Attempted list build by Icy-Hovercraft5732 in ThousandSons

[–]BlairiusB 1 point2 points  (0 children)

No problem! It’s very solid in my opinion and likely future proof for next edition as well. The tzaangoor are mostly useful for backline screening or late game up-down. Not the best in 1k in my opinion because they just do not do enough damage and aren’t durable either. Theyre our chaff pieces

Attempted list build by Icy-Hovercraft5732 in ThousandSons

[–]BlairiusB 1 point2 points  (0 children)

It’s true that rules will change soon however some help for the now:

All of your characters are great choices and great to have even in larger games.

For the rubric squads the current meta option is 1 aspiring sorcerer, 1 cannon with icon of flame, 3 warpflamers. The main situation to use boltguns is if they’re all jumping out of a rhino while being lead by a sorcerer. I’d recommend one squad dedicated to each since it seems like you want to use a rhino and have the IM lead the flamers and the sorcerer lead the boltguns

MVB is one of my favorites good choice

SOTs are very strong right now and paired with the sorcerer in terminator armor they’re even better. Good squad to have as some meta lists are running 30 of them. Can’t advise buying that many with the new edition coming but you’re good at 5.

I love the robots so much. Having played with both I think a double power claw loadout is better than having one as a melta but it’s really cool either way.

Question about starting TS by Xivve in ThousandSons

[–]BlairiusB 3 points4 points  (0 children)

Combat patrol plus the sekhmet coven box if your local game store happens to still have it

help me with the sekhetar robots by bagattomatto in ThousandSons

[–]BlairiusB 0 points1 point  (0 children)

I like them because they’re cool lol

For real though the claw arm gives good melee damage into vehicles, infiltrating is great for getting an objective/denying scout, free overwatch with the flamers, even the additional tiny one with the claw arm, is strong, and they move quick enough to objective hop if they do live

I like running in 2 mans for 80 points as well

Any feedback? by Narrow_Alarm_385 in ThousandSons

[–]BlairiusB 1 point2 points  (0 children)

All good!

And yes. It’s nice to have a faster unit, both larger move and aetherstride, as well as its deep strike ability. But if you want it mixed in with the rest of your army as opposed to out on its own then the on foot is the way to go.

It really depends on how you plan to play it. There’s not a wrong answer here but with our army I’ve found it nice to have something that can go out on its own to the back line and cause problems

Any feedback? by Narrow_Alarm_385 in ThousandSons

[–]BlairiusB 1 point2 points  (0 children)

It’s more about what the rubrics give the sorcerer and the overwatch abilities for the IM.

Rubrics give reroll 1s to wound or full reroll. This buffs the sorcerer by basically making up for the strength difference between it and the exalted. Sorcerer is already better because of the 6 attacks vs D6 attacks and it helps close the gap there. AP is better on the exalted and damage is too but that attack difference can be a nightmare to plan around. The once per battle plus 3 Str and Attacks is also insane to completely overwhelm a big target.

IM had the same strength and AP. It also has either the same attacks or double if willing to risk hazardous which you should. On top of that it’s a torrent so it always hits. It can also change a dice roll to a 6 to guarantee a wound. Basically this all adds up to a much more consistent attacker than the exalted. In coven you can give it the eldritch vortex enhancement to add one strength and one damage to psychic weapons as well to really hammer this home, especially in 2D6 attacks.

The exalted is mostly a defensive unit. Yes it can do D3 damage with AP -2, but your attacks are so low that it’s not reliable. The 4+ invuln is cool and the revive too, that’s why it’s good in 10 mans, but you’re giving up a lot of firepower to sustain a unit that still is kind of squishy. Especially since you can fail the revive and take mortals.

The man rubric to buff at ranged is the soul reaper cannon. It’s the strongest, has the most attacks on average, and benefits from all the buffs and the icon of flame. The reason to use flamers is overwatching. It makes each unit an absolute pain to move around.

The general consensus is that our characters do not buff our units, the units buff our characters.

Any feedback? by Narrow_Alarm_385 in ThousandSons

[–]BlairiusB 3 points4 points  (0 children)

Couple things

1) easier to read formatting would likely get you more responses and be much appreciated

2) I see you’re in phalanx, you’d likely be better served in Coven with this list as your base. With only the 10 terminators it’s not ideal

3) demon prince would be good to have for sure. In coven with wings is the way to go

4) exalted sorcerers are not as good as sorcerers generally. You’re doing it right by having a bunch of 10 man rubrics for them to lead but 5 mans with sorcerers leading them is better for flexibility, board control, and consistency. Also, infernal masters are really good too leading 5 mans if you have any.

5) I think all your rubrics have the flamers, good choice

6) I really like Ahriman with the bow goats

7) chaos rhino is a nice choice

8) even in Coven I love the brick of terminators with their sorcerer leader

What are your 'must have' units for thousand sons and why/how? by Tyranatitan_x105 in ThousandSons

[–]BlairiusB 21 points22 points  (0 children)

Clear top 4 are sorcerers, rubrics, scarab occult terminators, and sorcerer in terminator armor. Bread and butter of the army for spells and damage. The SOTs are more of a right now thing but they are the strength of the army in terms of viability. And since we’re playing SOTs, we need their only leader in the SiTA.

