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Games Workshop Warhammer 40k - Space Marine du Chaos Rhino (2019)

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Mike: We’re going to get weird for this one to show off some of the synergies available in the new codex. I think Thousand Sons can operate as a strong shooting army that also delivers a punch in the psychic phase, so we’re going to explore that here.

Crusade rules which tell the story of your army and your sorcerous cabal’s rise in the esteem of Tzeentch as they plot and scheme their way to victory The adjustment to Brotherhood of Sorcerers is a huge improvement over the 8th edition rule which added 6” to the range of manifested powers, and for many of the returning powers in the Codex, the range of the powers have been improved such that you won’t notice a decrease in efficacy. +1 to cast helps give you an extra “free” Smite cast per turn and smoothes the difficulty curve for manifesting powers and performing psychic actions, though you’ll notice some powers have now increased in difficulty to compensate.Chaos Lord • Exalted Champion • Chaos Champion • Aspiring Champion • Sorcerer Lord • Daemon Prince • Daemon Prince of Nurgle • Daemon Prince of Tzeentch • Death Guard Lord Alright children, sit up and take notes because what we’re getting here is basically going to be how the datasheets shake out for these two units in the future. Both Forgefiends and Maulerfiends got significant boosts in the new book, and it’s worth taking a good look at both because I think they’re both playable as hell now. The Raid on Kastorel-Novem - The Ork clans of the Death Skulls, Goffs, and Evil Sunz used captured Rhinos against the Raven Guard and other Imperial Forces who were invading the Ork world of Kastorel-Novem. As with much of the technology employed by the Imperium of Man, the Rhino has changed little in the intervening millennia since it was first deployed during the Great Crusade -- it is a testament to the vehicle's ruggedness that a few have even survived since that time.

I think Shamans will end up showing up in certain lists as an Elites source of Cabal points. I should also point out at this point that taking a disc of Tzeentch no longer confers the DAEMON keyword on your model, so RIP to that particular source of cross-book synergy. As it was capable of being constructed from any locally available materials, and powered by nearly any fuel source, the popularity of the Rhino spread rapidly. Soon, Rhinos became common sights on Frontier Worlds all over human-settled space.Defilers look like they did in Codex: Death Guard. They might be a little less disappointing here, since there’s no Disgustingly Resilient for them to not get, and they’re still better than they were at BS and WS 3+ to start, and the Defiler cannon now being flat 3 damage is a major upgrade. The Defiler Scourge isn’t quite as nasty as it used to be now that it’s 2 damage but it’s still an auto-take and the Claws will tear things up just fine if they have more wounds. The big upside to Defilers in Thousand Sons is that they aren’t competing with Plagueburst Crawlers, and that might make the difference for them, particularly since they can be BS 2+. Heldrakes Adeptus Custodes - The Adeptus Custodes use the Rhino as their primary form of transportation during combat engagements. During the Horus Heresy the then-Legio Custodes had access to an experimental anti-grav variant of the Rhino, though this variant has been lost to the Imperium. Almost all of these are worth playing with and the Infernal Master contributing to your Cabal points makes them a powerful new addition to the army. We’ll talk more about him later, though. Relics Rhinos can also be equipped with a number of enhancements, including dozer blades, extra armour plating, a Hunter-Killer Missile Launcher, improved communications equipment, a searchlight, and smoke launchers. Lord Inquisitor • Ordo Xenos Inquisitor • Ordo Malleus Inquisitor • Ordo Hereticus Inquisitor • Ordo Minoris Inquisitor

On the whole, I really like Codex: Thousand Sons. It’s a hard book to gauge power-level wise, since it’s not clear how Cabal points will actually play without some test games, but it feels like a book with several good options and some sneaky good strategies. Ultimately if I have one complaint with that book it’s that there are some great secondaries, powers, stratagems, and relics here that are propping up an otherwise pedestrian set of datasheets – Rubrics and Scarabs are fine, but All is Dust doesn’t particularly excite these days and costing them the same as Plague Marines and Blightlords seems a bit mental. Helbrutes basically look like they did in Codex: Death Guard. If you were hoping for the non-Nurgle ones to keep their 8” movement well, prepare to be disappointed. Thousand Sons Helbrutes have Monstrous Resilience to reduce incoming damage by 1 and the ability to re-roll wound rolls of 1 if they’ve taken any damage. They do have a couple of things going for them over Death Guard Helbrutes however, in that there are buffs that can improve their accuracy such as Ensorcelled Infusion to give them +1 to hit, and as an ARCANA ASTARTES unit they enjoy a 5+ invulnerable save, which significantly boosts their durability. They might have some play as a result. Scarab Occult Terminators

In the early Imperium, the Rhino was a far more ubiquitous vehicle, employed by most Imperial military forces. Since then, knowledge has faded, and the employment of the Rhino has become limited to the Space Marines and a few other Imperial organisations. [1]

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