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Made in fr
Lead-Footed Trukkboy Driver





 Swiftblade wrote:
What's the consensus on Maulerfiends? I'm curious.

I don't know about the consensus, but I think Maulerfiends are OK. Not bad, not great. Having only S6 on 6 of their attacks is painful, but they're quite cheap so it's fine.

Deffskullz desert scavengers
Thousand Sons 
   
Made in us
Regular Dakkanaut




If you can get it into combat with a lot of units pop off the gargoyle strat and laugh as d3 mortal wounds goes off
   
Made in us
Longtime Dakkanaut




I find all of the deamonforge units to be quite cool in our assortment. I have not tried a Maulerfiend yet, but may do so for my next game. I am working on switching my army up to be assault capable now instead of being so shooting dependant.
   
Made in us
Regular Dakkanaut




Azuza001 wrote:
I find all of the deamonforge units to be quite cool in our assortment. I have not tried a Maulerfiend yet, but may do so for my next game. I am working on switching my army up to be assault capable now instead of being so shooting dependant.


I find that maulers are pretty much "fire and forget" daemon missiles.

I use a pair of Mauler/Forge. Or mauler/Vortex, or even soemtimes Mauler/forge/vortex for a trio. Often so much hard to kill that the enemy struggles to kill it all.

Personally I dig the daemon engines, they arent as straight "killy" as a predator but they are far harder to kill then a regular predator or other marine tank. Besides with our sorcerers we can generally buff something into the stratosphere so a mauler or a forge becomes a death machine when you give it the buffs we have.

For an "Assaulty" list the tzaangors are go to, but a unit of Scarab Occult wouldnt hurt either. "pop and drop" delete a unit, then charge if you can, at that point youve got threat saturation on the table at 1850-2k or so and often your enemy is going to leave *something* unmolested.
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





Has anyone tried enlightened with chain sword and pistol? You can get 6 for 90 which puts out 24 s4 attacks with disc added in. With ignoring would on 6 or 5 with shaman it seems like these would be good. No modifier but with a large number of attacks I think weight of numbers would be good.
   
Made in se
Dakka Veteran





I did some math earlier, and chain swords/pistols are worse than simply shooting with the bows and then charging in 99,9% of the time.

The bow is easily worth the +2ppm.


5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
 
   
Made in us
Regular Dakkanaut




Bay area, CA

Spears might work too. I'm thinking about 2x9 units with spears + 2 vortex beasts who can buff them. It looks very good on paper but i'm afraid it might not work in reality
   
Made in us
Regular Dakkanaut




The problem with the melee focused enlightened is they die if you look at them wrong. If you’re putting a lot of other units in their face turn 1 they could get overlooked but anything with a high rate of fire is going to shooting at them
   
Made in us
Decrepit Dakkanaut





demontalons wrote:
The problem with the melee focused enlightened is they die if you look at them wrong. If you’re putting a lot of other units in their face turn 1 they could get overlooked but anything with a high rate of fire is going to shooting at them


If you keep them in smaller groups and don't worry about mega-buffing them they do well and you get to limit morale a bit.
   
Made in fi
Yellin' Yoof



Joensuu, Finland

Had a game today, first one with 1k sons' new codex. Against fluffy Death Guard zombiehorde. Scarab Occults were stars, annihilated Defiler by teleporting in rapid fire range, using VOTLW. Then jumped sides witht the relic to kill a plaguecaster and badly wound a Helbrute. Later Scarabs killed a Lord of Contagion.

Rubrics in ruins did't die much, later they just stonewalled 30+ zombies. DP killed Typhus, albeit with my lucky melee saves. Casting-wise periled twice with Ahriman, both rerolled but last one failed even with reroll so took 1 mortal wound.

I have to point out that although opponent had 80+ bodies he didnt bubblewrap after 1st turn. It would have restricted his offense somewhat to do so, hard to say if I could have fit the Occults somewhere useful still. No cover for shooting through other units helps with shooty deep strikers a lot.

