The Fact that Tzeentches favorite boys are just the master of the dice with how much number manipulation is happening, makes me really happy! Just hope when the inevitable nervs hit they don't overdo it.
Just one more. What make your videos really good, is your style. Not over the top, not crazy over enthusiasm. Just two regular fans talking like we do at the shop. Really refreshing.
Thanks guys! 16:30 This stratagem doesn't affect rubrics or scarab occult terminators since they are not psyker models. Only the aspiring sorcerers and characters.
There is a contradiction. When Ahriman on the disk joins a group of rubrics, he gives them the keyword _flight_ . Accordingly, anti-flight weapons work on them too. Then if we add any leader to their squad, for example, an ordinary sorcerer, the rubrics also get a _psychic_ keyword
You're absolutely right! This one's on me! (Mike) all the other stratagems state Psyker unit but this one (Warp Sight) as you say only gives Psyker 'models' Indirect and ignores cover!
@@Noble_Flash The unit gets the Psyker keyword, so the whole unit as a whole is a Psyker unit, but not individual models. So anything that targets "Psyker unit", such as Psychic Dominion, will affect them. However, Warp Sight targets "each time a friendly Thousand Sons Psyker model", and Rubrics/SoC are not considered Psyker models, so it won't affect them.
A lot of different psychers already have devastating wound on there shooting but not often has sustained hits so I think going for the sutained hits turn one might actually be more beneficial and then going for devistating wounds on turn 2 when you are getting more use of melee psychic
Great vidoe guys....i had been sitting on the feelnce about even playing 10th edition...ordered the data cards before you got to the vortex beast.... thank you for regaining my interest
Choosing the Devastating Wounds every turn is maybe not as automatic as you'd think, only because alot of the psychic powers already have it. You are using it any turn you are using the Devastating Sorcery and Ensorcelled Infusion for mortal wound reroll everything Scarab Occult. And any turn you are going to see a lot of close combat as most of the Melee psychic doesn't have it. However if youre staying out of combat and have had to use the CP elsewhere (0 Damage on Magnus) then Sustained Hits might be a better choice. Use Devastating most turns but not all. Also Arcane Vortex goes on a Demon Prince for a 14 attack 2 Damage Sweep. Switch off the armour save and bye bye 9 marines on average.
Love the video! Thinking on starting Thousand Sons myself soon and loving 10th edition. I played Tzeench daemons for years, time to play their big brothers. Although, I have a question about the video! Where did you get those data sheet cards from?!? If I was starting an army they’d be great to have:)
Not sure about sorcerers on disc for actions ect. 45 pts you can get enlightened w same movement speed. You can strat reserve a unit or two as well. For cheap deepstrike options you could ally 3 flamers for 65pts. I think they'll play the missions reasonably well. Ofc if you need the extra cabal points sorcs are the way to go.
So. Seems VERY strong. I assume that we can expect “adjustments”. What do you foresee GW changing. They said they were leaning toward points changes, rather than actually changing rules. But what, if anything, do you see taking a hit?
I'm currently going to try 3 squads of 5 Rubrics each with exalted on foot with a squad of terms with a Lord with 3 enhancements for our up coming 1k game is this a strong setup
All these rules seem insanely OP. How are they not tearing up the tournament scene? This seems like every WAAC players dream army. Do they have a weak spot besides melee?
Generally it's just that when they run hot they run hot, but when they run cold, they run COLD. If they can't wrap things up with their cabal points and stratagems before they're spent, they have a really rough time.
*Constructive criticism:* - cabal points can be generated while inside a transport. Rhinos and land raiders are anti-synergy with our focus on cabal points. Guard can have leaders provide buffs from within transports; no reason we can’t get cabal points. I’d buy transports if this was the case. - characters on disc should have lone operative, or at least conditional if near rubric units. Their abilities could then be targeted buffs or debuffs, like the exalted on disc already has to reduce enemy movement. Ahriman on disc currently just bad design, only providing +1W while wasting his increased speed and making his bodyguards susceptible to anti-Fly. This way we’d still have heroes in units, but would buy others that had more mobility. I played several games, and Ahriman does absolutely no damage with his “psychic gun”. This is the strongest sorcerer in books!? - infernal master and "Glimpse of Eternity". Damage and hit rolls on 6 works only in melee. His advantage is in shooting, just like our faction as a whole -if u wants us to take demon engines and tanks, they can’t be anti-synergistic with our focus on cabal points. I think MVB and Helbrute were good game design decisions in this regard.
