thousand sons list 9th edition

Posted on February 21, 2021 · Posted in Uncategorized

I really enjoy the enlightened in 9th thus far. I digress, but point being running 3 defines may end up as just throwing points away against marines, New comments cannot be posted and votes cannot be cast, More posts from the ThousandSons community, Subreddit for players and interests in the Thousand Sons faction in Warhammer 40k, Press J to jump to the feed. How did you get 9th data for BattleScribe? When this is the case, the unit may take any item from the appropriate list below. Since their release as a full army in 7th edition, Thousand Sons have brought a powerful psychic force to the battlefields of the 41st millennium. Here you will find a continually updated list of major Grand Tournament Winner Lists for 8th Edition Warhammer 40k. Early Winners and Losers of Ninth Edition. The fact that crest is not restricted to modifying dice for a specific cult, unlike the Brazier is still a strong artifact. I've wanted to warp flame gargoyle one since I started tsons and have never had the chance, so here's to hoping for ol' Kurtiss to come off the shelf and see some play in 9th. previous edition of the game and enabled their Psykers to ignore the increasing Warp Charge cost of Smite, should continue to apply or not. The total math adds up to 2000 though. The evil elves however took two major blows. I am planning to do more of these in the future. Probably at least one of the Heldrakes would be another defiler if the battalion detachment would allow it. 49:35. L'affaire est alors discutée au Concile de Nikaea où les chasse… It all got squished together apparently. You're paying a lot of points for a chunk of bullets with BS4+. Aspiring Sorcerer: Force axe, Inferno Bolt Pistol, Tzeentch's Firestorm, Helbrute [7 PL, 120pts]: Helbrute fist, Twin lascannon - 130, Tzaangor Shaman [5 PL, 90pts]: Force stave, Tzeentch's Firestorm - 85, Defiler [11 PL, 157pts]: Combi-melta, Defiler scourge, Reaper autocannon - 150, Mutalith Vortex Beast [8 PL, 125pts] - 135, Heldrake [10 PL, 140pts]: Baleflamer - 150, ++ Total: [121 PL, -1CP, 1,928pts] ++ - 2000, Created with BattleScribe (https://battlescribe.net). Heldrakes are one of the biggest benefactors to the obscuring rule in 9th, since they can actually be hidden behind obscuring terrain as long as nothing has line of sight to their base, If they live until your turn 2 being able to shoot their Baleflamer in close combat will be sweet, Duplicitous Tactician is really really good, now that you don't have any idea who is going first until everything is deployed. What about Ahri and 2 Sorcs? Unfortunately the brazier only works on cult of prophecy units. While I do get less attacks, doing a flat 3 dmg over a flat 2 I feel is worth the trade off these days. The first was that fly no longer lets you fall back and shoot. Every objective I claimed … You can find Adrian and other great 40k 9th content including an in depth review of each 40k faction in 9th edition at Tabletop Titans. Miniac and his YouTube subscribers have been furiously churrning out one excellent model, one after the other. You've got 19VP available to your opponent in "Bring it Down", 12VP available in "Assassinate", and you can probably count on them holding two Objectives most of the game, so Banners is an easy safe pick for 10VP. Once a world of great beauty, it was attacked by Imperial forces utilising planet-busting weapons during the Battle of Prospero[2a], with the result that it became a blasted ruin, declared Purgatus by the Inquisition. After all 9th is looking to be a great edition for MSU armies, which they do well, and their Raiding Force special rule actually works well now. No rules for Brotherhood of Psykers in the Psychic rules. New Edition, New Codex. Undying Form, Daemonic axe, Infernal Gateway, Magister, Prescience, Wings - 195, . Achetez en toute confiance et sécurité sur eBay! I was just going to use an exalted sorcerer and save points that could have come from the dp to other things. I like the dice manipulation of some of the other cults, so giving the below a try. Subject: How to play Thousand Sons in 8th edition. Grey Knights vs Thousand Sons (9th Edition!) Your are right, I was confused about the rule for getting the -1 to hit for the dense cover save. So I'm trying something a little different with my 9th Edition list and moving away from the cult of magic. Little light on CP, so that may be a problem, but there is a good balance of firepower with some melee prowess. Heldrakes will be better than people think? Gameplan (if you go 2nd) - Duplicitous tactician your risen rubricae unit somewhere safe. They make a respectable fast moving screen for Ahriman, pack a solid punch from range, and aren't slouches in melee. I like the dice manipulation of some of the other cults, so giving the below a try. Here's what I see. The Defilers add some stronger firepower and more melee prowess. You probably want to sit down with a pen and pencil and figure