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==Secondaries== If you don't recognise the name of a secondary, make sure you check the latest set of official tournament rules (as of this posting, GT 2021) for secondaries that replace BRB secondaries. <tabs> <tab name="Purge the Enemy"> *'''Assassinate''': Did somebody say Gaze of Hate and Tzeentch's Firestorm? Targeted Smites will do nicely for picking characters out of the enemy formation. If you manage to isolate one, you can also Twist of Fate away their Invulnerable save. *'''Bring it Down''': Thousand Sons are not particularly good at killing tanks, and we more often have to mindbullet them to death due to our lack of plasma and melta. *'''Titan Slayers''': If you're trying to bring down a knight, you're almost certainly going to have to mindbullet it to death. This is possible, and you can Twist of Fate away ion shields and pray for 6s, but it's not optimal. *'''Slay the Warlord''': As with most armies, we can make more points with assassinate in almost all situations *'''Sorcerous Prowess:''' You score 5VP if one of your psykers slays an enemy psyker character during the psychic phase, with 3VP for any other psykers you kill. This pretty much hinges on your enemy bringing more than just an HQ psyker for this to be worthwhile, otherwise Assassinate is better-suited. </tab> <tab name="Warpcraft"> *'''Abhor the Witch''': "Ahriman, what the unholy fuck is one of Leman's objectives doing here? Get this out of my tower!" You can't take this, but it's basically Sorcerous Power done at the end of the game for non-psyker armies. *'''Mental Interrogation/Psychic Interrogation''': One of your bread and butter secondaries. Sadly it requires a psychic character, so the rubric sorcerers can't do it, but things like this are what Tzaangor Shamans are there for. *'''Pierce the Veil''': You have many ways to stick a unit (or several) in a corner of the battlefield so it can start spamming this, but make sure you bring protection - the need to have the ''same'' unit perform the same action multiple times is as crippling as it is if you play with Psychic Ritual instead of Warp Ritual, as your opponent will immediately start murdering the action-taking unit. *'''Psychic Ritual/Warp Ritual''': The other bread and butter secondary for Thousand Sons, sadly we can't take both. This one is what you take if you want to spend fewer points on Shamans, or construct a death ball around the centre. *'''Mutate Landscape''': Your psykers gain a new not-spell with WC 4. Cast this on an objective to win 3 VP - but you also need to add +1 to the WC of this action (for you, not your opponent) for the rest of the game. Sadly, this is a magical way of Raise the Banners High, and while you have enough psykers to try this, being an action rather than an actual power cuts you off from a lot of your support, so plan accordingly. </tab> <tab name="No Mercy, No Respite"> *'''Attrition/Grind Them Down''': Heavily dependent on your army. If you decide to go heavier on the rubrics, you'll be decently resilient (though not disgustingly so) particularly with defensive spells in place. However this is a bad take for Tzaangor blobs, particularly if what you're fighting has blast. *'''Thin Their Ranks/No Prisoners''': Considering that our boltguns are AP-2, this can be extremely good for us (to say nothing of throwing a brayherd at the enemy). This combined with hateful volleys will make shredding enemy light infantry pathetically easy, and mindbullets can blast anything else to dust, allowing us to gather points quickly. *'''While We Stand, We Fight/To The Last''': "Keep Magnus alive, the secondary". Easier said than done as the big red hen is somewhat fragile despite his overwhelming firepower. If you bring Magnus, bring this, because even if you lose him, the next two models down are more likely to survive and grant you 2/3rds of the points. *'''First Strike<sup>Not Tourney-Legal</sup>''': It's worth considering somewhat, particularly if you feel like Temporal Surge launching a few units forwards for an early strike, or using some Cabal fuckery for a bit of spell sniping. However, it maxes out at 8 VP, and you can get far more with your other secondaries. It's also not currently legal in tourneys. *'''Wrath of Magnus''': Only legal if your enemy has at least one {{W40Kkeyword|psyker}} in their army. You score 3 VP for every round where you deal more damage with psychic powers than your opponent does - and when has that ever been hard to achieve? </tab> <tab name="Battlefield Supremacy"> *'''Engage on All Fronts''': This is somewhat easier for Thousand Sons to do as most of our support comes from psychic powers rather than auras. *'''Linebreaker''': This particular secondary benefits a great deal from Cult of Duplicity, as totally not DA JUMP allows you to bamf your marines into the backline with ease. Could be very useful with a unit of terminators, just be sure to give their sorcerer the defensive spells. *'''Domination''': This secondary is very mediocre for the sons. We're decent at holding our ground, particularly with psychic support, but not well enough to focus this many potential points into it, particularly when we're better suited to other secondaries. </tab> <tab name="Shadow Operations"> *'''Raise the Banners High''': Much like with Domination, we're okay at holding, but not good enough to warrant placing this many eggs in that particular basket. There are better ways to earn your points. *'''Investigate Sites''': This can be an interesting one, as spells like Doombolt can easily keep the enemy back, while Temporal Surge and Sorcerous Facade can move our forces into the centre quickly, allowing us to secure the position with Rubrics and then hold while cultists dig for relics. *'''Repair Teleportation Homer''': As always, a tricky one. Unlike the Death Guard, we're very well suited to getting into the enemy deployment zone with Sorcerous Facade and other tricks, but will have a hard time holding there, especially if we get there during the psychic phase, as you can only start the action at the end of the movement phase. *'''Burn Empires''': Your Infantry gains a new action, spending a turn to burn an objective that isn't in your deployment zone and hasn't been burned. You can't start this action under the same conditions that stop Raise the Banners High (any non-Aircraft contesting the objective). You complete the action ''at the end of your next Command phase or the end of the battle, whichever comes first'', unlike with Raise. Once completed, you get 4 VP right now and the objective is permanently burned (your opponent has no recourse to fix it, unlike with Banners). It at least scores more than Raise the Banners High, but you're still leaving your guys vulnerable to getting shot down. </tab> </tabs>
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