Thousand Sons Combat Patrol — Box Review & Guide

Thousand Sons combat patrol

What’s in the Thousand Sons Combat Patrol?

The Thousand Sons Combat Patrol brings the sorcerous sons of Magnus the Red to your tabletop with a psychic-heavy force that blends arcane power with durable, all-is-dust infantry. Here is what you get in the box [VERIFY — box contents may change with new editions]:

  • 1x Infernal Master — A powerful psyker character who can forge pacts with the daemonic entities of Tzeentch. The Infernal Master provides psychic buffs to nearby units and can deal mortal wounds to enemies through his sorcerous abilities. He is a versatile support character who makes every unit around him more effective.
  • 10x Rubric Marines — The iconic Thousand Sons infantry. Once proud Astartes, now reduced to animated suits of power armour filled with magical dust and controlled by sorcerous will. Rubric Marines have the All Is Dust ability that improves their saving throws against damage 1 weapons, making them incredibly durable against small-arms fire. They can be equipped with inferno boltguns for ranged output or warpflamers for devastating short-range attacks.
  • 10x Tzaangors — Beastmen mutated by the power of Tzeentch, Tzaangors serve as melee-capable screening units for the Thousand Sons. While not as durable as Rubric Marines, they are faster and more expendable, perfect for holding objectives and tying up enemy units in combat.
  • 5x Scarab Occult Terminators — Elite Terminator-armoured sorcerers who are the Thousand Sons’ heavy hitters. Armed with inferno combi-bolters and khopesh blades, they combine exceptional durability (2+ save plus All Is Dust) with strong ranged and melee output. Their Aspiring Sorcerer can cast psychic powers, adding yet another layer of arcane might.

In total, you get 26 models — a well-balanced force with psychic power, durable infantry, expendable screens, and elite Terminators.

How Much Is It Worth?

The Thousand Sons Combat Patrol retails at approximately £85 / $150 USD [VERIFY current pricing]. Individual pricing breakdown:

  • Infernal Master: ~£22 / $35
  • Rubric Marines (10): ~£37 / $60
  • Tzaangors (10): ~£25 / $42
  • Scarab Occult Terminators (5): ~£40 / $60

Total individual value: approximately £124 / $197 [VERIFY — prices change regularly]

You save roughly £39 / $47 — about 31% off buying individually. The Scarab Occult Terminators are the standout value item, as they are one of the most expensive kits in the range.

Is the Thousand Sons Combat Patrol Good?

Rating: 8/10

The Thousand Sons Combat Patrol is an excellent box that delivers a thematic, competitive, and visually stunning force.

Strengths:

  • Psychic dominance. No other Combat Patrol has as much psychic power. Multiple psykers give you additional phases to deal damage and buff units.
  • All Is Dust makes Rubric Marines and Terminators incredibly durable against low-damage shooting, which is exactly what most Combat Patrol forces rely on.
  • Scarab Occult Terminators are elite-tier. These models are among the best Terminators in the game, with a strong combination of ranged firepower, melee capability, and raw durability.
  • Beautiful models. Thousand Sons have some of the most ornate and visually impressive sculpts in the Warhammer range.

Weaknesses:

  • Tzaangors are underwhelming. They are the weakest unit in the box and feel like filler compared to the exceptional Rubric Marines and Terminators.
  • Complex rules. Managing multiple psychic powers, All Is Dust triggers, and character abilities can be overwhelming for brand-new players.
  • Painting challenge. The ornate detail on Thousand Sons models — particularly the Scarab Occult Terminators — is significantly more demanding than most other starter forces.

How to Play the Thousand Sons Combat Patrol

Thousand Sons play as a psychic-powered grinding force. You combine durable infantry with devastating psychic abilities to control the battlefield.

Deployment

Deploy the Rubric Marines on a home objective with the Infernal Master nearby for buffs. Place Tzaangors forward as a screen. The Scarab Occult Terminators can either deploy centrally as a midfield anchor or be held in deep-strike reserves for a Turn 2 arrival. Position your force to create overlapping zones of psychic power and fire support.

Turn 1

Cast psychic powers with the Infernal Master to buff your Rubric Marines or debuff enemy units. Advance Tzaangors toward the midfield objectives — they are expendable and should draw fire away from your more valuable units. Rubric Marines with inferno boltguns should fire at visible targets. If Terminators are deployed on the board, advance them cautiously toward the midfield.

Turn 2

If you deep-struck the Terminators, bring them in now on a key objective or in the enemy’s flank. Their arrival should be devastating — combined shooting and psychic powers can eliminate a key enemy unit. The Rubric Marines continue to hold objectives and fire. Tzaangors should be in melee by now, tying up enemy threats. Use psychic powers to apply consistent mortal wounds pressure.