out your options to either outscore them or keep as many units alive as practical. Love to get any feedback: HQ Demon Prince with wings, hellforged sword, malefic talon, warlord, fickle nature, Gaze of Fate, Temporal Manipulation, Capricious Crest, Ahriman on disc, Death Hex, Doombolt, Prescience, TROOPS 17x Rubric Marines, 1 Aspiring Sorcerer 4x Rubric Marines, 1 Aspiring Sorcerer 4x Rubric Marines, 1 Aspiring Sorcerer, ELITE 7x Scarab Occult Terminators, 1 Aspiring Sorcerer, hellfire missile Tzzangor Shaman, weaver of fates, Spearhead -3CP Additional Artifact -1 CP Magister -1 CP Cult of Prophecy HQ Exalted Sorcerer on disc, warp time, diabolic strength, high magister, pythic brazier, HEAVY Defiler, combi-bolter, defiler scourge, reaper autocannon Defiler, combi-bolter, defiler scourge, reaper autocannon Defiler, combi-bolter, defiler scourge, reaper autocannon. Hello All, This is my first Video! What's their purpose? alongside a small release of new models (some being shared with Age of Sigmar I fully expected my 4 hq sorcerers and 4 thousand sons units to be obliterated by the third turn against 4 imperial knights and two guard tank units. It probably isn't worth taking a second cult for prophecy like someone else said. Plus if I throw Diabolic Strength on him, I can be getting 7 attacks still on the charge at str 9, -2AP, 3D. This could also just be because I'm not good at thinking through my movement phase. The main focus of the Prince is to take out tanks and/or powerful characters. Thousand Sons Special Rules. I think that you might be underestimatimg how good the Helbrute fist is in close combat. thousand sons codex 9th edition pdf. I still think the WL trait for cult of change is worth it on a DP though, and the Capricious Crest really is that good. The ability to re-roll charges and jump in and out of combat can be quite strong. To qualify, lists are taken from events with at least least 28 players and five games played. Are we sure that we can hide those helldrakes just by having the base covered? 2014/06/12 00:45:51 Subject: Re:Thousand Sons in 7th ... We played one of the maelstrom of war missions. After decades of waiting, the Thousand Sons are finally receiving their own codex. Makes me really sad. At least we don't have CORE units yet iirc. We’ve chosen this legion since Death Guard is waiting for the new book and a lot of new units coming soon, and the others don’t have unique units yet. YouTube Video » 48 thousand sons vs custodes 2000 pts warhammer 40k 9th edition battle report oct 2020 . What can we expect to see in the 9th edition codex for Thousand Sons? All - July 15, 2020. Is there somewhere where it says that these lines are traced between the bases of the models? Economisez avec notre option de livraison gratuite. Cookies help us deliver our Services. The movement and fly isnt as necessary on it as it is mainly gonna be buffing units and countercharging. Cult of duplicity is probably best mono thousand sons. I still only see 8th points, I built the list in battlescrine with 8th edition points, then converted it to 9th edition points in a spreadsheet. In 8th editio… I would certainly try the contemptor if the Helbrutes underperform. Love to get any feedback: Battalion Cult of Change. Thousand Sons 2K 9th List. Potential New Models for Thousand Sons. So Games Workshop kindly sent out all the new points to various internet people (not me! You could swap out the 2 hellbrutes and add in a double twin lascannon contemptor. New comments cannot be posted and votes cannot be cast, More posts from the WarhammerCompetitive community, Continue browsing in r/WarhammerCompetitive. We've been busy communicating with our volunteers and receiving packages from all over the world. I’d collapse the spearhead into the battalion and save the cup, I could but then I can't run two different cults. Necrons vs Adepta Sororitas 'BIG PUSH' Battle Report 40K 9th Edition 1500pts SAINT BEATRICE! Some people ask why I take a large blob unit of Rubrics, and the reason is to use the stratagem on them that lets them fire twice. This subreddit is for the discussion of competitive play, national, regional and local meta, news and events surrounding the competitive scene, and for workshopping lists and tactics in the various games that fall under the Warhammer catalogue. Were you the person who always played a mage in your Dungeons & Dragons group? Analysis - July 19, 2020. By using our Services or clicking I agree, you agree to our use of cookies. Ritual of the Damned is going to pump a lot of new blood into the empty suits of armor that are the Thousand Sons. Necrons vs Space Wolves Warhammer 40K Battle Report 2000pts 9th Edition S9EP6 WALL OF STEEL! I'll also be curious to see what GW has in store stat-wise for hellforged swords when demons/tsons/csm/dg 9th revamps come about.. For a 2nd cult, magic is hard to discount in terms of raw power for your main mortal spamming HQ, especially now that "free" mortals from 5-WC smites left and right is not an