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![[Post New]](/s/i/i.gif) 2008/03/06 18:52:08
Subject: Re:Thousand Sons viable?
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Longtime Dakkanaut
Getting my broom incase there is shenanigans.
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There are very, very, very few units that Thousand Sons can out-assault, and those that you can (Tau, Necrons, etc) you will never be able to get into assault with.
Against Marines they are equal, but you forget that Thousand Sons cost twice as much (when you factor in the cost of the sorcerer). And the units that are good at assault you do not want to be any where close to them.
You need to use the right tools correctly. Thousand Sons shoot very well, so you need to have them shoot. If you are getting close enough to assault, you are close enough to be counter-assaulted, and then you will lose that combat.
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![[Post New]](/s/i/i.gif) 2008/03/06 18:59:04
Subject: Thousand Sons viable?
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Executing Exarch
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Blackmoor, it's fairly obvious that CC is not where you want TSons to be, but once you're in that spot, whether through oversight or something beyond your control, it's sometimes better to bite the bullet and charge rather than be charged. Sometimes.
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Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2008/03/06 19:46:28
Subject: Re:Thousand Sons viable?
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Longtime Dakkanaut
Getting my broom incase there is shenanigans.
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It is almost always better to charge then to be charged, but you should try as best as you can to avoid the situation where you have to make that choice. It is good to buy a rhino to give youe squad some flexablity, but you should not be thinking of getting very close to your oppoent, or putting them in a Land Raider and look to get into assault.
The question is, what psychic power should your sorcerer take?
#1. Warptime (Good at giving your TS squad a little bit more punch in assault)
#2. Bolt of Change (Adds some much needed anit-tank/anti MC punch, but sometimes wastes the squads bolters)
#3. Doom Bolt (Cheap and adds some random shooting to the squad)
#4. Gift of Chaos (Possible to take out hard-to-kill targets)
You can also add a familiar and take 2 powers for some flexibility at great cost.
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![[Post New]](/s/i/i.gif) 2008/03/06 19:57:18
Subject: Thousand Sons viable?
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Executing Exarch
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/agree
I don't think the sorc in a TSons squad can get a familiar, though.
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Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2008/03/06 19:59:35
Subject: Thousand Sons viable?
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Fixture of Dakka
.................................... Searching for Iscandar
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They cannot.
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![[Post New]](/s/i/i.gif) 2008/03/06 20:02:26
Subject: Thousand Sons viable?
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Omnipotent Lord of Change
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I took BoC at first, but all it did was tempt me to waste the AP3 bolters and then give up more points when my squad of Sons died around Turn 2. So now I run doombolt and am a happy panda. Or dreadnought. Or panda dreadnought, if you like.
- Salvage
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![[Post New]](/s/i/i.gif) 2008/03/09 15:52:58
Subject: Re:Thousand Sons viable?
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Khorne Veteran Marine with Chain-Axe
Mississippi
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I like to use Wind of Chaos on my sorcerer. They roll up on a squad of marines, jump out with the sorcerer in front. He flames 'em with WoC, killing on a 4+. The 1k sons kill what's left with rapid fire. I've been playing DA alot lately, and the RW hasn't survived this yet.
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![[Post New]](/s/i/i.gif) 2008/03/10 16:05:12
Subject: Thousand Sons viable?
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Nurgle Predator Driver with an Infestation
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I give my Sorcerer Warptime just to make his Force Weapon more of a threat. I got tired of wounding marines with only 1 in 4 swipes of that thing.
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![[Post New]](/s/i/i.gif) 2008/03/11 03:27:38
Subject: Re:Thousand Sons viable?
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Fresh-Faced New User
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yes but that really depends on what you are using them for. in the end how you them is up to you...
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![[Post New]](/s/i/i.gif) 2008/03/12 13:42:54
Subject: Thousand Sons viable?
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Nurgle Predator Driver with an Infestation
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And also up to your enemy. If a pile of jump-pack troops charges your Thousand Sons then you have little choice but to fight in CC. I've faced Blood Angels too many times to have the illusion that I can avoid CC if I want.
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