Tzangoors, had 16 in webway, they came out to protect termi sorc after Scarabs bailed out with relic. Got warptimed and charged a 18 man cultist outfit which they killed, but then 20+ zombies swarmed the Tzangoors. Didnt make their points back.

Won with 3-1 objectives when we had to call it.

Br,

Timmon

Timmon -- AAR's as fiction: Haruukian 415th http://www.dakkadakka.com/dakkaforum/posts/list/427181.page  
   
Made in gb
Regular Dakkanaut





Every game I have played goats are just beasts. I decided to try a non-fluffy alpha strike 1k today and the tzaangors can just lock up anything scary with ease. SOT's are also just disgusting

This message was edited 1 time. Last update was at 2018/03/04 20:41:28


 
   
Made in us
Shadowy Grot Kommittee Memba






 Swiftblade wrote:
What's the consensus on Maulerfiends? I'm curious.


Good, but man every time I see them I just wish they were Defilers.

An el cheapo defiler costs like 20-30 points more, you get 2 more wounds and with the scourge S12 Ap-3 D3 vs the tendrils' S6 AP-2 D2. That makes a big difference in the amount of hurt you get out of it.

10" move is nice though.No reason you can't use both!

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Boom! Leman Russ Commander




Northampton

What size units would you use for Tzaangors, Enlightened Tzaangors and Cultists?

I currently have 20 Tzaangors, 6 Enlightened and 20 Tzeentch Cultists.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
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Regular Dakkanaut




max units for all.

   
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Twisting Tzeentch Horror






Puscifer wrote:
What size units would you use for Tzaangors, Enlightened Tzaangors and Cultists?

I currently have 20 Tzaangors, 6 Enlightened and 20 Tzeentch Cultists.


30 tzaangors hands down, 9 skyfires for definite and cultists depends on what you use them for.

30 tzaangors dropping down with CP and termie sorc and vets of the long war is brutal. Today I used this and took out most of a 1500 point frontline.

9 skyfires/enlightened (need bows) are insane with shaman + prescience easily outputting 10+ wounds per turn. Be careful to keep them on the edge of their range as to not let them be focused because they die FAST.

Cultists can be used for objectives in 10s, or other things in 40s. If you want a decent but cheap battalion you can take two 10 cultists and 30 tzaangors.

Hope this helps!

 insaniak wrote:

You can choose to focus on the parts of a hobby that make you unhappy, or you can choose to focus on the parts that you enjoy.
 
   
Made in us
Screeching Screamer of Tzeentch





So, not sure if we discussed this since the Codex dropped. What are we looking at for horde clearing in a pure TS army, especially at the 1000/1500pt level? The full unit of 30 Tzaangor seems good to me for volume of attacks, at least in CC. We actually seem to have more horde clearing options through CC units. But what about at range? Has anyone found a strategy with TS to get through the Poxwalker or Conscript spam?
   
Made in us
Decrepit Dakkanaut





Sneggy wrote:
max units for all.


I don't really agree with that. Six is still a strong unit, but compartmentalizes morale way better.

This message was edited 1 time. Last update was at 2018/03/10 04:29:44


 
   
Made in fr
Lead-Footed Trukkboy Driver





 Tuluth wrote:
So, not sure if we discussed this since the Codex dropped. What are we looking at for horde clearing in a pure TS army, especially at the 1000/1500pt level?

I use Tzaangors of course, but also a squads of Flamer Rubrics (usually 9 Rubrics with 6 Warpflamers) in the Webway. A Sorcerer in Terminator armor with Familiar is heure to help them with Warptime.

I also keep 168-175pts in reserve for either 6 Flamers of Tzeentch or 25 Horrors.

Deffskullz desert scavengers
Thousand Sons 
   
Made in us
Regular Dakkanaut




How are people using their defilers? And what are you equipping the with? I can’t decide whether I should just give them the scourge and tl bolter and use them more as anti infantry/ combat. Or use them as a fire base with scourge and twin las.
   
