Warhammer 40,000 Faction Focus: Thousand Sons

Hello again everyone, Frankie here from the SoCal Open to talk to you about the Thousand Sons. This army of powerful, heretical Sorcerers use the baleful power of the Warp and a finely honed tactical cunning to win their battles, but they have suffered a terrible curse in their ancient past as a result.

Currently, Thousand Sons are not used all that often in matched play. They have beautiful models but rules that can make them a bit complicated to use to their best advantage on the tabletop. They have an army wide invulnerable save, which makes them more resilient than most Space Marines and they have AP 3 ranged weapons, which makes it easy for them to bring down power armoured foes foolish enough to be in the open. They also have Sorcerers in each of their units allowing, them some nice psychic flexibility. Unfortunately, they cost a lot of points and so often lose out to cheaper options. Luckily for us, that is all about to change.

Thousand Sons in the new Warhammer 40,000 will be led by none other than their Primarch – Magnus the Red. This guy does justice to the lore; coming in at Toughness 7 with 18 Wounds and a 4+ invulnerable save, he is one of the toughest Characters on the battlefield. Magnus also receives +2 when casting psychic powers and can manifest 3 a turn.

He’s no slouch in close combat either, moving across the table 16″ a turn and hitting with 7, Strength 16, AP -4, attacks that do 3 Damage each – it’s enough to lay low nearly any opponent. Magnus the Red also bestows bonuses to his fellow Thousand Sons, allowing them to reroll 1s to hit and 1s rolled for invulnerable saves. This Primarch will bring glory to his Legion.

Next up, we have the Scarab Occult Terminators. Not only are they amazing models, they are quite destructive on the tabletop as well. They get the All is Dust ability, giving them +1 to their armour save if the attack has a Damage characteristic of 1 and also allowing them to ignore the -1 to hit when moving and shooting Heavy weapons.

They come with inferno combi-bolters which are Rapid Fire 2, Strength 4, AP -2. Some of them may also be armed with ranged weapons that go up to AP -3 and some that deal D3 Damage. Utilising Teleport Strike to bring these units to the tabletop will surely leave your opponent’s army in shambles.

Lastly, we will talk about the Rubric Marines. They are a little slower than non-dust Space Marines, but again, the All is Dust rule makes them hard to kill with small arms fire, so they can still survive a trek across the battlefield.

Rubric Marines come with their iconic inferno boltguns giving them AP -2, which is incredibly good. Some of them may also be armed with soulreaper cannons which are Heavy 4, Strength 5, AP -3. Or you may find yourself preferring the AP -2 flamer option which is brutally effective at close range. In any case, you will be happy with the amount of damage this unit dishes out.

As each squad has a Sorcerer with the ability to deal out mortal wounds, and the rest of the unit rains down death with their powerful arsenal, the Thousand Sons will bring honour to Tzeentch and are, for the first time in a long time, a fighting force to be truly feared.

Frankie is part of the team that runs some of the biggest independent Warhammer 40,000 events in the world, including the Las Vegas Open, the Bay Area Open and the recently announced Southern California Open. An avid player for years, with an impressive tournament record, he’s also been part of the playtest team for the new edition of Warhammer 40,000, putting in hundreds of hours to make sure this new edition will be great for all you gamers out there (Thanks Frankie!).

So, basically, he knows his stuff.

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