option. We paid much attention to the Thousand Sons legion after its release. Continue reading. For the daemon wings I've run similar lists, amd always had a traffic jam because you have so many big monsters that cant move through terrain, so fly feels valuable. We planned on playing an 8th edition game because that was all we knew, and then lo and behold the rules for 9th edition were leaked this week! We figured this was a great opportunity to get our toes wet before the big release later this month. The obscuring terrain rule says "This means that one model is not visibile to another if you cannot draw a straight line, 1mm in thickness, between them without it passing through or over any part of this terrain feature". As far as the Rubric Marines and Terminators, these are my core objective holders. With the spare points you could add a nocyolith crown for psykic support and durability. Max psychic ritual (tzangor shaman), max primary (with the help of the 10 rubrics and risen rubricae), and deny your opponent maxing primary. Never tried due to only having the melta fist one. The Thousand Sons get an all new system with 9 cults in Ritual of the Damned. 606-607; 5: Atlas Infernal [Needs Citation] 6: Battle for the Abyss [Needs Citation] 7: Space Wolf (Novel) by William King, Chapter Seventeen I think I would personally take Maulerfiends before Forgefiends for the improved durability and output. That's a really strong score, so lists that are purpose-built to deny easy secondaries may challenge you in particularly bloody games. Thousand Sons 9th Edition List. The 7th Edition FAQ is out! Miniac and NOCF have teamed up to bring you FOUR 9th Ed. Miniac + NOCF 9th Edition Thousand Sons. Turn 1 Bully your opponent off objectives with smites and charges. Also, I don't see the point of Defilers. Saves you a few points, is more accurate, and had better saves. Flickering flames could be worth a try if you add in more daemon engines. The 7 termies on the other hand should be excellent candidates and put out similar shots (8-per combi-bolter) with infernal fusillade. Press question mark to learn the rest of the keyboard shortcuts. List of Lists; Sources. Better off doing a patrol for cult of magic to get devastating sorcery and arcane focus. As others have said, not sure worth running a spearhead, and dropping a defiler could give you points for more rubies/termies while still having the threat of two charging up to distraction-carnifex for all the shooting dusty boys standing behind them. Then we might have the army for you! It’s a great little buff to give your detachments a little extra oomph. Not sure about heldrakes, I think they are a risky take since tanks and monsters will probably show up a lot in 9th, so their will be heavy anti-tank on the board. Overall it looks pretty good. I also feel like more bodies on the table is good so I plan on gors, dp and mutalith as one threat, magnus a pop in somewhere second threat, while harder to remove tsons move up the board. The problem with Maulerfiends is they cost 140 points, and take up a heavy slot. 42:51. The issues is the 9" range on the Mutalith powers makes it really tough to to make use of. Turn 2 try and secure the center, begin your psychic ritual and pick off as many anti tank units as you can (a combination of mortal wounds, death hex + laz cannons, and defiler/deamon prince melee), Turn 3 bully your way into their deployment zone, and start trying to max primary (either leaving a laz cannon helbrute behind or sorcerous facading up a unit of rubrics), your opponent will have very few targets for their chaff clearing weapons D1 weapons, 5++ on nearly every unit (only the helbrutes are missing 5++ daemon saves), Assuming Thousand Sons get FAQ'd to ignore the cumulative smite warp charge increase you will have 4 full smites and 3 baby smites, Infernal gaze, Doombolt, Tzeentch's firestorm, and Infernal gateway for additional mortal wound psychic powers, 2 Mutalith Vortex Beasts can effectively give another 2 infernal gaze psychic powers, Warptime, Sorcerous facade, and the duplicitous tactician give tons of mobility, 2 Heldrakes let you touch pretty much anything on the new smaller board, 4 12" flying psychic units let you jump wherever you need to for more targeted smites, 18" death hex plus high ap/damage melee weapons let you pick an enemy unit and delete it, Linebreaker, Psychic Ritual, Raise the Banner High, Engage on all Fronts, and Mental Interrogation should all be doable secondaries, lots of decent strategems to use, but you need to remember use them aggressively (especially in they psychic phase), Gaze of Fate is good because it will allow you to re-roll ANY single dice, This is a huge comparative advantage because of the command point re-roll changes, Especially important when a large part of your strategy relies on making a 9" charge out of sorcerous facade, 15.75 points per wound is not great (127 total wounds), Pretty easy to get tabled if you opponent has good anti-tank options, and you