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Competitive and Fluffy? Thousand Sons 1500pts.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

MrDrumMachine wrote:A librarian doesn't work as a sorcerer of Tzeench?


Librarians that only come in terminator armor that then must foot slog unless placed in an uber expensive landraider or a low AV stormraven. I'm just saying the GK dex is difficult to work with and make fluffy builds. There are lots of limitations built into the dex for balance. Again, I still agree however that it the best choice for hobbyist to make Thousand Sons lists from.

I have a love /hate relationship with anything green. 
   
Made in us
Regular Dakkanaut






MaliceAngel wrote:

An all-vehicle army is a mobile one, regardless of size. And why would I walk to an objective if I could help it? surely I'd park the rhino next to it and then dismount?


Actually your vehicles' ability to move is meaningless if they don't get you anywhere. Please show me a good list that can't meaningfully affect 3 rhinos on turn 1 (aside from possibly nids). So yes, you'll either be stuck or walking to objectives against anybody with a decent list and half a brain, how this is difficult to figure out in your list building process I'm not sure.

MaliceAngel wrote:If my opponent is on an objective I'll obviously shoot at them - depending on the stage of the game I may just drive up and contest. Terminators are evil... I'd block them off with one of the vehicles (prefferibly a rhino) to give my Thousand Sons time to drive into position and Rapid-fire them to death. Mech IG is non-existent in my meta. Again, Grey Knights = non existent (barring me.) however, I'd do my best to disable the rhinos which hold the purifiers to get them out on foot.


What seems to be getting lost is the fact that you simply don't have enough vehicles for any of them to be alive on turn 5 through anything but a miracle, so good luck contesting objectives with them. Terminators will still eat your lunch because the armies that do them right (Dark Angels, Black Templar) have a lot of shooting to back them up with real cyclone missile launchers or tank-hunting assault cannons. Saying otherwise is just willfully ignoring what other armies are capable of at this point. And just because there's no IG doesn't mean you should ignore space wolves ability to drop your small number of tanks in 1 turn.

MaliceAngel wrote:So now the Thousand Sons wish to purge all daemons from the Imperium because they're "unruly"?....


Or you can attach whatever bit of 1k sons fluff that makes sense to you for the rules attributed with the GK fluff. I'm not saying that the 1k sons are out to purge daemons, but assuming they wouldn't have a much better ability to fight against them than your average space marine seems silly to me.

MaliceAngel wrote:And I think you'll find that I didn't state that this was competitive, there's a question mark after "competitive and fluffy" implying that I didn't know the answer to that.


Okay, here's the answer: No. It's not competitive and really the only ways to play out of the CSM codex are to ignore the actual fluff for the legions and make what ammounts to black legion armies that rely heavily on armor saturation and sacrificing your own troops to disable vehicles because their long range support is crap.

MaliceAngel wrote:
GK psychic dreads extend to Fortitude. That's it. No offensive or support powers. Just Fortitude. (Which in itself isn't too shabby.)

Overall I believe I could make this work. I may be wrong, I may be right. I'll find out in 2 days regardless.

MA.


And those abilities make a lot more sense for something that could be possessed or grown a life of their own than bog standard rhinos and a dread that you don't control 1/3 of the time.

 
   
 
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