Ailaros wrote:KingDeath wrote:Oh great, paying almost 300 points for a full 1ksons squad and all you get is the ability to stand in the open
You get a 4++ save, which means that everywhere on the board is a cover save. You're not beholden to hiding in cover, and can basically ignore this part of the game.
Cover becomes
LOS blocking- a unit with a 4++ uses cover to block
LOS to say that Leman russ, not so much because you don't get your armor save but more because they wound you on 2+ and theres only so many 4++ saves ye can take...
Ailaros wrote:You get a sergeant who comes with a power weapon that causes instant death for free. He can also take a psychic power that includes the phrase "removed from play" with regards to how he hurts enemy units, along with a lot of other options.
A pricey sarge you MUST take, but he does have a force weapon. But how often can you use the force weapon? I've found people have looked at 1k sons and gone "hmmmm... 4++, hidden force weap, and can spawn me. Have a mob of genestealers, my tyrant has better things to do".
And, again ""removed from play"= win. I wouldn't take bolt, paying 300p for a S8 AP1 shot ain't really worth it. Gift works well with the squad, and with
CSM's 0-12" optimum range band.
Ailaros wrote:You get a 4++ save, which means that you basically treat power fist and power weapon and DCCW attacks as if they were regular close combat attacks.
mmmm more you treat
PW attacks as regular attacks.
LC's still get rerolls, powerfists still wound you on a 2+. Easily causing wounds that you have to make a coinflip armor save against... well they'll last longer than other
CSM or marines. But they still don't last very long.
Ailaros wrote:
Your small arm comes with Ap3 which means your opponent absolutely must, under every circumstance, have cover saves. This may not mean much to horde players, but forcing marine armies to behave like horde armies is a real advantage. Being able to hideously gun down monstrous creatures from 30" away is another...
This i feel is another important element to 1k sons. Simply threatening marines with armor save removal will intimidate most
MEQ armies and give you much greater board control. You don't have to butcher hordes of marines for AP3 bolters to be effective- if you can keep those
GH fumbling through cover to avoid the AP3 volley, you've forced your opponent into doing what you want.
Ailaros wrote:ou get fearless. No long shot pinning check failures. No PBS shenannigans. No running and getting caught in a sweep. Like other things mentioned above, you get to basically ignore the part of the rules that talks about morale.
Eh. Most of the codex IS fearless. It messes with me when i play other armies because I actually do have to take morale checks
lol
Whilst I don't think 1k sons are the most "competitive" choice, they are good especially when used to their full capability.