Hey guys, need some advice for my rubrics. I finished my demons and started my old collection sons. I have 30 marines, and wanna play them cause i love the models. 20 have flamer, 5 have boltguns. Dont know how i should build the last 5. and should i play them as a 5er unit or 10er unit? Other stuff are 10 termis+leader, ahriman, Magnus, Vortex and sourcerer as well. thx for help. :)
Mortal wounds (cant roll any saves against them only feel no pain) on an unmodified 6 roll to wound or rather a critical wound roll which is usually a roll of 6
The Exalted Sorcerer models have an ability named 'Rebind Rubricae' which allows them to resurrect Rubric marines on a dice roll every turn, though thats about it.
Great video! Just one thing i wanted to double check. With psychic dominion the weapons of the enemy unit gain [Hazardous] whether or not they already have psychic. Is this correct?
Thanks guys, my eldest has taken a shine to the black legion, he's bugging me, he has severe multiple special needs I don't want to invest in army that will get him destroyed every battle, are they viable for him or should I look elsewhere cheers, love your work
Chaos Space Marines (of which the Black Leagion belong) are very strong right now. However, it is well known that faction strength changes quickly in 40K - for example, Leagues of Votann started out extremely strong when they came out September last year, but now they're one of the least powerful armies. The golden rule for newcomers is to just pick the faction you like the most of, whether it be their background, their look or their playstyle. More important than a strong faction is to look for a good playgroup for him to join - one that isn't too competitive and just wants to have fun.
@@souledgar thank you brother his little eyes lit up at all the monsters and abadon so if this is his choice then I'll go with it, just managed to get him thru his 1st full rule game so he's getting there
Yo guys if you want thousand sons players to watch this you gotta say that Magnus didn’t do any wrong not that he’s a villain for shame… I’m still gone watch it but still
The Fact that Tzeentches favorite boys are just the master of the dice with how much number manipulation is happening, makes me really happy! Just hope when the inevitable nervs hit they don't overdo it.
Just one more. What make your videos really good, is your style. Not over the top, not crazy over enthusiasm. Just two regular fans talking like we do at the shop. Really refreshing.
Thanks guys!
16:30 This stratagem doesn't affect rubrics or scarab occult terminators since they are not psyker models. Only the aspiring sorcerers and characters.
There is a contradiction. When Ahriman on the disk joins a group of rubrics, he gives them the keyword _flight_ . Accordingly, anti-flight weapons work on them too. Then if we add any leader to their squad, for example, an ordinary sorcerer, the rubrics also get a _psychic_ keyword
@@Noble_Flash the unit gets the psyker keyword, sure. But not the individual models. The stratagem keys off the latter.
You're absolutely right! This one's on me! (Mike) all the other stratagems state Psyker unit but this one (Warp Sight) as you say only gives Psyker 'models' Indirect and ignores cover!
I brought this point up in the battle report vs space wolves too 👍🏻
@@Noble_Flash The unit gets the Psyker keyword, so the whole unit as a whole is a Psyker unit, but not individual models. So anything that targets "Psyker unit", such as Psychic Dominion, will affect them. However, Warp Sight targets "each time a friendly Thousand Sons Psyker model", and Rubrics/SoC are not considered Psyker models, so it won't affect them.
A lot of different psychers already have devastating wound on there shooting but not often has sustained hits so I think going for the sutained hits turn one might actually be more beneficial and then going for devistating wounds on turn 2 when you are getting more use of melee psychic
The giving hazardous part of the psychic dominion stratagem doesnt have to be from psychic attacks but the feel no pain bonus does.
Great vidoe guys....i had been sitting on the feelnce about even playing 10th edition...ordered the data cards before you got to the vortex beast.... thank you for regaining my interest
Great video guys!
I will be getting 2 mutalith vortex beasts! Looking forward to fielding my Thousand Sons on the tabletop again 😁
Good luck finding even one lol.
At that point just play World Eaters lmao
Choosing the Devastating Wounds every turn is maybe not as automatic as you'd think, only because alot of the psychic powers already have it. You are using it any turn you are using the Devastating Sorcery and Ensorcelled Infusion for mortal wound reroll everything Scarab Occult. And any turn you are going to see a lot of close combat as most of the Melee psychic doesn't have it.
However if youre staying out of combat and have had to use the CP elsewhere (0 Damage on Magnus) then Sustained Hits might be a better choice.
Use Devastating most turns but not all.
Also Arcane Vortex goes on a Demon Prince for a 14 attack 2 Damage Sweep. Switch off the armour save and bye bye 9 marines on average.
Does "Armour Saving" include invuns?
@@kitcat8862no invuns are still usesble as as fnp’s its just armor saves
@@kitcat8862Armor save is just what they call the normal save that every model has. The SV. Invul save cannot be modified.
