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Made in us
Beast of Nurgle





That guy outside

Are Thousand Sons a good choice for a 1500 pt army, or are they meant for 2000+ games

also are they worth the almost insane cost

The use of a Chaos Dreadnought depends on three things:

1) How often do people piss you off?
2) Do you have any spare socks?
3) How hard can you swing said sock if it contained the aforementioned dreadnought?

Most common answers:
1) Very
2) Yes
3) Very
 
   
Made in us
Manhunter





HIDING IN METAL BAWKSES!

I assume you mean Chaos?
I do not know much about the 1K sons, but I would imagine that having all your troops get a 4+ invul would be nice.

Those kinds of things seem useful at any point cost (except maybe 500-1000).

This message was edited 1 time. Last update was at 2011/10/16 04:01:35


Lokas wrote:...Enemy of my enemy is kind of a dick, so let's kill him too.

"Without judgement there is no obstacle to action." ~ Kommander Oleg Strakhov
 
   
Made in us
Frightening Flamer of Tzeentch




They are a good choice, but I would suggest only a squad. They are pricey points wise when you count that 60pt sorcerer and they really only shine when you're fighting MEQ troops and destroying them in a single round of shooting. The downside to too many is that some armies have a crap save anyhow (5+) and you're paying extra points for just a 4++ (not saying its bad, just not worth a ton of points).

As for the army size I've used them with every size army 1000+. Like I said, they are a killer choice to wipe out other troop choices. Just remember to toss in other troops as well to give you some balance.

Also, expect a lot of downers to reply to your post. A lot of players don't like the sons and aren't comfortable playing with anything that doesn't love Nurgle. Good luck and good gaming!

2.5k Suffer no Daemon to exist!

2.5k Sorcery, Sex and Chopping off Heads!

2k

2k Happiness in slavery 
   
Made in us
Longtime Dakkanaut





Silver Spring, MD

THOUSAND SONS FTW!!!! they rule, i dont play chaos, but my friend does and he rocks the 1k sons. But yeah, 1 squad is all you need/want

Frigian 582nd "the regulars" with thousand sons detachment
5th Edition
W : L : D
23 : 20 : 7

6th Edition
W : L : D
Don't Know...alot of each
Bretonnians
W : L : D
4 : 2 : 0
"Those are Regulars! By God!" -Major General Phineas Riall
 
   
Made in us
Water-Caste Negotiator





If you want to take them, only 1 squad as stated. Anything over is overkill. They are expensive and other models could fulfill the role better, but yeah one thing about the chaos codex is that they pretty much pointed out "take me" or "i suck"

 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Wow, normally I come in harping the advantages of Thousand Sons, but now I've got to weigh the other side.

Thousand Sons are awful. Having a 4++ save should be great. However, with proper play a Rhino can always give a squad a 4+ cover save. Ah but what if you can save points by walking them instead? Good luck with that, Mr. Slow and Purposeful.

Speaking of which, their Slow and Purposeful always reduces their Initiative to 1, and GW saw fit to take away their CCW so they only get 1 attack. Close combat isn't an option, so what about their lauded (lol) shooting?

Having AP3 should be great. Too bad everyone else already knows about the transport tricks, so at best you'll reduce their 3+ to a 4+. You payed 150% to get 116% output.

Then we come to the Sorcerer. I'll get to the point: he's damn expensive because he comes with gear for close combat. Remember that you want to stay out of the close combat. Doombolt lets him contribute in shooting, but nothing close to breaking even on the points you spent. Do not get Bolt of Change to shoot at tanks; you won't damage the tank, and you'll waste the AP3 you spent so many points on. Gift or Breath of Chaos can be lulzy though.

You aren't, but I'll say: I bet you're wondering how I can harp the advantages of the squad if I know all the above to be true. They are a niche unit, sure, but the book can actually accommodate them. The limiting factor is skill in execution, so be warned.

Slow and Purposeful lets you always fire your bolters to their maximum distance. Your Rhino can move 12", you can disembark 2" and fire a further 24". Usually you want the Sorcerer closest, because Doombolt needs the extra 2 inches to match up. Added to this, Lash of Submission can pull squads out of cover. This is obviously a gimmick, but I've found if you pack enough gimmicks in a squad, they'll always pull through. Take Gift of Chaos, and thanks to MoT, you get to cast it twice. Now, against MEQs you can give anything within 40" a morale check, and against hordes... well, you can imagine how many Spawns you'll need.

This message was edited 1 time. Last update was at 2011/10/16 10:04:21


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Made in au
Cultist of Nurgle with Open Sores





The TS Sorcerer can't get Lash, so you'll need another Slaaneshy Sorc/DP to pull those enemies out of cover for maximum effectiveness. Sucks that they are I1 with no CCW in CC :(

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Made in jp
Grisly Ghost Ark Driver





NC

DarkHound wrote:Wow, normally I come in harping the advantages of Thousand Sons, but now I've got to weigh the other side.

Thousand Sons are awful. Having a 4++ save should be great. However, with proper play a Rhino can always give a squad a 4+ cover save. Ah but what if you can save points by walking them instead? Good luck with that, Mr. Slow and Purposeful.

Speaking of which, their Slow and Purposeful always reduces their Initiative to 1, and GW saw fit to take away their CCW so they only get 1 attack. Close combat isn't an option, so what about their lauded (lol) shooting?

Having AP3 should be great. Too bad everyone else already knows about the transport tricks, so at best you'll reduce their 3+ to a 4+. You payed 150% to get 116% output.

Then we come to the Sorcerer. I'll get to the point: he's damn expensive because he comes with gear for close combat. Remember that you want to stay out of the close combat. Doombolt lets him contribute in shooting, but nothing close to breaking even on the points you spent. Do not get Bolt of Change to shoot at tanks; you won't damage the tank, and you'll waste the AP3 you spent so many points on. Gift or Breath of Chaos can be lulzy though.

You aren't, but I'll say: I bet you're wondering how I can harp the advantages of the squad if I know all the above to be true. They are a niche unit, sure, but the book can actually accommodate them. The limiting factor is skill in execution, so be warned.

Slow and Purposeful lets you always fire your bolters to their maximum distance. Your Rhino can move 12", you can disembark 2" and fire a further 24". Usually you want the Sorcerer closest, because Doombolt needs the extra 2 inches to match up. Added to this, Lash of Submission can pull squads out of cover. This is obviously a gimmick, but I've found if you pack enough gimmicks in a squad, they'll always pull through. Take Gift of Chaos, and thanks to MoT, you get to cast it twice. Now, against MEQs you can give anything within 40" a morale check, and against hordes... well, you can imagine how many Spawns you'll need.



This.

Thousand Sons have great models and cool fluff, but their rules really are not any good. Unless you are trying to build a fluffy list then I would not take them.

Falcon Punch!


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I fully second Extremn. Stay away from them if you want a competitive CSM force. By the way, I have two 9 men TS units (unpainted) on the shelf and wonder if I should sell them at ebay.

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