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Regular Dakkanaut




Canada

What could I do with a list along these lines at 2K points? I'm not looking for an overly competitive list, just something I could have a little bit of fun with, plus I love daemon prince models

Thousand Sons Supreme Command Detachment
DP - Wings, Talons x2
DP - Wings, Talons x2
DP - Wings, Talons x2

Thousand Sons Supreme Command Detachment
DP - Wings, Talons x2
DP - Wings, Talons x2
DP - Wings, Talons x2

Thousand Sons Battalion Detachment
DP - Wings, Talons x2
DP - Wings, Talons x2

Troops - ?
Troops - ?
Troops - ?

The 8 princes come to 1440 points, giving me 560 to spend.
   
Made in us
Battlewagon Driver with Charged Engine




lucas wrote:
What could I do with a list along these lines at 2K points? I'm not looking for an overly competitive list, just something I could have a little bit of fun with, plus I love daemon prince models

Thousand Sons Supreme Command Detachment
DP - Wings, Talons x2
DP - Wings, Talons x2
DP - Wings, Talons x2

Thousand Sons Supreme Command Detachment
DP - Wings, Talons x2
DP - Wings, Talons x2
DP - Wings, Talons x2

Thousand Sons Battalion Detachment
DP - Wings, Talons x2
DP - Wings, Talons x2

Troops - ?
Troops - ?
Troops - ?

The 8 princes come to 1440 points, giving me 560 to spend.


This certainly isn't my type of list but if you have this many DPs, why not have some of them take another loadout? I do think the dual talons are the best option ordinarily speaking but surely there's a point of diminishing returns?
   
Made in gb
Regular Dakkanaut





Any ideas on how I could build a relatively competitive army based around a forgefiend, terminators and rubrics, but no Magnus or Ahriman? Is it possible?
   
Made in gb
Twisting Tzeentch Horror






lucas wrote:
What could I do with a list along these lines at 2K points? I'm not looking for an overly competitive list, just something I could have a little bit of fun with, plus I love daemon prince models

Thousand Sons Supreme Command Detachment
DP - Wings, Talons x2
DP - Wings, Talons x2
DP - Wings, Talons x2

Thousand Sons Supreme Command Detachment
DP - Wings, Talons x2
DP - Wings, Talons x2
DP - Wings, Talons x2

Thousand Sons Battalion Detachment
DP - Wings, Talons x2
DP - Wings, Talons x2

Troops - ?
Troops - ?
Troops - ?

The 8 princes come to 1440 points, giving me 560 to spend.

440 points on two 30 man tzaangor squads+ cultists

This message was edited 1 time. Last update was at 2018/03/11 21:54:33


 insaniak wrote:

You can choose to focus on the parts of a hobby that make you unhappy, or you can choose to focus on the parts that you enjoy.
 
   
Made in us
Regular Dakkanaut




Yea you’re going to want as many bodies between those princes and the enemy as possible
   
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Combat Jumping Rasyat




East of England

It's a good demonstration of why I think DPs should suffer the same restrictions as T'au Commanders now do.
   
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Decrepit Dakkanaut





grouchoben wrote:
It's a good demonstration of why I think DPs should suffer the same restrictions as T'au Commanders now do.


I'm not so sure. Firstly they don't deepstrike or move 40". Second there are only so many spells, which are what takes them from good to great.
   
Made in us
Regular Dakkanaut




They also have no shooting attack and do most of their damage in melee. And for 2 command points you can interrupt and strike back.

They’re not as good spammed basically. A heavy shooting army will rip through their chaff easily and then its open season
   
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Regular Dakkanaut




Mesokhornee wrote:
Captyn_Bob wrote:
Not seeing any synergy between Belakor and tsons at face value.

His bonus is in multidiety daemon lists. That said he is good.
High invulnerable characters seem to be everywhere and Belakor ruins these with Death hex.
But tsons cast it more reliably.

That said I am pondering bloodletters bombs mixed with tsons shooting so maybe he has a place after all.


Khorne with tzeentch, you are disgusting


I actually do the reverse of this, I use tzaangor bombs to support pink shooting w/ nurglings securing board space.
   