Love the video! Thinking on starting Thousand Sons myself soon and loving 10th edition.
I played Tzeench daemons for years, time to play their big brothers.
Although, I have a question about the video! Where did you get those data sheet cards from?!? If I was starting an army they’d be great to have:)
Thank you mate, glad you love the video, the cards are from GW currently on preorder and due this Saturday I believe
Not sure about sorcerers on disc for actions ect. 45 pts you can get enlightened w same movement speed. You can strat reserve a unit or two as well. For cheap deepstrike options you could ally 3 flamers for 65pts. I think they'll play the missions reasonably well. Ofc if you need the extra cabal points sorcs are the way to go.
Thank you for another great faction analysis!
You can't indirect flamers, it's only a Psyker MODEL that can have that applied to it *EDIT* I see you caught that later on
So. Seems VERY strong. I assume that we can expect “adjustments”. What do you foresee GW changing. They said they were leaning toward points changes, rather than actually changing rules. But what, if anything, do you see taking a hit?
Models as always seem to be fantastic
Great content gents 👏👏
Great vid guys, wondering if the ignores armour saves ignores invulns as well?? Mad stuff...
Shouldnt or else it would say ignores all saves of any kind like some other weapons in the game have.
Fabulous. Can see the Vortex Beast getting a points increase.hahah
I'm currently going to try 3 squads of 5 Rubrics each with exalted on foot with a squad of terms with a Lord with 3 enhancements for our up coming 1k game is this a strong setup
Thank u, i know they`ve been updated, but u just opened new doors for me :D
Thanks,
Comment for the Skull Throne
I’m going to 3D print one or 3 of the Mutalith. It’s a beast.
Great video very informative
All these rules seem insanely OP. How are they not tearing up the tournament scene? This seems like every WAAC players dream army. Do they have a weak spot besides melee?
Generally it's just that when they run hot they run hot, but when they run cold, they run COLD. If they can't wrap things up with their cabal points and stratagems before they're spent, they have a really rough time.
My vortex beast has become a staple of my army. He is a beautiful model but also packs a massive punch
*Constructive criticism:*
- cabal points can be generated while inside a transport. Rhinos and land raiders are anti-synergy with our focus on cabal points. Guard can have leaders provide buffs from within transports; no reason we can’t get cabal points. I’d buy transports if this was the case.
- characters on disc should have lone operative, or at least conditional if near rubric units. Their abilities could then be targeted buffs or debuffs, like the exalted on disc already has to reduce enemy movement. Ahriman on disc currently just bad design, only providing +1W while wasting his increased speed and making his bodyguards susceptible to anti-Fly. This way we’d still have heroes in units, but would buy others that had more mobility. I played several games, and Ahriman does absolutely no damage with his “psychic gun”. This is the strongest sorcerer in books!?
- infernal master and "Glimpse of Eternity". Damage and hit rolls on 6 works only in melee. His advantage is in shooting, just like our faction as a whole
-if u wants us to take demon engines and tanks, they can’t be anti-synergistic with our focus on cabal points. I think MVB and Helbrute were good game design decisions in this regard.
The consensus seems to be that we don't get cabal pts when theyre in rhinos.
I would like a ruling from GW on that
Hey guys, need some advice for my rubrics. I finished my demons and started my old collection sons. I have 30 marines, and wanna play them cause i love the models. 20 have flamer, 5 have boltguns. Dont know how i should build the last 5. and should i play them as a 5er unit or 10er unit?
Other stuff are 10 termis+leader, ahriman, Magnus, Vortex and sourcerer as well.
thx for help. :)
Look up Auspex tactics channel and video he did on thousand sons tourney performance 7 months ago.
What do devastating wounds do?
Mortal wounds (cant roll any saves against them only feel no pain) on an unmodified 6 roll to wound or rather a critical wound roll which is usually a roll of 6
They have since changed it. Devastating wounds just skips the save roll if you make a critical wound roll. It no longer causes mortals.
Hi im new to Tsons.. is there any way to resurrect a rubric / scarub when they die in this army
The Exalted Sorcerer models have an ability named 'Rebind Rubricae' which allows them to resurrect Rubric marines on a dice roll every turn, though thats about it.
@ thank a lot
Great video! Just one thing i wanted to double check. With psychic dominion the weapons of the enemy unit gain [Hazardous] whether or not they already have psychic. Is this correct?
Hi. Is ‘How to play Tau in 10th’ coming soon? I’m working out how to keep track of my Observer, Guided and Spotted units. Thanks.
Before tenth the mutuality was impossible to find….glad I got one before tenth as now it’s silly.
