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===Imperium=== ====Space Marines==== Probably the most versatile faction in the game, able to be ran for shooting or melee, massed infantry or a handful of tanks, Generally speaking, Space Marines will have all flavors of weapons and psychic bullshit that can screw with you. If your opponent doesn't bring a Chaplain or a librarian, they're practically handing you the win. Notable subfaction specific stuff shall be listed below, though it would not hurt to go to their tactics page and get an idea of the chapters, generally speaking. *'''Black Templars''':Worse than Grey Knights in some ways, with a flat 5+++ against mortal wounds, meaning they'll be getting plenty out of it against you and are fans of massed infantry that wanna run up and melee you. Grimaldus has a built in +1 deny the witch, and they have a Warlord trait that allows them to do that as well on a separate character. They have relics and squad upgrades that can reduce your +1 to cast or screw with your psychic tests. In short, they live up to their hatred of Psykers. You're in for a slog, but keeping the Templars at a distance is solid advice, as your shooting tends to be better. Remember that Templars rely on tons of buffs to otherwise weak weapons like Chainswords to snowball into giant death blobs. However, keep in mind that those Chainswords will be less effective against you thanks to All is Dust. *'''Dark Angels''': Similar to above, minus that they have ways of outright denying psychic powers once per game. Bear this in mind when making a critical roll. Their Deathwing Knights justly deserve their reputation for being utterly terrifying in melee, but in general you'll outshoot anything in the Deathwing. Ravenwing and Greenwing will give you the most trouble, as they are able to bring as many invuln saves as you with Ravenwing while being faster. Oh, and Greenwing can be faster, but also bring tons of highly accurate Plasma weapons to negate all is dust on your Rubricae. *'''Blood Angels''': Utterly insane melee, and standard marine pros and cons. However, Blood Angels rely on several psychic powers to go off in order to use flying librarian suicide Dreadnoughts of doom to rip your line a new asshole early game. The one benefit to being an army of psykers is you can deny with ''everything''. Death company of any flavor are fat nopes in melee, and are also incredibly resilient to damage of any kind, though mortals will chew through them like a drill through wood. Don't stay in melee too long either; most Blood Angels players worth their salt will pack Inferno Pistols as canned "fuck you" for anything stupid enough to charge them and not kill them. *'''Space Wolves''': Those fucking furries are ferocious in melee, with +1 to hit on the charge and exploding 6's in the assault doctrine. What they lack is shooting, but they make up for this by bringing Bjorn/venerable dreadnoughts with Blizzard shields. Generally speaking, you'll outshoot them, but the challenge will be keeping them out of melee with you. All is dust will protect you early game from Blood claw chainsword spam, but don't stick around for their thunderhammers to laugh at your rules. Wulfen are tough, but thankfully we have psychic powers, so they aren't as much of a death sentence to armies like Sisters or Tau. *'''Grey Knights''': Technically they have their own codex but they're still space marines for the most part, and are something akin to your loyalist counterpart. You are simply not having fun. Period. That being said, you do ''slightly'' outcast them, but they have slightly better melee options and powers that work well for getting stuck in, something our Scarabs don't enjoy. Psycannons will fuck you over because everything is a Psyker. ====Not Marines==== *'''Astra Militarum''': We used to bully Guardsmen because their lasguns [[Troll|only made our armor stronger]], but now Guardsmen are actually poised to outshoot Space Marines, a just reward given by their Adamantium Balls. Their default Regimental Tactic lets them autowound on 6s to hit, which given their proclivity for [[DAKKA|massed fire]], is going to be a lot; most of those autowounds actually have a chance of punching through now, because all Guardsmen can be ordered with +1 to hit and an additional point of AP; the very special and unique Kasrkin can get up to AP-4, autowounding on 5s to hit, and causing up to 6 Mortal Wounds ''with'' every one of those autowounds. What took your sorcerer decades to master in the arcane arts a group of ten cadians did with a volley of extra-spicy lasgun fire, and even then he's subject to RNG (3+D3 MW v 6). Custodes weep salty tears that their Emperor-given S5 T5 alchemically-enhanced physique is not as tough as -1 Damage Ogryns wearing Tank Tracks; if you get your terminators into melee with them, it's actually a going to be a long fight that you may need to spend CP on. Guard Vehicles are a bigger problem for you now, because they copped All is Dust with Armoured Tracks and have received army-wide Toughness and Armor buffs. All their tanks are 2+, and the new Rogal Dorn has a T9 2+ profile like the CSM's ([[Fail|but not yours]]) Landraider, ''but'' with one wound higher. Killing armor has always been difficult for Thousand Sons, and because they can reduce damage with a CP and shoot out of combat with their main weapons ''naturally'', you can't cheese your way through with Tzaangors or Khopeshes. **The quick and dirty solution against Guard is to kill their officers and watch them flail around without orders. Targeted spells from Ahriman or from deepstrike will really hurt their top characters and deplete their Command Squads; they are also the ideal targets for Tzaangor Enlightened. Guardsmen shooting is now actually a threat, but guardsmen themselves aren't, so continue to bully and wipe whole squads with Rubric Flamers and Scarabs; so long as you have ObSec and they don't, you have the advantage. *'''Adepta Sororitas''': An army that wants to get in close to mess with you - bolters, flamers and meltas tend to be their big three ranged options but they're more than happy to close the distance proper and get into melee. The Nuns learned well from the Templars, having an inbuilt deny the witch in most of their army on a 1d6. It only really matters if they roll a 6, which automatically denies the power, though combined with Valorous Heart this can present a challenge. The Condemnor Boltgun can deal mortal wounds to your basic Infantry, and can be found on most Squad leaders. However, their main weakness comes in the fact that they're ultimately squishy T3 single-wound bodies in power armour, meaning that your standard guns are more than equipped to chew on through them. They also don't have much in the way of bodies much like marines, meaning you can wreak havoc on 'em with mortal wounds too. *'''Imperial Knights''': Big mechs that tend to pack a lot of firepower, meaning you can't really outshoot them. They are however, quite large and your opponent won't have many models on the board. Abusing Terrain will help a lot, and throwing psychic powers at them is the most efficient way to get around their invuln saves. Remember the invuln only works against gunfire, so a Maulerfiend that is blessed enough to get into melee will fight toe to toe with a knight, assuming it lives that long. Play the objective and you'll be fine.
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