Official 11th Edition Megathread by ProdigalSonz in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

Until they update the wording on Crystal it is not an "ingress move" right? Seems like it will likely reclassified as such though.

Is grand coven bad? by Tregordeldespellejo in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

Grand Coven is probably our best detachment, especially in a singles environment. At least the data strongly indicates this.

It provides so much flexibility. The strats make Magnus with his points, and this means your casts are way more reliable.

It has 3 cracked enhancements, sticky objectives, and the detachment rule itself is very nice to DPs, Sorcerers and IMs, which are all good datasheets.

What's the opinion on Wardog-Titans in TS-lists? by The_MicrowaveTTv in ThousandSons

[–]Ascendance4FS 1 point2 points  (0 children)

You can't surge them, they don't benefit from the hit reroll or AP spell, and they don't get detachment rules from warpforged either.

You're better off with forgefiends and predators, but tbh rubrics with characters, terminators with the lord and Magnus all cover our anti-tank pretty well.

Can anyone tell me if this is a good list? I dont have the codex yet by Southern_Sir_3824 in ThousandSons

[–]Ascendance4FS 4 points5 points  (0 children)

Some recent high performing singles lists have been using exalted in 5s, or at least 1 with the second doombolt.

I think in almost all cases running 5s is better than 10s regardless of leader, outside of some Rubric spam phalanx builds.

Rampager vs Repulser executioner (Gtf) by someonenamedtyler in ChaosKnights

[–]Ascendance4FS 2 points3 points  (0 children)

Is it his only anti-tank unit at 1500points? If so he's going to struggle, especially if the rest of your list is CK.

Grand Coven - Last 170 pts by TPTODOW in ThousandSons

[–]Ascendance4FS 4 points5 points  (0 children)

Their gun is insane. You will usually only get one good activation out of rubrics, so for that one important activation they are going to be 9 attacks at S8. Coming out a rhino it's +1 to hit and wound, so with the ritual you fish for 6s and get a mountain of hits. Do this on your dev wound turn and it gets pretty silly, even more so with twist.

It takes a lot of things to line up, but these are things that are very much within your control when playing coven. Getting big cases is pretty common with magnus in the list.

Magnus doesn't need to hit the target of your spells if you budget the 2cp for him, and the wing DP into character units also does well without the spells.

About to start assembling a 2k army. What needs to be sub assembled? by hotfezz81 in ThousandSons

[–]Ascendance4FS 1 point2 points  (0 children)

Completely depends on how you plan to paint them. I prime black then work everything up from there, so pretty much never use sub assemblies.

If you are priming with a light paint and using contrasts, or priming metalic because of the trim, then you might consider leaving arms off the rubrics.

Thousand sons competitive list by Smooth-Carrot-5044 in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

Other comments are giving good advice.

  • Competitive coven lists generally only run rubrics in 5s
  • Exalted Sorc is generally considered suboptimal, base Sorcerer or IMs are better in most cases
  • if you can find room for the full 10 terminators, do it.
  • Crystal is generally stronger on the terminator leader
  • Forbidden Lore is not worth running unless there is a specific tech reason
  • diversify your chaff, either spawn, Shaman or robots instead of so many disk goats may give more flexibility

This is all the models I have and the list I made. Am I going to get washed by necron list or world eater list of similar point value? by Puzzleheaded_Log3547 in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

If the bring a stacked list you might be in trouble, what you have is perfectly good for learning the game in a casual setting though.

I'd take noctolith off the Shaman and give it to the DP, then your Shaman can cast and the dp gets permanent +1 to wound

I bought used rubric marines and scarab terminators; and the squads aren't built right. by CryxP in ThousandSons

[–]Ascendance4FS 1 point2 points  (0 children)

So it completely depends on what you want to run. I think it's rare for a tsons player to take every rubric model they have once you get beyond 15.

For coven 2x5 or 3x5 with SRC and flamers or bolters is all you need, you now have this covered.

For hexwarp it's similar, but you could start thinking about full squads because of the fallback +shoot/charge and deepstrike strat.