Made in us
Longtime Dakkanaut






Chillicothe, OH

Doing a bit of a themed Thousand Sons army for a game in a couple weeks. Not necessarily trying to go for a WAAC style with this. However I need help deciding on Powers as they are my weakest skillset right now.

Battalion 1:
Ahriman on Disc
Sorcerer in Termie Armor w/ Familiar, Inferno Combi-Bolter, Force Sword
Basic Rubric Squad w/ Icon, Force Stave, Inferno Bolt Pistol, Inferno Bolters
Basic Rubric Squad w/ Icon, Force Stave, Inferno Bolt Pistol, Inferno Bolters
Basic Rubric Squad w/ Icon, Force Stave, Inferno Bolt Pistol, 4x Warp Flamers

Battalion 2:
Daemon Prince w/ Warlord, Warp Bolter, Wings, 2x Malefic Talons
Exalted Sorc on Disc w/ 2x Power Swords, Inferno Bolt Pistol
Basic Tzaangor squad w/ Icon and Brayhorn
Basic Tzaangor squad w/ Icon and Brayhorn
Basic Tzaangor squad w/ Icon and Brayhorn
Helbrute w/ Fist and Scourge
Maulerfiend w/ Tendrils
Mutalith Vortex Beast

This leaves me with 20 points to spare for upgrades and 9 command points? I feel I probably want the whole Seer's Bane Exalted Sorc on Disc for sure. But the idea is to have one "standard" thousand sons battalion with Rubrics and sorcs and one "beastmaster" battalion with beasts and daemon engines. I'll probably want to deep strike the Rubric Squads?

So I need to figure out how to pick and place all these Psyker skills I'll have access to? Ideas? Also, Relics?

This message was edited 6 times. Last update was at 2018/03/13 20:31:41


My Painting Blog, UPDATED!

Armies in 8th:
Minotaurs: 1-0-0
Thousand Sons: 15-3

 
   
Made in ca
Been Around the Block




Remembering gains from 3 Eye and Gaze of Fate is important to remember, so as to not tax yourself from running an extra detatchment unnecessarily.

3 Eye against a 9 CP list on average brings in 3 CP. Gaze of Fate on a DP with a +1 to cast will only fail 16.66%ish of the time means over 4 rounds, expecting the DP to die on or after round 4, average 3 re-rolls.

Solely from these two options you net what could be seen as 6 CP worth of abilities. A stock battleforged battalion nets you another 6 for a total of 12 equivalent(E) CP worth of abilities. 6 on turn one, returning 3 over the game using only Gaze of Fate for RR.

Game startinv combo generally is 2 CP worth of Strategems used at the start of most games, 1 CP to run DMC (amazing musical reference there), 1 CP for Webway. Psychic phase cast Gaze of Fate foe the RR to use on whatever big gun you've got to make hit this round. First round VotLW and Cycle of Slaughter with your Goats in the assault phase for 3 CP totaling 5 CP used. VotLW in your shooting phase for 1 CP more for the 6 CP you started with.

Your turn 1 ends and you've got X CP from your opponents response. That's Alpha, if you're hit first you'll be in better shape with CP.

Anything more is just bonus.

It's not hard to fit in one more detatchment either, I'm just saying don't get caught up on splitting units to fill multiple Battalions. You can roll with 30/10/10 for Tzaangors then Marines is 660 and you have 50 ObSec troops to cover the board for a Battalion. Big blocks of hard to move Rubrics and a Goat Cycle to blow through whatever is in the way.

If you want to do more, ie. spend more on first turn shooting with Fire Fenzy or Daemon forge for 2 CP and Cabalistic Focus for 1 CP, I can see you doubling down with Battalions just to afford it. The issue I find is at that point you're using so many points on troops you're less likely to want to take the unit that benefit from those choices to fill the needs of your troop filled list.

Of course more CP the better, but I've found myself not wanting or wasting running. 12 ECP seems to be pretty decent running a solo Battalion, 13 is also an easy fit.

God I hope this makes sense.
   
 
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