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Made in us
Fell Caller - Child of Bragg







I really like the fluff surrounding the 1k sons, because Tzeentch is the only Chaos god I can really identify with. All the other chaos stuff feels like childish Crazy Cultist stuff and I can't really take them seriously. Not to mention their backstory proves how stupid the Imperium is, and it's pointedly absurd when Leman Russ somehow beat somebody in a debate (probably used the dreaded Argumentum ad Fistinyourfaceticum).

Unfortunately, as amazing as their statline is, they seem really expensive for troops. 23/model (and more for each sorcerer) seems likes it would be prohibitively expensive to rely on them, even if they do seem extremely resilient. And while they're fanstastic at mowing down troops, what kind of anti-armor should I be taking.

I'd love opinions from any 1k sons armies.

Over 350 points of painted Trolls and Cyriss 
   
Made in us
Speedy Swiftclaw Biker




Edinboro, PA

My wife plays them (amusingly as my first army was Space Wolves, and she had no idea about the fluff, none at all) and yeah, they are definitely prohibitively expensive for troops.

For anti-armor, there's a few options. First one is MoTz termies with power/chain fists and combi-meltas. I'm not a fan of chaos termies personally, mainly due to the non-fearless/ATSKNF. My wife runs some, just stock termies from a box her friend gave her, kitted wysiwyg with one combi-melta. Each time it's been employed, it's popped the landraider it was aimed at. I know it's statistically improbable for one termie with a combi-melta to keep that streak up much longer, but the dice gods favor my wife more than they ever have me, so we'll see.

Other option is obliterators. Depending on how you justify them fluffwise, then can be Tzeentchly or non-Tzeentchly, and if you're running pure Thousand Sons you won't want anything non-Tzeentchly. From what I've seen, though, worth it.

Havocs - also depending on Tzeentchy or not preferences. I don't use them or Devastators in any of my armies, so I can't really advise on what to load them with if you take em. In my opinion: autocannons, provided you have melta/s9 covered elsewhere.

Last of all, tri-las Predator. Enough lascannons to give a landraider pause, but mostly stationary target with a big bullseye painted on the turret.

My wife's full army will use two las Preds and an oblit cult, but that is more her personal preference than any desire to make a hard list. Obliterators are probably the overall best option statwise.

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Made in us
Warplord Titan Princeps of Tzeentch





Pat that askala, O-H-I hate this stupid state

Well first off let me tell you running an all 1k sons can be mildly competitive but no top tier by a long shot. I too like the back story of them as they also appealed to me. If you want to run them i would suggest running half 1k sons and half CSMs. They lack the appropriate and reliable AT to deal with mech which is why i say take CSMs with meltas. Yes they are quite expensive a squad of 1k sons is equal to GKs due to the expense of the Asp. sorcerer you have to take. It depends on what you want to do friendly games go ahead. Tourney games mix in some CSMs.

Then it comes to be that the soothing light at the end of your tunnel, its just a freight train coming your way!
Thousand Sons 10000
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Made in us
Fell Caller - Child of Bragg







Well I guess it doesn't have to be ALL 1k sons ruleswise. It would be a conversion-heavy army, I'd find some way to make oblits look 1k sons-y.

I guess I could have havocs or regular CSMs painted in 1k sons colors, reasoning that they're simply Tzeentch-devoted marines that defected from other legions or loyalist chapters but don't have the innate sorcery that 'true' 1k sons have.

It's funny because MY fiancee plays SW too. I play Necrons and am tired of losing to her.

Over 350 points of painted Trolls and Cyriss 
   
Made in us
Storm Trooper with Maglight





CT, USA

1k sons are a neat unit to be sure, but with the abundance of 5th ed's 4+ cover saves, the ap 3 bolter doesn't come in handy as often as it should.

If you were to play a pure Tzeentch army, (I don't think pure 1k sons works) I would recommend you do a counts as for Possessed marines, using Khorne Bezerker rules. This will balance your army fairly well.

Example:

Chaos Sorcerer (Goes with other BoC squad)
MoT
Bolt of Change
Melta Bombs

9 Khorne Bezerkers (Possesed marine models)
Champion w/ fist
Rhino

7 1k sons, 1 Sorc
Bolt of change

8 1k sons, 1 Sorc
Doombolt

1 Obliterator



This is a playable list. It's not going to win any big tournaments, but based on your local Metagame, you could alter it to succeed. Also, It's a neat homage t old fluff, as I managed to have all the squads at a unit str of 9 men. (The number of Tzeentch).





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Made in us
Regular Dakkanaut



Eastern USA

Thousand Sons, like all cult Marines, are Fearless, which is great, and since they have an insane 4+ Invulnerable save, it's like they drag their cover with them wherever they go. They make good mid-range shooting units in transports, but are weak in assault. Well, technically, they're just as good in CC as regular Space Marines, but when your entire Codex is full of melee monsters, 1 Attack and a single weapon seems pretty lame. A Sorc with a Force weapon helps, but not as much as you'd think.

As such, you should either keep your TSons out of melee whenever possible (which is tough with Bolter range) or back them up with another CC unit that can counter-charge. For this purpose, I like Possessed, since they're ruinous in Assault, and aren't dedicated to another god like Berzerkers or Noise Marines to ruin your army's fluff.

Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
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Made in us
Fell Caller - Child of Bragg







alanedomain wrote:Thousand Sons, like all cult Marines, are Fearless, which is great, and since they have an insane 4+ Invulnerable save, it's like they drag their cover with them wherever they go. They make good mid-range shooting units in transports, but are weak in assault. Well, technically, they're just as good in CC as regular Space Marines, but when your entire Codex is full of melee monsters, 1 Attack and a single weapon seems pretty lame. A Sorc with a Force weapon helps, but not as much as you'd think.

As such, you should either keep your TSons out of melee whenever possible (which is tough with Bolter range) or back them up with another CC unit that can counter-charge. For this purpose, I like Possessed, since they're ruinous in Assault, and aren't dedicated to another god like Berzerkers or Noise Marines to ruin your army's fluff.


Eh, I could probably find some way to model Berserkers to not break the fluff. Give them "enchanted swords" or something.

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Decrepit Dakkanaut





HQ
Chaos Sorcerer of Tzeentch
Daemon Prince of Tzeentch

Elites
Possessed of Tzeentch
Chaos Dreadnought
Terminators of Tzeentch

Troops
Thousand Suns
Lesser Daemons

Fast Attack
Spawn

Heavy Support
Defiler
Land Raider
Predator
Vindicator

Consider taking a couple of Land Raiders, or even three, making them Possessed, and putting two units of Thousand Suns in them, and one unit of Possessed. Fill the rest up with Lesser Daemons. Then rock. Rock hard.
   
Made in us
Regular Dakkanaut



Eastern USA

Of course, it's worth pointing out that to use Nurglitch's idea, you need to put Icons on absolutely everything. Not like it's expensive, but easy to forget in your planning.

Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
Garnet Host/Space Roaches >4000pts.
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Made in ca
Decrepit Dakkanaut





Speaking of, here's a tentative list
   
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Junior Officer with Laspistol






The eye of terror.

Thousand Sons in a land raider does not "rock hard" it rocks quite soft.

Why did the berzerker cross the road?
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