Thousand Sons

Competitive Innovations in 10th: The Healing Process pt.2

T'au and Thousand Sons flex their metaphorical muscles in part 2 of Competiive Innovations.

Competitive Innovations in 10th: The Healing Process pt.1

Marine Meta beckons as the first post-nerf Tournaments land in Competitive Innovations.

Competitive Innovations in 10th: Back to Black pt.2

Death Guard go out with a bang in part 2 of Competitive Innovations.

The Lore Explainer: The Grey Knights

Confused why people are mad about the Terminus Decree? We demystify the lore of the Grey Knights.

Competitive Innovations in 10th: Scaling Vectors pt.1

Welcome to Competitive Innovations, our weekly feature for a number of game lines across the tabletop wargame space. Each week our army list and tactics experts canvass the top tournaments for their game of specialty, looking at the week’s...

Competitive Innovation in 10th: A Plague of Low Costs pt.3

Somehow we're still inventing new Death Guard builds as we land in part 3 of Competitive Innovations.

Thousand Sons Unit Focus: Leaders (Updated August 2, 2025)

We take a deep dive into the leader units for the Thousand Sons - how they work, which ones to bring, and how to use them.

10th Edition Competitive Faction Focus: Thousand Sons (Updated August 1, 2025)

We take a deep dive into the Thousand Sons - how they work, what makes them tick competitively, and what you need to know about playing them.

Competitive Innovations in 10th: Operation Sufficient Jackals pt.2

The Aeldari and Astra Militarum surge in part 2 of Competitive Innovations.

Competitive Innovations in 10th: Operation Sufficient Jackals pt.1

The metagame...adapts? Maybe? A little? Find out what's going on in part 1 of Competitive Innovations.