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Unit of the Week: Infernal Master

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#1
Xenith

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++Thousand Sons Unit of the Week++

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++Infernal Master++

 

New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time!

 

This week, we will be discussing the newest unit in the codex, the Infernal Master - sorcerers that make dark pacts with daemons, summoning them in battle to harass their enemies, support their allies and tell them of events yet to happen, these guys have some serious potential in game. 

 

What are you thoughts, and how best would you use the unit?

  • To compliment a list, or to build a list around?
  • Will you be running multiples?
  • What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices?
  • Are you buffing this unit, and if so, how?
  • Are you building as a damage dealer or buff-provider?
  • Uses in Matched, Narrative and Open Play
  • How have they fared for you in-game?

Over to you.

 

++Thousand Sons Unit of the Week Index Link++


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Xenos XX\


#2
Xenith

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I've used one in two games so far and am undecided on their usefulness. In 2k games, for sure, in 1000 or so, I think a second exalted is more a priority. 

 

I've run him with seeker after shadows for the CaP and bonus to actions, daemons eye helm for passive CP regen, then the +1S to shooting and both the D3 mortals and glimpse of eternity. These three are the standouts for me. I rigged him up as the psychic action monkey as he can still contribute to the game with the pacts, but might just win the game through actions. 

 

If I know I'm up against a CTan or Ghazkull, I'd definitely take the D3 mortals in the command phase power. This is so unique and useful, you might even be able to kill a model to push them off an objective letting you control it (VP's scored at the end of the command phase). Glimpse is also pretty neat, basically a 66% chance of a free command reroll each turn, but can be used for a lot more. 


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Xenos XX\


#3
GreenPlasma

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I think they’re an easy include. An Infernal Master is cheaper than a Loyal Thrall Sorcerer.

You know what, actually? I think there’s a solid case for having two. The freeform reroll and +1S to ranged are so widely applicable they’ll almost never be useless. The more situational pacts are available if necessary. And you have two characters that can undertake psychic actions without any loss in effectiveness.

Their statline and relics aren’t anything special but they’re quite acceptable as cheap HQs. Their biggest headache is probably finding enough detachment slots.

—————————————

There’s an interesting niche build I have been considering for Diabolic Savant alongside the Prism.

Chance to manifest (WC7): 72.22%
Chance to manifest (reroll): 92.28%
With +1 from Cabal Ritual: 97.22%
With +2 from Cabal Ritual: 99.30%

Chance to manifest (WC8): 58.33%
Chance to manifest (reroll): 82.63%
With +1 from Cabal Ritual: 92.28%
With +2 from Cabal Ritual: 97.22%

It’s no secret how good a full reroll is. But Ahriman can’t stack rituals, can’t learn cult powers like Facade, and can’t take relics. This guy can.

Infernal Master - 90pts
Arrogance of Eons, Prism
Diabolic Savant, Temporal Surge

I’m still getting to grips with the possibilities here but I wanted to add it as fodder for discussion.

Edited by GreenPlasma, 30 September 2021 - 09:43 PM.






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