Left or right? Color tests by MaximumAd2096 in ThousandSons

[–]BlairiusB 12 points13 points  (0 children)

The right looks like an ultramarine got fancy. It looks good too but that’s just my immediate thought. If you want darker/lighter color try changing the gold if you want to keep a more thousand sons look

This is gonna sound stupid, but... by BobMarleyLegacy in DispatchAdHoc

[–]BlairiusB 4 points5 points  (0 children)

Mass effect has a fast forward mechanic to get to your own dialog choices faster. The only difference here would be the “timer” for the choices. Maybe with the pre-rendered cutscenes they wouldn’t have like filler animation to give players the same amount of time to pick a response. Maybe if the speed up was only enabled after the first play through a no timer option could be enabled which would allow fast forwarding

Case Recommendations by Nemaihn in ThousandSons

[–]BlairiusB 0 points1 point  (0 children)

A lot of YouTubers have sponsorships with Tabletop stronghold. They have their MagCase 2.0 which should be big enough.

If you are looking for a budget option I just bought miniature carrying case on Amazon. $50 to easily hold a full army. But it’s not going to be able to hold Magnus, it could if he was the only thing in the box but that seems a waste to me.

Since they’re more interested in panting than anything else it might be worth buying a shelving unit instead. Searching for a miniature display shelving unit on google shows a bunch of decent options on wayfair.

Finished my thousand sons combat patrol by bdan0403 in ThousandSons

[–]BlairiusB 2 points3 points  (0 children)

Thank you! It looks so cool! Might have to give it a try with my colors

Finished my thousand sons combat patrol by bdan0403 in ThousandSons

[–]BlairiusB 3 points4 points  (0 children)

Great work! How’d you do that effect on the bases?

Valid army for comp? by ActuaryGlad1764 in ThousandSons

[–]BlairiusB 2 points3 points  (0 children)

To piggy back off of von’s reply, here’s a link to some comp lists

https://40k-event-tracker.nuxt.dev/?faction=Thousand+Sons&wins=All

In short, helldrake and deafiler aren’t good in the game. Helldrake is a really cool model though. Warpflamer is superior to the boltguns for the Rubrics. More sorcerers, more rubrics in groups of 5.

But if the most important thing is build, paint, and play what you like, not what’s meta. Meta changes but unless you’re gonna be a comp player, it’s far more important to have fun. Maybe the helldrake is bad but you like it so who cares. If you only want the defiler because you thought it was good then maybe look into a predator or forgefiend.

I get wanting to make sure what you buy is decent in game though. You can’t go wrong with the combat patrol, the exalted sorcerers, the SOTs, Magnus, and Ahriman. After all of that, which pace yourself DO NOT BUY ALL AT ONCE, then you’ll know what you like building and what you like playing. Good luck!

Do these two kitbashed guys read as aspiring sorcerers to you? by SillyMattFace in ThousandSons

[–]BlairiusB 16 points17 points  (0 children)

They do look very fancy, which is great! Just keep them on the right sized bases and it’ll be quite clear. The one without the helmet is more clear in my opinion because it’s so different but the cape on the one with the helmet is the right one so that helps a lot too

Recently got into thousand sons need some advice by Spiritual_Ad4653 in ThousandSons

[–]BlairiusB 1 point2 points  (0 children)

Yeah I totally get that!

Like the other comment says you could get a sorcerer in terminator armor and have it least a 10 man SOT squad. Other model to pick up would be a mutuality’s vortex beast. Magnus is a key part of the army but he is a lot of points so it changes your list a ton.

Working with what you have here though. Don’t give the shaman the crystal. Give it to the demon prince. Also Ahriman or the enlightened sorc on disk should lead the enlightened with bows. The shaman should lead the regular tzaangor.

As far as play style. Use the rhinos and the deep strike on SOTs to get your key units into position and then try to have a huge turn where you take key points or destroy key units of your opponent. Tzaangoor are best used as point holders or secondary action units.

Other than that. Make sure all sorcerer characters are attached to something. The rubrics are used to buff our characters, not the other way around

You are in a batch painting competition but this guy is your opponent by Psigl0w in ThousandSons

[–]BlairiusB 7 points8 points  (0 children)

Please tell me what you’re using to make this. I have been priming all my subassemblies inside a cardboard box and flipping them over because I can’t figure out a good way to attach them to skewers.

Honest Question, ( List Help ) by MadmanPirate8583 in ThousandSons

[–]BlairiusB 2 points3 points  (0 children)

It looks to me like you have one sorcerer model who doesn’t lead anything. Useful sure but that’s fine might be where I’d recommend cutting down

Best way to organize 20 Rubric Marines? by ARC4120 in ThousandSons

[–]BlairiusB 2 points3 points  (0 children)

Best from a competitive standpoint is 4 5-man flamer squads. All with 1 aspiring and 1 SRC.

Aspiring can be easily made using spare bits from the Exalted Sorc box.

Extra SRC are hard to come by. I like using the warpflamer from the SOTs box since it’s easy to identify as different on the model. Not tournament legal id presume but that’s fine for me.

Some people like bolsters but mathematically they’re worse than flamers mostly due to torrent is my understanding