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Thousand Sons 6.0

 Post subject: Re: Thousand Sons 6.0
PostPosted: Thu Jun 25, 2020 5:01 am 
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https://www.facebook.com/groups/SMEPIC4 ... 721283065/

A guy looking to 3d print floating fantasy tower


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 Post subject: Re: Thousand Sons 6.0
PostPosted: Mon Jun 21, 2021 1:08 am 
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got bored had a go at doing a different list


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Thousand_Sons_Army_List_ attempt.docx [232.1 KiB]
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 Post subject: Re: Thousand Sons 6.0
PostPosted: Tue Jun 29, 2021 9:59 am 
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It would be great if you had marked the changes in red. I'll try to identify them and may be i'll try this version this weekend.


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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Jun 30, 2021 11:59 am 
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Some erratas, I think:
1. Farsight rule is not assigned to any unit.
2. The Cultist Upgrades seems to be copy and pasted from other list. There are options that are not listed in the profile list.

Now, comments about the changes:
1. The most obvious change is the Cultist formation. I don't like much this unit. I think that Thousand Sons deserves their own unit. Tzaangors are there now from 28mm. The skills for mutants (may be with cc5+ but with scout) it's good to me for them. No Big mutants, no range weapons... A support formation, different from the rest of the army.
2. I like the disappearance of the Arhiman and the Scarab Occult formation. The Adeptus units and the existence of a Named unit like Arhiman don't fit much.
3. The possibility of including the Sorcerer Lord in any retinue ends the rigidity of having to take him in a formation that used to start in reserve.
4. Why did you have removed the flexibility of the number of units from Shekmet ans silver towers?
5. Some improvements seems to be unjustified. The strategy 5+ when all Chaos Marines has 4+. The weapon skill of the Sorcerer, the Daemon Prince and the Deceiver.
6. Rubric Marines with S5+¿?¿?¿? Why¿?
7. The decrease of points for Terminators is perfect.
8. You have removed the The Rubric rule that gave personality to Thousand Sons.

Conclusion:
ALL changes are for the better except the S5+ for Rubric Marines. Some of them seem unnecessary and some breaks the spirit of the list.

Good job, anyway and i wish we can keep evolving the Thousand Sons list into a usable and fun one.


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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Jan 21, 2026 12:30 am 
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Hey everyone, hope there's no taboo on digging up old posts!

I'm starting up a Chaos army painted as Thousand Sons and would like to continue the work on this list. Always had a soft spot for them, and now am getting a chance to put an army together. Never piloted daemon-summoning Chaos and only played against them twice, so at present I can only extrapolate from my experience playing Iron Warriors or loyalist marine armies.

But some thoughts:

- Flamers and Minor Daemons

Flamers seem to strictly dominate the Daemon section. Even for Black Legion with other minor daemon choices, they dominate, and Thousand Sons ones go from a 3+ FF to 2x4+, which is even stronger. The Tzeentch horrors are great too, with better durability and melee.

I would worry that the list will skew very hard towards spamming flamers/horrors at the expense of everything else. Should these be rolled together into one unit, possibly just the Black Legion profile flamer, which is itself very strong?

- Other units

Silver Towers are 325, when for the official Red Corsairs they're 300. Given the same SR, a price reduction to match seems to make sense.

Losing spacecraft and drop pods is a big blow to maneuverability. (Changed from 6.1.2 to 6.2)

Going down from SR5 to SR4 in an army which probably needs to deliver a decisive blow from Teleporters also hurts. Though you will mostly firefight assault, so you can probably avoid getting base-contacted.

Is the army meant to fit multiple playstyles? I could imagine one where you focus on garrisoning infantry forwards plus Teleporting, and another which is a more conventional "mechanized units drive forward, augmented by teleporters", but think the force might struggle with one or the other in this format.

- Rubric rule

Does this apply to every formation in the army? The rally bonus is OK, but in a slow army that needs to assault you'll never really want to Marshal. Losing March will be painful and is a pretty hefty debuff.

If that is being kept, what about allowing some route up to SR5? Giving a strong shot at going first could combine interestingly with reduced mobility. Requires you to really get in the mind of a sorcerer and always think a turn ahead.

---

Anyways, I'm excited to get the army painted and playing, and definitely hope development can be revived!


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