Turn 3-5

Grind out the game. Rubric Marines and Scarab Occult Terminators are incredibly hard to shift, especially against armies relying on damage-1 weapons. Use psychic powers every turn to chip away at enemy units. Hold objectives with your durable infantry and use Tzaangors to screen or trade as needed. Your staying power should carry you through the late game.

Key Tactical Tips

  • All Is Dust is most valuable against damage-1 weapons — position your Rubric Marines and Terminators to force the enemy to shoot them with their weakest guns.
  • The Infernal Master’s pacts are powerful — always use them, even if the target selection is not perfect.
  • Scarab Occult Terminators are your most valuable unit. Do not expose them unnecessarily; their combined arms approach (shooting, psychic, melee) makes them a Swiss army knife.
  • Tzaangors are the weak link — use them as screens and sacrificial objective holders, not as a primary fighting force.

Painting the Thousand Sons Combat Patrol

Thousand Sons have one of the most visually spectacular colour schemes in Warhammer 40,000 — rich blue-green armour with gold trim and arcane flame effects.

Recommended Colour Scheme

  • Armour: Thousand Sons Blue base (spray available), layered with Ahriman Blue, highlighted with Temple Guard Blue.
  • Gold trim: Retributor Armour base, shaded with Reikland Fleshshade, highlighted with Liberator Gold.
  • Cloth and tabards: Screamer Pink or Khorne Red with a Carroburg Crimson wash.
  • Warpflame effects: Warpstone Glow into Moot Green for psychic fire effects on staffs and weapons.
  • Eyes and gems: Warpstone Glow with a Moot Green highlight and white dot.

Painting Tips

  • Use Thousand Sons Blue spray to base coat everything — it saves enormous time.
  • The gold trim is what makes Thousand Sons stand out — take your time with it. A fine brush and steady hand pay dividends.
  • Start with Rubric Marines to practise the colour scheme before tackling the more complex Terminators.
  • Tzaangors can be painted quickly with contrast paints over their skin and feathers.

For more Thousand Sons painting guides, visit our Thousand Sons army hub.

Expanding Beyond the Combat Patrol

Path to 1,000 Points

  • Ahriman — The chief librarian of the Thousand Sons and one of the most powerful psykers in the game. He is an auto-include in every Thousand Sons list.
  • More Rubric Marines — A second squad of 10 with warpflamers gives you a devastating close-range option.
  • Mutalith Vortex Beast — A daemonic monster that provides additional psychic buffs and a powerful melee/ranged threat.

Path to 2,000 Points

  • Magnus the Red — The Daemon Primarch and the ultimate centrepiece, one of the most powerful models in the game
  • More Scarab Occult Terminators for a durable midfield
  • A second Infernal Master or Exalted Sorcerer for more psychic coverage
  • Chaos Spawn as cheap screening units to replace Tzaangors
  • Forgefiend or Defiler for heavy firepower support

Frequently Asked Questions

Is the Thousand Sons Combat Patrol good for beginners?

Thousand Sons are moderately beginner-friendly. The core game plan is straightforward — shoot, cast spells, hold objectives — but managing multiple psychic powers and understanding the All Is Dust ability adds complexity. If you enjoy strategic, psychic-themed gameplay and do not mind a slightly steeper learning curve, Thousand Sons are very rewarding. Complete beginners might find simpler armies (Space Marines, Death Guard) easier to start with.

Can you play a full game with just the Combat Patrol box?

Yes. The Thousand Sons Combat Patrol works well in Combat Patrol game mode, where the psychic powers and durable infantry give you a strong competitive edge. All Is Dust is particularly powerful in Combat Patrol because most forces rely heavily on damage-1 weapons that Rubric Marines shrug off. For larger games, you will want to expand, but the box provides a complete, playable force.

What paints do I need for the Thousand Sons Combat Patrol?

Essential paints: Thousand Sons Blue spray, Ahriman Blue, Temple Guard Blue, Retributor Armour, Reikland Fleshshade, Liberator Gold, Screamer Pink, Leadbelcher, Nuln Oil, and Warpstone Glow. The Thousand Sons are paint-intensive due to the gold trim, so plan for more time per model than most armies.

What should I buy after the Thousand Sons Combat Patrol?

Ahriman should be your first purchase. He is the defining character of the Thousand Sons and arguably the best psyker in the game. After Ahriman, another box of Rubric Marines (built with warpflamers) and more Scarab Occult Terminators will flesh out a very strong army core.

Are Thousand Sons competitive in Warhammer 40,000?

Thousand Sons are a competitive army that rewards skilled play. Their combination of durable infantry, powerful psychic abilities, and elite Terminators makes them a consistent threat. They tend to perform best in experienced hands because the psychic phase and army-specific rules require careful management. In casual play, they are one of the most fun and thematic armies available — who does not want to be an all-powerful sorcerer commanding arcane warriors?