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Thousand Sons 6.0

 Post subject: Thousand Sons 6.0
PostPosted: Fri Sep 11, 2015 8:09 pm 
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Hi,

Steve54 elected me to shepherd the Thousand Sons list to approved.

Needless to say that nealhunt did a splendid job in the past and the shoes he left are real big ones.

As Dobbsy said in the previous thread, he left quite a lot mistakes in the Version 5.2. So my first job had been to identify them and write a new list.

Here we go:
Attachment:
Thousand_Sons_Army_List_6.1.2.pdf [114.78 KiB]
Downloaded 179 times


Having just been through the previous threads again, here are my thoughts/suggestions at present.

Neal had problems getting close to the enemy so gave the Thousand Sons access to the wraithgates Biel Tan Rule. It's a fluffy way wich is probably not extremely useful, but we will see.

The Fearless Terminators are still an issue but I left them as they where.

The Anti Air is a bit jolty, but I left them as well untouched, for now.

The current fluff makes it really hard to justify a full thousand sons army in an epic scale, but lets try anyway.

Lets just enjoy the first flawless (you will tell me) Army list in ages and get some reports in.

Please post here or PM me with any questions. Post battle reports in the appropriate forum and link/mention them here. I'm not going to say that someone's opinion is worth more than another's, but if you playtest and share your experiences with the list, your opinion will be worth more :) Playtests against NetEA approved lists are the most valuable.

Ok since there are some groups who did all the work for some wonderfull batreps, I decided to write down all the links down here:
battlereports:

PDE100 australia group (15 Reports):

10.10.2015 Knight World vs Thousand Sons
http://pfe100.blogspot.de/2015/10/knight-world-netea-v222-vs-thousand.html

25.11.2015 Fir Iolarion Eldar Titan Clan vs Thousand Sons
http://pfe100.blogspot.de/2015/11/fir-iolarion-eldar-titan-clan-421-and.html

02.12.2015 Saim-Hann vs Thousand Sons
http://pfe100.blogspot.de/2015/12/saim-hann-421-vs-thousand-sons601.html

22.03.2016 World Eaters vs Thousand Sons
http://pfe100.blogspot.de/2016/03/thousand-sons-602-vs-world.html

21.06.2016 Ghazgkhull Thraka's War Horde vs Thousand Sons
http://pfe100.blogspot.de/2016/06/ghazgkhull-thrakas-war-horde-netea.html

28.06.2016 Emperor's Children vs Thousand Sons
http://pfe100.blogspot.de/2016/06/thousand-sons-602-vs-emperors-children.html

04.07.2016 Ghazgkhull Thraka's War Horde vs Thousand Sons
http://pfe100.blogspot.de/2016/07/ghazgkhull-thrakas-war-horde-netea.html

Using the 6.1 list:

21.08.2016 Ghazgkhull Thraka's War Horde vs Thousand Sons
http://pfe100.blogspot.de/2016/08/ghazgkhull-thrakas-war-horde-netea_21.html

23.08.2016 Death Korps of Krieg vs Thousand Sons
http://pfe100.blogspot.de/2016/08/death-korps-of-krieg-netea-dkok-20-vs.html

20.09.2016 Ghazgkhull Thraka's War Horde vs Thousand Sons
http://pfe100.blogspot.de/2016/09/ghazgkhull-thrakas-war-horde-netea.html

27.09.2016 Codex Astartes vs Thousand Sons
http://pfe100.blogspot.de/2016/09/thousand-sons-611vs-codex-astartes.html

26.10.2016 Minervan Tank Legion vs Thousand Sons
http://pfe100.blogspot.de/2016/10/minervan-tank-legion-and-thousand-sons.html

27.10.2016 Minervan Tank Legion vs Thousand Sons TAKE 2
http://pfe100.blogspot.de/2016/10/minervan-tank-legion-and-thousand-sons_27.html

16.10.2016 Necrons vs Thousand Sons
http://pfe100.blogspot.de/2016/11/necrons-netea-tournament-pack-2013-and.html

07.12.2016 Biel Tan vs Thousand Sons
http://pfe100.blogspot.de/search?updated-max=2016-12-08T01:47:00-08:00&max-results=15&start=2&by-date=false

13.12.2016 Knight World vs Thousand Sons
http://pfe100.blogspot.de/2016/12/thousand-sons-612vs-knight-world-netea.html

Markconz New Zealand group (5 Reports):

05.11.2015 Tau vs Thousand Sons
http://hordesofthings.blogspot.de/2015/11/epic-4k-starship-troopers-vs-thousand.html

03.02.2016 Tau vs Thousand Sons
http://hordesofthings.blogspot.de/2016/02/epic4k-thousand-sons-vs-kroot-horde.html

31.01.2016 Thousand Sons vs Iyanden
http://hordesofthings.blogspot.de/2016/01/epic-4k-thousand-sons-vs-iyanden-2.html

06.10.2016 Thousand Sons vs Imperial Fists
http://hordesofthings.blogspot.de/2016/10/epic-4k-thousand-sons-vs-imperial-fists.html