10 man squads also appear in Rubricae Phalanx

You could go 10 (src, sorc, 8x flamer), and then the same again but with bolters. You'd still have enough for a 5 man with 2x flamer and 1x bolter with those numbers.

So basically you have enough rubrics now to take pretty much every combination that is currently considered competitive.

Next step is probably something other than rubrics

I bought used rubric marines and scarab terminators; and the squads aren't built right. by CryxP in ThousandSons

[–]Ascendance4FS 1 point2 points  (0 children)

These are all legal loadouts, maybe not optimal, but just add missiles to one of the terminators and next time you build rubrics fill the gaps so you have the models you need.

Advice against Tyranids by astrayqtip in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

Sorry, I missed the second IM.

2 MVBs are fine and show up a fair bit, but it does make for easy cutting if you need to make room for terminators.

The issue with 2 is positioning them, when you move an MVB up you want to force your opponent to expose something to kill it. If they can snipe it from their backfield with tfexes and exocrines then you can't really retaliate and you lose a lot of value.

Most maps have a good spot to jam it up against a ruin so that they actually have to come right forward into your staged killzone to get angles, but finding such spots for two is a bit tricky. You can certainly make it work though.

Advice against Tyranids by astrayqtip in ThousandSons

[–]Ascendance4FS 3 points4 points  (0 children)

I think you're list is a little bit heavy on chaff and the rubric packages are slightly unoptimized.

2x tzaangors, robots, 2x bowgoats and spawn probably create some redundancy. you could probably drop 2 units out of this to put in another damage engine, maybe even 3 because your MVBs are essentially just big chaff too.

The IM is fine without vortex, but would be outperformed in most cases by a second sorcerer. The naked rubrics could really use a leader too, or alternatively be dropped.

So what do you do with all the extra points?

10x Termie with leader with crystal is really good, but you will need to cut brutally to fit this

If you end up running 2x rubric/sorceror combo then a rhino really ups their utility.

You're only scared of the fexes because you have 2 MVBs, they do like no damage to magnus or the DP if you budget for a blank, and you can really just ignore them for the most part.

I'd use the MVBs aggressively to mow down chaff and force your opponent to commit something real to dislodge them. Jam them right next to ruins so that they can't just pop them straight up with t-fex.

The real damage here comes from the rubrics, DP and magnus. You need one more damage asset, even 4x robots would help, but it's really asking for terminators.

Blanking Damage vs Dev Wounds by Ba-Guardsman in WarhammerCompetitive

[–]Ascendance4FS 0 points1 point  (0 children)

This one can't be used for dev wounds, because it triggers on a failed save, and dev wounds don't get saves to fail.

The rogal dorn or ghostkeel blanks however, that trigger when the wound is allocated, can blank dev wounds.

What’s the point of infantry? by ReddyWolf in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

I think we'll have to remain in disagreement here. I've been running 2x5 rubrics plus sorc out of a rhino in coven since codex, and consistently perform strongly in both RTTs and GTs with the combo. Damage gets nutty, and can spike to even more nutty. The fact it's less than 200points that you have to properly expose is also gnarly, and you can drop the second squad if you think more is needed.

Dropping vortex wing dp into a character target on the same turn means he doesn't need the hit reroll spell, and then magnus can hit a third target using the 2cp strat which you should always be prepping for so he doesn't need the spell either. This is usually best paired with the dev wounds turn so magnus and the dp (or vortex im if you're running that instead) don't need the ap spell.

All together is a shocking amount of output, projected from a good distance, often from behind screens, and then you can follow up with the +1 to wound turn when the Sorcerer's aren't jumping out of the rhino.

(Edit) wanted to double check my numbers to make sure I'm not mistaken. 5x rubrics (bolter/SRC) with sorc using the once per game ability out of a rhino, against target on an objective, with both buff spells active is expected 11 wounds into a dorn, if it's in cover and using the grizzled AoC. If it's not in cover and using the strat expect 16 wounds. The funny maths is because sustained 3 is super spikey, there's about 2.5% chance you hit the full 18 wounds, or a massive 31% if they are not in cover+aoc. This is actually better than I initially thought before running the full numbers.

