Monday 14 May 2018

Quick Hits - May 2018 Thousand Sons

Onto our first Chaos quick hit


Special Rules

Death to the False Emperor
The standard Heretic Astartes chance of extra attacks in assault versus Imperial units.

Daemonic Ritual
The standard Daemon summoning rules. Seems like a good idea, but keeping back points for the units you potentially want to summon equally seems like a gamble.

HQ

Ahriman
A great Psyker with three casts and denies, and +1 to tests for both. Also has the re-roll 1s to hit bubble. A Disc is an interesting option if you want him to be more mobile.

Daemon Prince of Tzeentch
Can cast two and deny one. Has the stats of a monster, but with few enough wounds to hide behind other units. Great in assault if you give it to sets of Malefic Talons. It's re-roll bubble also applies to the Daemon units.

Exalted Sorcerer
The equivalent of a Marine Captain, but with the ability to cast two powers and deny one. Also has the option of riding a Disc.

Sorcerer
Can cast two powers and deny one. Great if you feel the need for a cheaper HQ.

Sorcerer in Terminator Armour
Has the option of taking a Familiar to give a bonus on his first power each turn, and can cast two and deny one. Also gains the ability to deep strike to help put the powers you want, where you want.

Troops

Rubric Marines
Adds an Aspiring Sorcerer to the army, with one cast and one deny. All is Dust gives them a lot of immunity to small arms fire and Inferno shots are good with the -2 save modifier. The Icon of Flame is an interesting option to add another source of Mortal Wounds to the army.

Tzaangors
Close combat troops, it's worth sticking with the Tzaangor Blades, for the additional save modifier, and leaving the shooting to the rest of the army.

Chaos Cultists
Cheap unit to help bulk out Brigades and Battalions and also screen your more important units.

Horrors
They have a reduced version of Smite, and can also deny one power. I would always take a Daemonic Icon for the chance of getting models back. I would also set aside points to split all of your Pinks into Blues and Blues into Brimstones.

Elites

Tzaangor Shaman
 Can cast and deny one power. Also has a once per game re-roll for casting. The best thing though is it gives +1 to hit rolls for nearby Tzaangors.

Flamers
They have relatively long-range, auto-hitting weapons. Good for clearing out infantry or dissuading charges.

Scarab Occult Terminators
A sorcerer to cast and deny one power, plus All is Dust to shrug off small arms fire, and the ability to deep strike. A solid unit to surprise the enemy when it arrives.

Helbrute
A good selection of weapon choices and Crazed makes injuring it potentially dangerous. Dreadnoughts do feel a little fragile though.

Fast Attack

Tzaangor Enlightened
Unlike the Tzaangor on foot, I prefer this as a shooting unit. Give them Fatecaster Bows, have a Shaman nearby to give them +1 to hit, and watch them auto-wound on rolls of a 5+. All while being really mobile.

Screamers
Really good against heavy infantry and light vehicles in an assault, their Slashing Attack can also pile on Mortal Wounds.

Chaos Spawn
The main thing they have going for them is cheapness, but they are outshone by the other choices in the list.

Heavy Support

Mutalith Vortex Beast
An interestingly random beast, it's powers either give out Mortal Wounds or buff assault units. Could be good supporting a couple of large units of Tzaangors.

Chaos Predator
The Predator Autocannon is really good, with flat Damage 3. This unit is your primary source of long-range anti-vehicle firepower.

Chaos Vindicator
I'm not sure a Demolisher Cannon is what the Thousand Sons are looking for. Pass.

Chaos Land Raider
You will see this every time I review a Land Raider during Quick Hits, but until something changes, they are too expensive for what they do.

Defiler
Like with the Vindicator, I find myself wondering if the Thousand Sons actually want a Battle Cannon. The other weapon options are better found elsewhere too.

Forgefiend
Both of the gun options are great on this. That's part of what pushes out the Vindicator and Defiler.

Maulerfiend
I think I would swap the Magma Cutters for Lasher Tendrils and focus this on being a pure assault beast.

Dedicated Transport

Chaos Rhino
The basic standard for transports in the game, don't forget this can transport Tzaangors and Cultists.

Flyer

Heldrake
The Baleflamer has 18" range! Swap the Hades Autocannon for that and throw this unit at the opposing army.

Lord of War

Magnus the Red
Can cast and deny three powers a turn, and gets a bonus to do so, dependant on how injured he is. He also ignores wound from Perils of the Warp on a 2+ and has the ability to re-roll any 1s during Psychic Tests as a 9" buff. His Smites do D6 or  2D6 Mortal Wounds based on your roll. He is probably the best Psyker currently in the game.

Brotherhood of Sorcerers

You'll notice how I was highlighting how many powers various units in the army can cast. Now take those powers and add 6" to the range of all of them. Also, post FAQ, it gives them immunity to the increasing difficulty of multiple Smites in a turn.

Stratagems

Stand-out Stratagems
  • The Great Sorcerer
  • Daemonforge
  • Cabalistic Focus
  • Blasphemous Machines
  • Sorcerous Pact
  • Veterans of the Long War
  • Cycle of Slaughter
Warlord Traits

The only one here I don't like is Aetherstride, as the Warlord shouldn't be looking to Charge unless they are Magnus. And he doesn't get that trait, he gets the additional Psychic Power instead.

Sorcerous Arcana

Stand-out relics
  • Dark Matter Crystal
  • Helm of the Third Eye
Psychic Powers

Discipline of Change
A lot of buffing powers here, so some solid choices. Don't forget that Doombolt halves they Move characteristic of units it affects.

Dark Hereticus
Death Hex, Warptime, Prescience. Not one of these is Doom, but they are close runners-up for best Psychic Power in the game.

Discipline of Tzeentch
These powers are interesting. Gaze of Fate will be one you aim to cast every turn.

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