Warhammer 40,000 Faction Focus: Thousand Sons

Freankie wrote a Thousand Sons review which you can read, here!

What do you all think?

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The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

21 Responses to “Warhammer 40,000 Faction Focus: Thousand Sons”

  1. Beau June 2, 2017 9:30 am #

    I feel like thousand sons had a reveal already? No info on exalted sorcerers?

    • Reecius
      Reecius June 2, 2017 11:08 am #

      It just came out, recently. And no, no room to review every unit, sorry.

      • Blight June 2, 2017 2:27 pm #

        Any hints from GW on how fast codexs will come out?
        I already miss my legion tactics. Think the game is great but it needs a fluff infusion that I just know is on the way.
        In the meantime I’ll just charge my 8″ move helbrutes into the loyalist lines and laugh.

      • Sigmar June 2, 2017 3:27 pm #

        Hi Reece, can we please get a faction focus about grey knights? 🙂
        I’ve already studied the complete leaked photos of imperium1 and actually wrote an article with a comprehensive review of buffs/nerfs/what should have been done… but i felt it was too negative.
        Even with some undeniable buffs, (i will not public spoilers for buffs or nerfs) i can’t figure the puzzle out just yet and feel like we’ve been hit hard with the nerfhammer on an already pretty weak faction. Also the need to battleforge armies denies the only way to competitively play them in 7th (draigo + lib conclave + paladin star).
        I would like a second opinion and some advice on how to make GK work.
        Thank you 🙂

        • Reecius
          Reecius June 2, 2017 3:49 pm #

          They’re much better, IMO. Play some games with them before judging. The new edition is totally new, a new game, new context, etc. We found Grey Knights to be quite good. They’re fragile but hit super hard. I like them, personally.

          As for Faction Focus articles, I don’t determine which ones they do or in what order, sorry =/

          • Sigmar June 2, 2017 10:30 pm
            #

            I’ll be waiting for when you can talk and share some tactics than 🙂
            Their fragility + ability to walk the board (after 1/2 deepstrike) and weaker shooting capabilities are what also scared me the most 🙂

        • Spaceork June 2, 2017 9:47 pm #

          First you can’t really compare 40k version 1.7 to 2.0, so its difficult to say what’s been nerfed or buffed. Second I was looking at Imperium 1 today at my flgs and draigo wing is still totally viable. You just don’t have draigo tanking wounds anymore but the paladins got a increase in wounds, and Gate is still an option.

          • Sigmar June 2, 2017 10:55 pm
            #

            (I’ll try to be less spoilery i can)
            Draigo is still a beast (but will die once again to abaddon most of the time), yet he has imho a glaring flaw. Shared by all GK. That is, while it is fluffy to have an army specialized into countering daemons, more often than not you end up paying hidden points in the warscroll for those specialized abilities. This, reflected in their army-wide ruleset and most units, gives you very fluffy army, that is kinda underperforming point-to-point in a competitive scenario against other armies where these rules do not come in effect. There’s no way to fix it, specialized units work well within a codex to counter another, not as a standalone army (but this is my opinion).
            Still he’s no longer a LOW and this is HUGE buff. Always pick him.

            Gate i think its a must on most unit….5″ move terminators need it in order to close gap and use the new stormbolter profile effectively, since advancing now kina hurts em. Its low cast value is awesome, but we are relying on 2 dices that can be dispelled every time you need to really move.

            The loss of rending on our iconic weapon hurts too, so i guess we need plasma servitors for rending and lascannon on raiders/storavens/dread for reliable vehicle hunting. Unfortunately none of these options are cheap. Yes ofc GK are primarily a melee army, and D3 damage on everything is HUGE, but still i’d argue they’re not the most reliable chargers and not a top tier close combat army, because excess damage is lost, few attacks, way to attack 2 times in a row.

            The only viable option i see in playn them is a cose of land raiders + purifiers (cleansing flame) deployed, deepstrike termies, MSU, spam smite. Even if that lower tier version.

            What i wishlisted for 8th edition? Give us back psybolt ammo, halbeards always strike first, that weapon on 6 does -4 rend just as the shuriken weaponry and deepstrike for purifiers,…

            Sorry for the long post

  2. Matt June 2, 2017 1:36 pm #

    Hey Reecius, if you don’t mind me asking, does the “jet pack” keyword do anything this edition? I’ve been searching the new books at my local store and there doesn’t seem to be any rules for it :/

    • crispy86 June 2, 2017 2:51 pm #

      I would assume the jet pack gave them that “fly” keyword

      • Matt June 2, 2017 3:52 pm #

        Possibly, but having one keyword just to give them another seems a bit superfluous doesn’t it?

        I assume it’s meant to allow them to move in the assault phase like normal (i.e. let them jump-shoot-jump).

        I highly doubt GW would just get rid of one of the Tau’s most iconic rules. I’ve played a few 8th ed games without JSJ and all the suits just feel wrong – they feel like anime centurions.

        • Reecius
          Reecius June 2, 2017 4:04 pm #

          Join us for the Q&A session for answers to questions like that one. Tomorrow, June 3rd at 10:00am PST on our Twitch channel: https://www.twitch.tv/frontlinegaming_tv

        • Beau June 3, 2017 6:48 am #

          Probably like how zealot grants fearless and another bonus.

    • WestRider June 2, 2017 3:28 pm #

      It’s also possible that it doesn’t do anything inherently that isn’t accounted for by other Keywords, but there will be effects at some point that will work on “Jet Pack” Units,

      • Matt June 2, 2017 3:52 pm #

        I hope so, maybe the proper Tau codex when it’s released will have something in it?

  3. Hunlow June 2, 2017 7:52 pm #

    Out of all the factions I have seen only 2 have lost their unique army psychic tree and the T-Sons were one. The definitive Chaos Psyker faction lost their tree after getting an expanded tree I last November?!? Terrible decisions were made at GW. Much dissapoint.

    • Cj June 2, 2017 11:42 pm #

      And Magnus forgot how to do tzeentch spells, even tho they are printed in the same book.. doh!

      • Beau June 3, 2017 6:50 am #

        Daemon psychic powers and CSM psychic powers are meant to be different.

        • Threllen June 4, 2017 8:08 am #

          Yes they are. Just like they were meant to be different in the Wrath of Magnus book but Magnus still had access to both tables. Because he is, you know, both a daemon and a thousand son. And the most badass psyker not named Tzeentch in the entire galaxy.

    • lessthanjeff June 3, 2017 4:39 am #

      I’m assuming (/hoping) the thousand sons will be getting their codex very quickly and that’s why we don’t have our own spells right now. It is weird that Nurgle got their since they are also likely getting their codex quickly though…

  4. TzeentchWhat June 6, 2017 11:29 am #

    How did you do play testing with Daemons of Tzeentch ?
    They basically lack any kind of dmge output. and you can only spam smite that much.
    Also you only have 1.85% chance of summoning a Greater daemon on 3D6.
    Also Kairos is lacking the 4++. I feel like you guys did not test daemons a lot if at all.

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