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Post by Jack Shrapnel on Jan 22, 2018 9:53:31 GMT -5
three disciplines eh?
I assume Tzeentch Daemons, CSM Dark Hereticus and... their own maybe?
Damn Tsons have access to more spells than Fateweaver and the rest of the Tzeentch daemons... like the embodiments of Tzeentch and magic... that seems... odd....
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Post by thesanityassassin on Jan 22, 2018 10:19:49 GMT -5
Damn, 18 is pretty sweet. I really hope the load them up with some cool utility powers to make the psychic phase really feel active without it just being "Smite, more or less Smite, Smite by any other name, and finally somewhat more situational Smite-equivalent"
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Post by voodoo on Jan 22, 2018 10:21:40 GMT -5
I really hope the load them up with some cool utility powers to make the psychic phase really feel active without it just being "Smite, more or less Smite, Smite by any other name, and finally somewhat more situational Smite-equivalent" Me too!
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Post by voodoo on Jan 22, 2018 12:35:51 GMT -5
Faction Focus! www.warhammer-community.com/2018/01/22/faction-focus-the-thousand-sonsgw-homepage-post-2/They also clarify the 18 powers. Thousand Sons have: - Dark Hereticus (re-printed in full in the Sons dex) - Discipline of Change (Thousand Sons specific) - Discipline of Tzeentch (Daemon psykers only; re-printed in full in the Sons dex) So really, most sorcerers have access to 12 powers, it's Magnus and anyone on a disc that has the full smorgasbord of powers to pick from. That said, your basic sorcerer having double the choice is pretty amazing considering that their +6" range isn't just for their first spell of the round, it's for every spell they cast.
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Post by voodoo on Jan 22, 2018 12:43:07 GMT -5
This is pretty good, and fairly gross to boot. Attachments:
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Post by thesanityassassin on Jan 22, 2018 12:44:38 GMT -5
The unit sorcerers being able to do more than badly Smite is so huge. I'd love to see taking Mags being more of a choice than a necessity for Sons. Not that I'm against seeing him, but as it stands now it feels foolish to not start your list with him. I'd love to see like Ahriman and a bunch of Rubricae and Scarab Occult be an actual scary force.
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Post by Jack Shrapnel on Jan 22, 2018 15:02:15 GMT -5
this looks very good!
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Post by ohgodsnakes on Jan 26, 2018 10:10:14 GMT -5
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Post by voodoo on Jan 26, 2018 10:47:05 GMT -5
This is going to piss me off if it's actually "Codex: Tzaangors, Mutalith Beasts & Magnus"
EDIT: I'm really hopeful that they're just trying to showcase the new units and to offer melee options to Thousand Sons players who were historically devoid of any form of good melee units. Plus new models that just need a new box are an easy push as they already showcased and pushed the heck out of Rubrics last year.
That said, I echo Matt's hope that Thousand Sons remain viable by taking an all Marine bodied army.
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Post by thesanityassassin on Jan 26, 2018 11:06:34 GMT -5
Those Enlightened look boss, but yeah, I'm in the same boat. My greatest hope is "Codex: It's not Stupid to take Rubric Units" and it's not off to a good start. Still, we've yet to see them, I have hope.
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Post by Jack Shrapnel on Jan 26, 2018 11:29:10 GMT -5
"As well as new ways to use classic units like Rubric Marines, powerful rules to benefit your Sorcerers, and a dizzying array of psychic powers, "
seems like they're just highlighting the new kits you can use... rubrics are the base of the army still.
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Post by voodoo on Jan 26, 2018 11:41:41 GMT -5
"As well as new ways to use classic units like Rubric Marines, powerful rules to benefit your Sorcerers, and a dizzying array of psychic powers, " seems like they're just highlighting the new kits you can use... rubrics are the base of the army still. Yeah... new ways, hopefully not as the newest dust collectors on your shelves. I'm trying to temper my expectations here, but I've played Thousand Sons for 21 years now; their very first standalone codex better not suck and/or completely shove aside the units for which the Codex is named.
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Post by Jack Shrapnel on Jan 26, 2018 11:57:39 GMT -5
I highly doubt that would be the case as for one the playtesters have done a pretty darn good job with 99% of units thus far (sorry fateweaver) and like you say, the rubrics are kind of the main unit for the codex.
I'm pretty sure GW would love to sell a ton of these expensive kits (the Tzaangors are a pretty cheap filler option).
Tzaangors seem pretty bad... kind of cultist level... I mean the enlightened on a disc with their greatbow is 2 S5 aP-1 shots at 24"... ummm I'll take a heavy bolter thanks... and that's a pretty pricey kit for three models! I mean the Tzaangors have autopistol/chainsword on a T3 body with a 6++... 5++ IF they get the bonus... which still is not spam-worthy other than maybe one unit.
I still kinda am thinking about adding a detachment of Tzaangors to my Tzeentch army... but it's gonna take a lot more than "kroot or cultist equivalent" to get me to forgo just adding more horrors.
That mutalith though.... wow that's good
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Post by thesanityassassin on Jan 26, 2018 12:06:12 GMT -5
As tempting as it has been to a few folks to look at 30 of those greatbows, with bad saves and low LD I feel like the sweet spot for Enlightened will be 6-8 of them buzzing around rattling off those S5 shots. Dangerous enough to be a good clean-up unit, but not valuable or scary enough to draw much fire. I kind of like the imagery of a couple shoals of them circling around an advancing phalanx of Rubrics, cackling as they go.
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Post by Jack Shrapnel on Jan 26, 2018 12:19:00 GMT -5
3 for $45......
yeah I don't think I'll be seeing too many units of 30 greatbows.... lol
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