03.11.2016 Thousand Sons vs Imperial Fists
http://hordesofthings.blogspot.de/2016/11/epic-4k-thousand-sons-vs-imperial-fist.html

Oveja_Negras group (5 Reports):

06.12.2015 Ghazgkhull Thraka's War Horde vs Thousand Sons
http://www.wargamerau.com/forum/index.php?showtopic=182635

10.12.2015 Ghazgkhull Thraka's War Horde vs Thousand Sons
http://www.wargamerau.com/forum/index.php?showtopic=182776

17.12.2015 Dark Eldar vs Thousand Sons
http://www.wargamerau.com/forum/index.php?showtopic=182730

21.12.2015 Space Marines vs Thousand Sons
http://www.wargamerau.com/forum/index.php?showtopic=182776

16.01.2016 Death Guard vs Thousand Sons
http://www.wargamerau.com/forum/index.php?showtopic=183186

My Hamburg City group (3 Reports):

11.07.2016 Minervan Tank Legion vs Thousand Sons
https://pueppchenspieler.wordpress.com/2016/07/17/epic-battle-report-thousand-sons/

31.07.2016 Ghazgkhull Thraka’s War Horde vs Thousand Sons
https://pueppchenspieler.wordpress.com/2016/07/31/epic-battle-report-thousand-sons-2/

22.08.2016 Steel Legion vs Thousand Sons
https://pueppchenspieler.wordpress.com/2016/08/28/epic-battle-report-thousand-sons-iii/

Until next time!

Ole

Change Log:

6.1
remove Thralls and replaced them with Champion of Tzeentch
Thousand Sons Neophyte gain Scout Ability
Thousand Sons Terminators loses Bases Contact Extra Attack and gain Small Arms Extra Attack
Silver Tower max units per formation is now 9
Fire Bombers price decrease 2 are now 250 Points

6.1.1
Silver Tower price decrease 4 for 325 and +75 for add-on

6.1.2
Greater Spire: Beam of greater Power keep it 60cm but instead of 5+ to hit make it 4+.
Added a Deceiver formation 4 for 275 points.
New Terminator Stats
The Champion added Daemon Artifact (bc) Assault Weapons EA(+1) FS
Dreadclaws: Transport a formation containing only infantry units and Chaos Dreadnoughts in Dreadclaws
Droped the rubric rule for now.

6.2
Rubrik Formation is now 300 points
New Rubric Rule
Removing the Devicer form the upgrades
Dropping the Strategy rating to 4
Removed the daemonic focus and Champion of chaos upgrade form Greater Spire and Warp place
Removed the Dreadclaws and the Space Ships
Sektmet Disc Riders are now 4 for 175 up to 9 for 35 each.

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Last edited by Ole on Sat Dec 31, 2016 12:09 pm, edited 26 times in total.

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sat Sep 12, 2015 7:38 am 
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i think there a problem with your warp palace

Warp Palace 1 Thousand Sons Sorcerer and
9 Disc Riders
Daemonic Pact, Thralls 550 points

damn expensive disc riders whoot!!

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sat Sep 12, 2015 11:04 am 
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Roboshadow wrote:
i think there a problem with your warp palace

Warp Palace 1 Thousand Sons Sorcerer and
9 Disc Riders
Daemonic Pact, Thralls 550 points

damn expensive disc riders whoot!!


Thank you for reading. Fixed that one.

Cheers

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun Sep 13, 2015 8:17 am 
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It's great to see an update for the Thousand Sons - finally adding the missing dreadnaughts that have been lost in the warp, and correct stats for the lesser daemons :) Bringing the Daemonic Pact rule into alignment with the Black Legion list is also great to see.

Is the Greater Daemon summoning cost (7 points) new? It's still quite hard to bring out a greater daemon, but that should help a bit. Having to kill off your Thralls without knowing whether you'll succeed in summoning the daemon always seemed like a strictly worse way of doing things compared to the Black Legion method (sacrifice champion, spawn daemon).

I'd love to see an alternative way of adding a Sorceror Lord / Daemon Prince to the list, as the Scarab Occult are incredibly brittle for a 400 point formation. I'll still try them out in my games, as that impression is pretty meaningless without playtest data.

I know of four Australian players who are building new Thousand Sons armies at the moment - one in QLD and three in VIC. I'll try to get a few battle reports for this, but may need to wait for the Christmas holiday period to get some more games in.


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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun Sep 13, 2015 7:27 pm 
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Hi Morsla,

thank you for your feedback.
Morsla wrote:
It's great to see an update for the Thousand Sons - finally adding the missing dreadnaughts that have been lost in the warp, and correct stats for the lesser daemons :) Bringing the Daemonic Pact rule into alignment with the Black Legion list is also great to see.


The Dreadnaught was in the 5.2 list as well and I thing the daemonic Pact rule was played like that, but wasn't written down like that before. I tried to include every special rule in the document.

