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Made in us
Regular Dakkanaut





Well mates, after playing nothing but fantasy for the past 4 years, I have finally decided to play 40K again as most of my friends want me to and said I need to get back into it. However, as they dragged me to the gaming store, they where pressuring me to go Grey Knights since they all play Imperium and want another ally to there list since (not trying to brag) I have done very well with running my Empire Fantasy Army when many people consiser it to be weak. Needless to sya, they didnt appeal to me, but when a friend of mine pulled off a box of Grey Knight Terminators off the shelf to show me, I saw a box of Thousand Sons and I liked how they looked and wanted to know more about there background. Needless to say to my friends dismay, I decided to get a Chaos army of pure Thousands Sions since I love there background about how they did everything for the Imperium but where betrayed and assulted, leaving them no choice but to join Horus and how they refused to become mutated by Chaos and cast the Ruberic of Ahriman in a attempt to prevent the mutations from corrupting there humanity any further. Whats not to like! Anyways, looking for veteran Chaos players on how good these guys can be and what would be the best way to run them, and from what I heard a lot of people like running them in Rhinos for better mobility but they Idea of a squad of 20x Thousand Sons does sound pretty cool. Appreciate the help mates.
   
Made in us
Nasty Nob on a Boar






Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT

You could do PH thousand sons and that way you could use their models and join your friends Imperial Allience

 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


2000  
   
Made in gb
Agile Revenant Titan





Scotland

Well, for starters, Thousand sons are quite an "elite" army, i.e, low-model count. Let's weigh up the pros and cons:

Pros:

Ap3 bolters make MEQs cry.

Slow and Purposeful allows you to fire said bolters even after moving and not have to rapid fire.

Sorcerer makes them able to pop tanks (albeit sacrificing a round of shooting for using the bolt if you're no firing against AV10)

Sorcerer turns them from CC fails to sub-par

4+ Invuls and 3+ armour makes them almost as durable as terminators or more so in certain situations.

Cons:

Expensive for what they do. VERY expensive.

Have limited mobility thanks to Slow and Purposeful and so, require a rhino = more expense

They MUST buy a Sorcerer and his power = more expense

They struggle against hordes and terminators

They generally lack proper fire support due to so many points invested in troops


The cons far outweigh the pros but they are still quite viable. And if most of your friends play MEQs then Thousand Sons should tear through them!

Basicaly, at 2000pts. I'd go for this:

2 Sorcs with MoT Warptime + Bolt of Change

2 squads of 10 Thousand sons, sorc w/ Bolt of Change, Rhino

2 Squads of 9 Thousand Sons, sorc w/ Bolt of Change, Rhino

3 Autocannon+Las sponson preds.

as you can see, it's low model count. However, your troops are very durable and the preds add in some much needed AT along with the Bolts.

There are other, much more experienced chaos players than I on dakka and they may disagree with me here but I feel that with pure TS you need to be VERY aggressive. To the point where you're throwing yourself down your opponent's throat. This way, you dictate where the battles happen and can negate the 24" range on most of your guns.

PM me if you need anymore help!

Iranna.

This message was edited 1 time. Last update was at 2011/12/11 23:04:46


 
   
Made in us
Neophyte undergoing Ritual of Detestation





usa

If your going off of just the figs and the fluff go for it, if your concerned with rules you might want to wait to take the leap until the new rules and figures come out this summer.

 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Well, an army of all Psykery style guys, with all at least a 5++? What's not to like.

Ahriman, for fluff purposes, and a Tzeentch DP or Sorceror, combined with Thousand Sons marines and Tzeentchina Termies and Chosen squads. Will be small, slow, but fun, though it weill struggle against GK, as they are strong VS psykers as well as Daemons.

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Made in gb
Agile Revenant Titan





Scotland

Deadshot wrote:Well, an army of all Psykery style guys, with all at least a 5++? What's not to like.

Ahriman, for fluff purposes, and a Tzeentch DP or Sorceror, combined with Thousand Sons marines and Tzeentchina Termies and Chosen squads. Will be small, slow, but fun, though it weill struggle against GK, as they are strong VS psykers as well as Daemons.


Only the Aspiring Sorcerers and any HQ Sorcerers are psykers, the Thousand Sons themselves are not. Also, it is an army-wide 4++ inv.

Iranna.

 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

If they don't have an Invulnerable save, is it not an automatic 5++? For MoT?

I'm celebrating 8 years on Dakka Dakka!
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Made in gb
Agile Revenant Titan





Scotland

Deadshot wrote:If they don't have an Invulnerable save, is it not an automatic 5++? For MoT?


Thousand Sons have a 5++ base and get 4++ for Mark of Tzeentch. Same with HQ Sorcerers.

Iranna.

 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

There you go. 4++ all around! What could be better? The only other army to get such would be Daemons. Chaos is clearly in favour of its minions, as aposed to the Imperium who have to drop a gun to get similar styles.

I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
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Credit to Castiel for banner. Thanks Cas!
 