Okay, stupid question, Weaver of Fates. You take five wounds, so you can re-roll all failed saves, not just one, right? I’m such a noobe.
Just one failed save because it's only good "Once during that phase..."
Man i blew the dust off my Mutalith Vortex Beast straight after i picked my jaw off the flooor .
Thanks guys, my eldest has taken a shine to the black legion, he's bugging me, he has severe multiple special needs I don't want to invest in army that will get him destroyed every battle, are they viable for him or should I look elsewhere cheers, love your work
Chaos Space Marines (of which the Black Leagion belong) are very strong right now. However, it is well known that faction strength changes quickly in 40K - for example, Leagues of Votann started out extremely strong when they came out September last year, but now they're one of the least powerful armies. The golden rule for newcomers is to just pick the faction you like the most of, whether it be their background, their look or their playstyle. More important than a strong faction is to look for a good playgroup for him to join - one that isn't too competitive and just wants to have fun.
@@souledgar thank you brother his little eyes lit up at all the monsters and abadon so if this is his choice then I'll go with it, just managed to get him thru his 1st full rule game so he's getting there
@@dominicchammas549never pick on power or meta you’ll only end up selling. Always pick on what’s coolest to you
Yo guys if you want thousand sons players to watch this you gotta say that Magnus didn’t do any wrong not that he’s a villain for shame… I’m still gone watch it but still
Nvm he said it 18:47
They've changed the Temporal Surge rule unfortunately. No 28 inch move+shoot/charge with Maggie anymore.
Before we get onto the video I would like to say:” magnus did nothing wrong”
Lofl for 4 weaver of fates on a turn for 4cbp when next to a helbrute is really funny
Can have a whole army unload into magnus and take 0 damage
Ehh?
Legionnaires of Tzeentch (1980 points)
Thousand Sons
Strike Force (2000 points)
Cult of Magic
CHARACTERS
Thousand Sons Daemon Prince with Wings (210 points)
• Warlord
• 1x Hellforged weapons
1x Infernal cannon
• Enhancement: Arcane Vortex
Thousand Sons Daemon Prince with Wings (195 points)
• 1x Hellforged weapons
1x Infernal cannon
Tzaangor Shaman (80 points)
• 1x Mutating orbs
1x Shaman’s stave
• Enhancement: Athenaean Scrolls
Tzaangor Shaman (85 points)
• 1x Mutating orbs
1x Shaman’s stave
• Enhancement: Lord of Forbidden Lore
Tzaangor Shaman (60 points)
• 1x Mutating orbs
1x Shaman’s stave
BATTLELINE
Tzaangors (130 points)
• 1x Twistbray
• 1x Autopistol
1x Chainsword
• 19x Tzaangor
• 19x Autopistol
1x Brayhorn
19x Chainsword
1x Herd banner
Tzaangors (130 points)
• 1x Twistbray
• 1x Autopistol
1x Chainsword
• 19x Tzaangor
• 19x Autopistol
1x Brayhorn
19x Chainsword
1x Herd banner
OTHER DATASHEETS
Mutalith Vortex Beast (165 points)
• 1x Betentaled maw
1x Mutalith claws
1x Warp vortex
Mutalith Vortex Beast (165 points)
• 1x Betentaled maw
1x Mutalith claws
1x Warp vortex
Tzaangor Enlightened (90 points)
• 1x Aviarch
• 1x Divining spear
• 5x Enlightened
• 5x Close combat weapon
5x Fatecaster greatbow
Tzaangor Enlightened (90 points)
• 1x Aviarch
• 1x Divining spear
• 5x Enlightened
• 5x Close combat weapon
5x Fatecaster greatbow
Tzaangor Enlightened (90 points)
• 1x Aviarch
• 1x Divining spear
• 5x Enlightened
• 5x Close combat weapon
5x Fatecaster greatbow
ALLIED UNITS
Fluxmaster (60 points)
• 1x Arcane Fireball
1x Herald combat weapon
Fluxmaster (60 points)
• 1x Arcane Fireball
1x Herald combat weapon
Pink Horrors (140 points)
• 10x Pink Horror
• 10x Coruscating Pink Flames
10x Pink claws
Pink Horrors (140 points)
• 10x Pink Horror
• 10x Coruscating Pink Flames
10x Pink claws
The Changeling (90 points)
• 1x Infernal Flames
1x The Trickster’s Staff
Exported with App Version: v1.8.1 (33), Data Version: v319
It’s A-then-nay-an it’s the cult of Prospero not the greek city
It's obvious they needed to sell there stock that sits around. They will profit from vortex and then nerf