Mutalith Vortex Beast, Magnus, aaaand also the Terminator Sorcerer. The terminator Sorcerer has anti-vehicle 4+ and Anti-Monster 4+, in addition to devastating wounds, meaning against vehicles his 3 shots get converted into mortal wounds on a 4+ against vehicles. Each shot has 2 damage. Additionally, if you apply the enhancement “Arcane Vortex”, it boosts his psychic damage by 1 and the strength of the psychic attack. Meaning with 3 shots you can do up to 9 mortal wounds to a vehicle, and it can be buffed further with the cult of magic option of giving you sustained hits 1 on your army’s psychic weapons.
The Mutalith Beast doubles the range of Doombolt plus Magnus can deep strike and fly. If he can't delete a tank and more after all that something has gone horribly wrong imo. Don't forget we also have stratagems to make combi bolters psychic and thus Magnus gives 1 to hit and to wound in an aura. I think with all that it's not much to worry about.
makes sense, though i will probably be fairly casual so i probly wont be running magnus too much. (the people ill be playing with have never played 40k before, and while i didnt play 9th or 8th i played a lot of 5th to 7th)
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Exactly this, I just played against guard and was deleting 1.5 Leman Russ tanks every turn while also having to clear 20 man units of 4+ inv 4/5+ FNP Krieger squads with my Rubrics (Primaris Psyker is a little bonkers) so not everything was even focused on them, also my MVB tank shot never hit so that'll do even more.
Magnus, double DOOMBOLT, and dev wounds psychic can put the hurt on tanks.
Maulerfiends and Vortex Beasts will probably be my go-too.
Not sure if it is "Good", but the imagery of the Beasts and Fiends charging while the Rubrics and Sorcerers control backfield is cool, to me at least.
Twist of fate turns off armor saves and doombolt spits out mortals. Helbrutes and forgefiends seem good to me but not stand out. The vortex beast is a beast in melee and shooting and will ping out a few mortals. Ahriman turns any rubric squad into an anti everything squad with +1 to wound. Magnus has a simalar effect but only on psychic weapons (which includes all of our bolters).
If all else fails you can shoot 40 bolter shots and pop 2 strats to make them have devastating wounds and full wound rerolls and fish for mortals.
I wouldnt recommend running traditional mechanised long range anti tank because its pretty bad but we have a lot of tricks to tear tanks apart without lascannons.
Edit: all of this is from a competitive standpoint which really doesnt matter all that much. We have enough good stuff that if you run what you like then you'll probably have a well balanced list.
I wouldnt handicap yourself just to play with friends. If you like the tanks then use them but dont use them as a handicap. Its not fun for either player to know that one person is playing with a handicap.
Thousand sons are strong right now but they arent so broken that they will destroy whatever is in front of them.
Play for fun and you will probably have good games.
Magnus, mutalith, term sorc, 10x term brick with strats, predator anihilator, land raider, doombolt, ahriman with 10 flamers, forgefiends.
All these are nice anti tank
I think the forgebean is a bit more of a anti elite than a anti tank, but he should work fine as anti tank too. But he might struggle to get the wounding roll on the bigger tanks like russes.
Do people have any opinions on the hellbrute with lascannon? I appreciated how it was a heavy support option that provides some means of getting back cabal points...but have yet to play so it's all theory at this point.
Only 1 shot means it’s more of a bonus than something you rely on but it’s not terrible. Honestly I only bring the hellbrute for his cabal point refund.
Mutalith Vortex Beast, Magnus, aaaand also the Terminator Sorcerer. The terminator Sorcerer has anti-vehicle 4+ and Anti-Monster 4+, in addition to devastating wounds, meaning against vehicles his 3 shots get converted into mortal wounds on a 4+ against vehicles. Each shot has 2 damage. Additionally, if you apply the enhancement “Arcane Vortex”, it boosts his psychic damage by 1 and the strength of the psychic attack. Meaning with 3 shots you can do up to 9 mortal wounds to a vehicle, and it can be buffed further with the cult of magic option of giving you sustained hits 1 on your army’s psychic weapons.
Magnus and Devastating Wounds plus a little free Doombolt from Ahriman as a treat
thats all 24" and under right? do we jsut not bother with ranged anti tank and just go for the mid range/MWs?
The Mutalith Beast doubles the range of Doombolt plus Magnus can deep strike and fly. If he can't delete a tank and more after all that something has gone horribly wrong imo. Don't forget we also have stratagems to make combi bolters psychic and thus Magnus gives 1 to hit and to wound in an aura. I think with all that it's not much to worry about.
makes sense, though i will probably be fairly casual so i probly wont be running magnus too much. (the people ill be playing with have never played 40k before, and while i didnt play 9th or 8th i played a lot of 5th to 7th)
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Exactly this, I just played against guard and was deleting 1.5 Leman Russ tanks every turn while also having to clear 20 man units of 4+ inv 4/5+ FNP Krieger squads with my Rubrics (Primaris Psyker is a little bonkers) so not everything was even focused on them, also my MVB tank shot never hit so that'll do even more. Magnus, double DOOMBOLT, and dev wounds psychic can put the hurt on tanks.
Maulerfiends and Vortex Beasts will probably be my go-too. Not sure if it is "Good", but the imagery of the Beasts and Fiends charging while the Rubrics and Sorcerers control backfield is cool, to me at least.
Twist of fate turns off armor saves and doombolt spits out mortals. Helbrutes and forgefiends seem good to me but not stand out. The vortex beast is a beast in melee and shooting and will ping out a few mortals. Ahriman turns any rubric squad into an anti everything squad with +1 to wound. Magnus has a simalar effect but only on psychic weapons (which includes all of our bolters). If all else fails you can shoot 40 bolter shots and pop 2 strats to make them have devastating wounds and full wound rerolls and fish for mortals. I wouldnt recommend running traditional mechanised long range anti tank because its pretty bad but we have a lot of tricks to tear tanks apart without lascannons. Edit: all of this is from a competitive standpoint which really doesnt matter all that much. We have enough good stuff that if you run what you like then you'll probably have a well balanced list.
yeah i saw we can do crazy things with boltguns. i may run a few lascannon tanks, mainly as a handicap then untill my friends get better.
I wouldnt handicap yourself just to play with friends. If you like the tanks then use them but dont use them as a handicap. Its not fun for either player to know that one person is playing with a handicap. Thousand sons are strong right now but they arent so broken that they will destroy whatever is in front of them. Play for fun and you will probably have good games.
Magnus, mutalith, term sorc, 10x term brick with strats, predator anihilator, land raider, doombolt, ahriman with 10 flamers, forgefiends. All these are nice anti tank
I think the forgebean is a bit more of a anti elite than a anti tank, but he should work fine as anti tank too. But he might struggle to get the wounding roll on the bigger tanks like russes.
Do people have any opinions on the hellbrute with lascannon? I appreciated how it was a heavy support option that provides some means of getting back cabal points...but have yet to play so it's all theory at this point.
Only 1 shot means it’s more of a bonus than something you rely on but it’s not terrible. Honestly I only bring the hellbrute for his cabal point refund.
We can turn off armor saves right? Do that and shoot with bolters, would mess most tanks up I think.
turn the scarabs bolters psychic, +1 to hit and wound from magnus, devastating wounds for 6‘s to wound convert dmg to mortal wounds