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Post by Frosty the Pirate on Aug 6, 2021 9:31:00 GMT -5
I'm glad they are finding ways to make TSons as durable as they should be without just giving them ridiculous invul saves.
Nothing is more frustrating then fighting an army blanketed in 4++/3++'s. At least AP will count for something even if it's reduced in effectiveness by All Is Dust
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Post by voodoo on Aug 6, 2021 9:46:31 GMT -5
All is Dust did get a nerf in that it doesn't increase invul saves any more, so that's a bit crap, but I'm hoping Infernal Masters or new spells, or both have something to help that out.
I had hoped the Soulreaper would go to D2, but the added shot and bonus strength and AP are nice buffs considering the price remained the same. Here's hoping they removed the absolutely stupid 10 man squad size prerequisite to getting one in a unit. Also hoping Warpflamers become 12" like other flame weapons, or at the very least 9" so they can overwatch; 8" range has been a slap in the face in that department.
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Post by Typhus on Aug 6, 2021 9:49:44 GMT -5
Damn. Thousand Sons looking spooky!
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Post by Frosty the Pirate on Aug 6, 2021 10:07:28 GMT -5
All is Dust did get a nerf in that it doesn't increase invul saves any more, so that's a bit crap, but I'm hoping Infernal Masters or new spells, or both have something to help that out. I would be fine with spells or abilities that are like "give 1 unit an invul/improved-invul/other-defenses", that totally makes sense and is in-line with how other similar abilities work for other factions, and gives you some ability to be like "this unit is important to my strategy atm, so I'm going to make it a pain to deal with" The last time I played against Thousand Sons was a LONG time ago, and I just remember Ahriman handing out like aura/army-wide rerollable 3++ and putting firepower that would turn a Baneblade into a smoking crater into a rubric marines unit to kill 1 guy.
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Post by voodoo on Aug 6, 2021 10:49:11 GMT -5
There's currently a spell for -1 to hit, another for +1 to armor/invul saves, etc. etc. There are also a LOT of spells that do absolutely nothing, so i'm hoping the re-worked lists see some more use instead of spells like "roll a D6 for each model in the target unit and for every 6 you roll, deal 1 mortal."
Also known as "only good against orks", and then... not so much because... 6's?
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Post by Jack Shrapnel on Aug 6, 2021 14:38:32 GMT -5
tsons look really solid thus far... plus 2 wound rubrics will be awesome!
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Post by StepwisePilot on Aug 6, 2021 21:20:45 GMT -5
I've finally started to assemble my Thousand Sons. I may put a bit of a delay to wait for the new codex though, just to see what weapon options to give units and such.
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Post by Frosty the Pirate on Aug 7, 2021 7:02:23 GMT -5
Codex Reviews are surfacing on Youtube this morning.
Some key tidbits from my skimming so far:
Warptime is gone, no psykers have any access to it anymore, including Magnus.
Lots of Obsec spread around, Rubrics, Tazangors and Occult Terminators all have Obsec.
Cabbalistic Focus is awesome, There's multiple ways to boost casts (+1 and +2 to a case after dice are rolled), there's an ability to enhance a Smite and make it deal more mortals.
Sorcerers in Rubric and Occult units have an upgrade equivalent of Space Wolves' Thane Of The Retinue allowing them to be given a relic.
There is a specific character upgrade that lets certain characters have TWO relics at once?!?! As long as you don't take the same relic twice.
Infernal Master appears to act like a Chaplain, rolling a 3+ in Command Phase to recite Infernal Pacts, several good ones.
"New Version of Vets Of The Long War" that can only be used on certain units, but costs 2CP instead of 1.
18 total psychic powers, 9 in each of the two disciplines. Magnus knows ALL of them.
New version of death-hex, WC8 but still completely strips Invuls from target.
Lots of psychic synergy as expected, cult-choice possibly will be very important for certain strategies.
There are a lot of movement shenanigans, including ability to deploy like scout/phobos units, teleport units around the table, etc.
"Thousand Sons will NOT be out-psykered. I cannot think of an army that has more mortal wound output than TSons in the psychic phase"
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Post by StepwisePilot on Aug 7, 2021 12:27:41 GMT -5
Can thousand sons smite spam again, of is it still the same as everyone else?
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Post by StepwisePilot on Aug 7, 2021 14:39:35 GMT -5
I feel I should note that I don't plan on using smite spam, I'm just curious in case I would have to face it when playing against other Thousand Sons.
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Post by artonas on Aug 9, 2021 12:40:21 GMT -5
Thousand can smite spam but they still suffer -1 for each additional cast. Rubrics and terminators lost their mini smites for normal smites which makes me happy.
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Post by Jack Shrapnel on Aug 16, 2021 8:17:04 GMT -5
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