Morsla wrote:
Is the Greater Daemon summoning cost (7 points) new? It's still quite hard to bring out a greater daemon, but that should help a bit. Having to kill off your Thralls without knowing whether you'll succeed in summoning the daemon always seemed like a strictly worse way of doing things compared to the Black Legion method (sacrifice champion, spawn daemon).


Good Catch. will change that one pronto. It is how ever just in the special rules the reference was always 8 points.
I believe the sacrifice thing would not work for Thousand sons because they know what they doing. And the implicitness of the thralls is just the way Tzeentch likes it. But battelreports will tell the difference.

Morsla wrote:
I'd love to see an alternative way of adding a Sorceror Lord / Daemon Prince to the list, as the Scarab Occult are incredibly brittle for a 400 point formation. I'll still try them out in my games, as that impression is pretty meaningless without playtest data.


I see what you mean, I'm finishing a battle tomorrow and will to a report later on. Time will tell.

Morsla wrote:
I know of four Australian players who are building new Thousand Sons armies at the moment - one in QLD and three in VIC. I'll try to get a few battle reports for this, but may need to wait for the Christmas holiday period to get some more games in.


great news!

Cheers
Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Sep 16, 2015 9:21 am 
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just looking at doing this for armyforge, would appreciate if you could list all changes from the previous version.... I'm totally unfamiliar with the list and it saves a lot of time and effort if all changes could be summarised :)

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Sep 16, 2015 4:06 pm 
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kyussinchains wrote:
just looking at doing this for armyforge, would appreciate if you could list all changes from the previous version.... I'm totally unfamiliar with the list and it saves a lot of time and effort if all changes could be summarised :)


Thank you Simon,

I will write a list.

Cheers

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sat Sep 19, 2015 10:51 pm 
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I have played a few games with the newly revised thousand sons list and I'll hold any comments conserning balance until I have played a few more, however shouldn't the deciver have infiltrate like the defiler? That would put it in line with the standard defiler and at the same time make it a slightly more palatable option to combine it with rhinos.


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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Sep 23, 2015 7:54 pm 
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Lego wrote:
I have played a few games with the newly revised thousand sons list and I'll hold any comments conserning balance until I have played a few more, however shouldn't the deciver have infiltrate like the defiler? That would put it in line with the standard defiler and at the same time make it a slightly more palatable option to combine it with rhinos.


Hi Lego,

thank you that sounds splendid, I sincerely hope you write a battle report or two. At least write down your army list and some note about the selection.

About the deciver: At the moment we are using the stats that dobbsy combined out of the old stats for the defiler and the deciver merged into one being and all still for 75 points. Since you have to die one death i say dropping the Infiltrator is alright at the moment.

cheers

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Mon Oct 05, 2015 7:52 am 
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First battle report is up, yeah!

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=30334&p=574724#p574724

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Fri Oct 23, 2015 11:09 am 
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Adding my hat into the ring. Have had a Thousand Sons force for a long time but family commitments have led to reduced gaming time. Hope to get some games in in the not-to-distant future.

D.


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 Post subject: Re: Thousand Sons 6.0
PostPosted: Fri Mar 25, 2016 4:03 am 
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Hi All

just wanted to let you know there another report for Thousand sons in this link.
viewtopic.php?f=84&t=31059

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Fri Mar 25, 2016 8:13 pm 
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Hi,

I updated the first post for battreps. Thanks guys and dolls you are doing a great job. But remember to use approved list as opponents to make them really count.

Things I like to see in battraps are:

Thralls to get a greater Daemon on the floor.
Deciver because they might get really easy suppressed and then near useless.
And Terminators because they might not work as they should.

Opponents I like to see are IG, Space Mariens, Titans, and anybody who can easily shoot those floating stuff.

Cheers

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Fri Apr 01, 2016 5:58 am 
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Hi Ole,

Sorry but Tuesday night games are random draw..so yeah we turn up with want ever we want and don't know want the other is taking..make for some fun games, but yeah it doesn't help with testing..

We planing on doing a game Tuesday night and it will be against approved list..to test out some of your concerns... :) ;)

Some thing that should have been done a couple months ago, but i see the person has not left his feed back from the games he played last year or the 6 games he did at cancon 2016..So I have included the links here for you to read..They are in newest to oldest order(So start with last link and work up)

http://www.wargamerau.com/forum/index.p ... pic=183186 (PFE100 request he come over here and give his thoughts and feed back, so did one other)

http://www.wargamerau.com/forum/index.p ... pic=182730

http://www.wargamerau.com/forum/index.p ... pic=182776

http://www.wargamerau.com/forum/index.p ... pic=182635

http://www.wargamerau.com/forum/index.p ... pic=182565

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Mon Apr 18, 2016 12:49 pm 
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battle report up..

viewtopic.php?f=84&t=31167

Codex Astartes (NetEA Tournament Pack 2014) and Thousand Sons (6.0.2)...

enjoy..Sorry pile in with other reports...

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