can't make your 5++ saves, 4 characters, but only 5 other units that will typically be within 3" of them (hellbrutes, MVBs, and Defiler), Very reliant on forcing your opponent to deal with your Heldrakes before they can focus down your psychic castle, No great way of dealing with a unit of 30 Boyz (all with a 6++ and 6+++), Assassinate, Abhor the Witch, and Bring it Down are all relatively easy to max out, Ahriman on a disc and two winged deamon princes seems like how everyone will start their Thousands Sons lists, It might be worth taking the Daemonic axe since it's cheaper than dual claws, and your to-hit is capped at -1, Defilers are so cheap (I think they'll probably go up by 10-20 points base eventually), I wish tzangor enightened didn't increase by so much (going from 15 to 20 points is a huge increase), It's hard to get to 2000 points on the nose, I eventually needed to cut the combi-bolters on the Helbrutes, because almost everything else was in multiples of 5, I probably should have just cut the plasma pistols from the 2 rubric squads and left the list at 1994, I maybe should have gone with a 1000 Sons patrol and CSM Alpha Legion spearhead detachment instead of a single batallion, Cut the Helbrutes (I think the weakest part of the list). Note the following: Cults are defined by Detachment, not the entire army. If you need opponents off objectives maulers seem to do the agressive damage you need. A couple things that could be worth trying. I have seen a bit of the critique regarding Goonhammer's recommended list for 9th Edition and the following list is a slightly altered version of said list. I would also recommend putting prescience and gaze of fate one one daemon prince and remove the wings. Press J to jump to the feed. If you can draw a 1 mm line between the firing model, to the tip of the Heldrake's wing without crossing over an obscuring piece of terrain, then that model can shoot at it. Flickering Flames is good, but not quite part of my plan A (only the Heldrakes and Defiler are valid targets), so if I need it I'd swap into it with the Familiar strategem. Drop Trooper with Demo Charge We paid much attention to the Thousand Sons legion after its release. At this Council of Nikaea, those who denounced the use of psychic powers stated their case, the Emperor Himself enthroned in judgement.At length, Magnus came before the council, and gifted as he was of the intellect and charisma of a primarch, he refuted each of their points. Dropping down to 2 Defilers may not be a bad idea, going up to 10 SOT, and maybe squeezing in some tzaangors or another sorcerer may be good. Take a look. Re: the sword on prince, I'm still taking claws myself, but you make a good argument, and with the changes announced about space marines today (and presumed trend across other codices), the 3 damage might start being a lot more important as a threshold. 4x Rubric Marine w/ Inferno Boltgun: 4x Inferno boltgun, . What can we expect to see in the 9th edition codex for Thousand Sons? The defiler points for 9th are awesome, and I can only assume were to balance the absurd changecaster cost increase (again) >_>. Magnus re-rolls his own misses, yay. Thousand sons - Achetez une variété de produits à prix abordables sur eBay. Are you a fan of sorcerous tricks that buff your units and hurt those of your enemies? I have a large squad of 18 and then 2 squads of 5. Now, let’s find out, how do they play in the 8 th edition and what’s changed. I also thing cult of duplicity is our best cult, too powerful. Smites are nerfed for TS and GK in 9th, so they are a bit less reliable now. Hide your Heldrakes behind cover (you can do this in 9th since they're not aircraft). THOUSAND SONS WARGEAR LISTS Some of the units you will find on the following pages reference one or more of the following wargear lists (e.g. 1: Rebirth (Short Story) 2: A Thousand Sons [Needs Citation] 3: Index Astartes III pp. Teena Hancock. :(. With the Shaman nearby you don't have to worry about Prescience'ing them for maximum power, which IMO just makes them feel way more functional, despite not auto-wounding on 4+ somewhat counter-intuitively.. You could even drop the 2 rubies from the squad of 7 to bring all squads to an even 5, and then should have the points for a full 10 squad of SOTs. While the defilers chew through tanks and high wound targets. It’s been a long journey for the Thousand Sons. 17 (or more) Rubrics rapid firing twice for 68 shots with prescience and veterans of the long war should be enough to take down pretty much any single unit. I actually have 3 squads of rubrics in the list. For the points, I still find the firepower and melee capabilities of the Enlightened to be quite attractive. There are many accounts of the Space Wolves' assault upon Prospero -- some of which contradict each other. The big block of termies is the perfect unit for the resurrection spell. Priorities for these would be tanks and tie up range units in melee.

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