them slap. So I think it's safe for me to sprinkle in some wishlisting about 11th itself. Most of us end up with spare sorcerers who can't attach to squads. In a few additions past, there were ways to run various squads and benefit from being near units, if not outright attached to them. This made it more viable to run multiple characters whereas now if we have a surplus of characters running around, they don't even have Lone Operative. Tell me each Thousand Sons player can't at least build 1 or 2 sorcerers out of their bitz box right now.. Multiple fellas running around will help our army identity and Lone Op type abilities or otherwise protection from nearby squads will help them survive and blast their spells a little longer. Big gripe of 10th for me is 1 character tied to each squad, or not at all. I think I will edit this post more later. I am not a fan of the havoc rubrics or melee rubrics because I am thinking in their current statline/rules context. I do want other TSons fans to get exactly what they've hoped for. I just think more concentration by GW needs to be put on incentive for us to take a ridiculous amount of sorcerers to do our dirty work. If that happens in 11th, that's great. I would like to see more focus on Crusade and more thematic and effective terrain in 11th besides the currently encouraged "L". The 2nd part would heavily affect us haha. Every pick up game I play and every event I play boils down to "deploy my fully painted army out of line of sight." We paint these Thousand Sons miniatures to show them off dangit Edited Tuesday at 12:08 PM by Archaeinox Ulfast, Xenith and LSM 2 1 Back to top Link to comment https://bolterandchainsword.com/topic/385642-what-do-we-wish-for-in-11th-edition/#findComment-6104253 Share on other sites More sharing options...
The Praetorian of Inwit Posted Saturday at 06:39 PM Share Posted Saturday at 06:39 PM When the 11th edition codex rolls around it's going to be somewhere in the ballpark of 11/12 years since TS were introduced. Since then they'll have only had the Infernal Master and the Sekhtar Guardian Robots. What they need is a proper full second wave of miniatures. Their own unique Cultists (WE got Jackals and there silly KT unit after all) would be good. They also really need an Exalted Sorcerer in Terminator Armour. And of course a psyker Dreadnought, which could also make a good Daemon Engine. Speaking of, their own Daemon Engine really should happen. The DG have 3 and while EC/WE don't have any themselves yet there are lots for GW to draw on. I think you get those you've got a really good line. That said it would be good to see some more specialised Sorcerers given that TS are supposed to be the Sorcerer army. One that is based on summoning/boosting Daemons. Another that effects terrain perhaps? One that could be a Techmarine/Warpsmith equivalent and help out the robots and tanks. There is a lot of potential. Link to comment https://bolterandchainsword.com/topic/385642-what-do-we-wish-for-in-11th-edition/#findComment-6104823 Share on other sites More sharing options...
Indy Techwisp Posted 13 hours ago Author Share Posted 13 hours ago 20 hours ago, The Praetorian of Inwit said: When the 11th edition codex rolls around it's going to be somewhere in the ballpark of 11/12 years since TS were introduced. Since then they'll have only had the Infernal Master and the Sekhtar Guardian Robots. What they need is a proper full second wave of miniatures. Their own unique Cultists (WE got Jackals and there silly KT unit after all) would be good. They also really need an Exalted Sorcerer in Terminator Armour. And of course a psyker Dreadnought, which could also make a good Daemon Engine. Speaking of, their own Daemon Engine really should happen. The DG have 3 and while EC/WE don't have any themselves yet there are lots for GW to draw on. I think you get those you've got a really good line. That said it would be good to see some more specialised Sorcerers given that TS are supposed to be the Sorcerer army. One that is based on summoning/boosting Daemons. Another that effects terrain perhaps? One that could be a Techmarine/Warpsmith equivalent and help out the robots and tanks. There is a lot of potential. I can't believe I forgot to include Psyker Dreadnaught on the list. In regards to Daemon Summoning Sorc, that's technically what the Infernal Master is, but I'm holding out hope that we somehow gain the ability to use the Master of Possessions as well. Link to comment https://bolterandchainsword.com/topic/385642-what-do-we-wish-for-in-11th-edition/#findComment-6104906 Share on other sites More sharing options...
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