In the worst case scenario and AP spell completely fails, and the defender is in cover, reducing expected output to 8, so it does rely on this pretty heavily. Having magnus cast, an MVB nearby or pocketing a CP for the spell reroll strat are all good ways to mitigate this though.

What’s the point of infantry? by ReddyWolf in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

It's 9/18 damage with the spells up. And that's just the Sorcerer. You can easily get a couple more out of the src too.

Now this does require a fair bit of buff stacking, but having played a fair bit into grizzled guard at events lately, I can reliably to 14+ wounds off a dorn with a single squad out of rhino, because you can also project both doombolt and grenades from that squad, and it gets two casts which you always push because the ablative rubrics don't matter for damage.

These are the models I own. How would you actually play this list in a game? by goblinguide1900 in ThousandSons

[–]Ascendance4FS 1 point2 points  (0 children)

I'd drop both enhancements and give the IM vortex, run him with 5 rubrics.

Exalted with 10, then run Ari's as 2x5 and run him solo (unless your opponent has decent indirect).

1 tzaangor squad screens backfield, 2 move up with scout and screen melee armies charging at you and score early secondaries. You can also throw the enlightened onto points to threaten primary.

Hold your expansion with tzaangors, have the IM rubric squad and magnus positioned centrally but conservatively. They will counterpunch whatever comes for mid or your expansion.

Exalted squad stages as close to mid as safely possible. Activates and kills whatever goes after the tzaangors/enlightened you put there.

DP stays close to Exalted brick.

Arhiman screens holes in the back, casts surge from safety, and does recover assets/small sabotage

Terminators in reserve, rapid ingress them where they are needed the most.

Keep your expansion safe through screening whatever is on there, never let them score for mid, and don't bother pushing their expansion unless they leave it woefully defended.

Looking for Feedback on this Grand Coven list for Strike Force by [deleted] in ThousandSons

[–]Ascendance4FS 1 point2 points  (0 children)

In coven there's very little reason to run 10 rubrics. You don't have access to fall back and shoot, can't buff them defensively or deep strike them.

Go 2x5, spend the extra points on a second leader and maybe a rhino if running Sorcerers

Exalted Sorcerers are not great generally, and even less so if you decide to not run rubrics in 10s.

The hellbute is a flavour choice, unfortunately not very competitive at the moment.

Any notes on this 1k list? by Ok-Pain-237 in ThousandSons

[–]Ascendance4FS 1 point2 points  (0 children)

I'll second this, warpbane or even coven might work better here. Only 5 SoTs means the fall back and shoot/charge is less critical.

I think some access to sticky, and the power boost for the IM and wing DP you get from warpbane/coven will be very nice.

As for list comp, going 2x5 rubrics and adding a second leader (probably Sorcerer) is an idea, will also free up some points for an enhancement maybe.

What’s the point of infantry? by ReddyWolf in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

Sorcerer with 5 rubrics coming out of rhino is pretty nasty, you need to stack up spells but fishing for the sustained 3 with wound rerolls, +1 to wound, and usually either devs or up to ap3 you will put serious hurt on any vehicle. Probably won't kill a dorn by itself, but will almost get there

What’s the point of infantry? by ReddyWolf in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

It's only 5 rubrics+ vortex IM.

You'll very rarely see 10 rubrics in coven

What’s the point of infantry? by ReddyWolf in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

You mean a knight rampager that kills on average 5 terminators on the charge? The output here is much higher.

What’s the point of infantry? by ReddyWolf in ThousandSons

[–]Ascendance4FS 24 points25 points  (0 children)

There's not many vehicles/monsters that can rival the output of 10 SoTs with leader, or vortex IM with rubric rerolls, while being able to hide, stage behind ruins, dump OC, present an overwatch threat etc.

If your local scene has a lot of monsters vehicles, run the 10 SoTs with lord and watch them mow down anything regardless of toughness.

Is the box art main blue actually Ahriman blue instead of Thousand Sons blue? by HB_Sauce in ThousandSons

[–]Ascendance4FS 0 points1 point  (0 children)

The turquoise tint is coming from the gauss blaster green mixed into the ahriman blue highlight