   
Made in us
Dogged Kum






Don't have me scourged for heresy for saying this. For your HQ slots take two Lash Sorcerers. People will cling to cover like it's going out of style, which brings that brilliant no save to a 4+ cover save. Wipe that smug look off of their face by dragging them out of cover and cleaning that stain that is your opponent.

 
   
Made in us
Longtime Dakkanaut





Gulf Breeze Florida

There's a really good 1K sons player at my FLGS.

He runs 3 squads of two oblits, two lash Princes, and the rest of the points is thousand sons (one squad outside of a rhino, the rest in said rhinos)


 
   
Made in us
Screeching Screamer of Tzeentch




Idaho Falls

Thousand sons lack on two vital things. Anti tank, and anti horde. You will also stumble in cc when they get to you.

If you are going with the fluffy, stick with the sacred number 9.

This weekend I will be playing 2500 vs my friends space wolves, and I had to take this all into account.

My list, and I will go over each unit, and the reason they are in the list. Not only fluff, but tactics for it.

Hq:
Ahriman. Solid sorcerer, not bad in combat, and IT'S AHRIMAN.
Terminator sorcerer: bolt of change and winds of chaos. Mot. He will lead the terminators. Winds is there before they charge in and to help against terminators and cover.

Elites:
8 terminators. 3 with pair of LC, 2 with chainfist/combi melta, 3 normal with mot. This is an aggressive assault unit, made to help pull you from combat or just to go pick fights. They should also fair against th terminators and most high threat units fairly well.

9 possessed with mot and aspiring champion. Essentially, ts that have been changed due to the mutations. Granted, expensive, but all but the roll of a 1 on the gifts is good for getting you out of combat. Strength 5, 3+/4+ is solid.

Troops:
3 units of 9 ts, 2 mounted in rhinos, all with winds of chaos, personal icon, and melta bombs. once again, they should be shooting at troops, and if you have the sorcerer shooting at a tank while the rest is sitting there, that is over 200 pts not doing anything. The single unit will sit back and hold an objective, or move forward depending on the scenario. Personal icons are for terminators/lesser deamons, and the melta bombs are so you don't get stopped by an armored sentinel or dreadnought.

2 units of 9 lesser deamons. Another unit to help with assault, being they can assault the turn they come into play. If you want to keep you ts safe, drop them in near a potential combat. Rapid fire and drop a winds template on the unit with the ts, and then charge with the lesser deamons. Ts are safe at that point.

Heavy:
2 defilers with 2 ccw. This is a double threat here. It will effectively not be stopped by 4 of the results on the chart. With possession, it ignores shaken/stunned. If you immobilize the tank, the battle cannon will rain down on them, forcing them either into cover or to come within range of everything else. If you take out the battle cannon with a weapon destroyed hit, then it now fleets towards combat with its 5 attacks. This is also your anti horde. Most horde units cannot touch av 12 in combat. The exception is orks with their power claw, but other than that, get them in there!

1 vindicator with demonic possession. The possession is crucial for this tank, just because if it cannot shoot, then it is a waste of points.

The game plan is to set everything up but the terminators and the deamons, using deep strike and the icons to get them where I need them. Move into a good position With the two rhino squads. The possessed will move in on a flank, hoping to catch some squishy side or unit. With the 9 man squads of ts, I have the option if I want Ahriman joining a rhino squad or just sit back and help the possessed or the foot ts squad. Defilers will place as center as possible, smashing through the center of their forces. Vindicator placed as needed.

General tactic is target priority. Focus on your threats and try to keep them out of combat. Charge when needed. Also know which units you can safely charge without losing your units. If you look at your units as a 9 wound sorcerer, then you should be good. Proctect him at all costs.

Hope this helps.




Automatically Appended Next Post:
It should also be noted that this list should also transition over in the new codex fairly well. If they revert back to the style of the third edition codex (which I soooo hope), then you may have to make some changes, but at that point it's a matter of changing possessed to a different unit, such as another squad of ts or deamons if they are kind enough to give occult armies back their lesser deamons. I miss my flamers and pink horrors. That helped a lot against horde.

This message was edited 3 times. Last update was at 2011/12/12 18:12:27


Life is a game, Play to have fun!
 
   
Made in us
Regular Dakkanaut





Thanks for the advice so far mates. Recently I got my hands on some thousand sons models that someone didnt want and as it stands I currently have:

* Ahriman

* (25x) Thousand Son Marines (including 3x Sorcerers).

* Dreadnought w/multi.-melta.

*(6x) Terminators (aka Obliterators)

Not too bad of a start, however I'm still not sure if I really want to run a mechanized or a footslogger list at the moment, however most people tend to run them mechanized so any good ideas on where to build my list from here?
   
Made in de
Flailing Flagellant





Germany - Bielefeld

Hi!
I am playing the sons too.

I got appealed by the models and the conversion possibilitys. This is my list:


*************** 2 HQ ***************

Demonprince
- Wings
- Mark of Tzeentch
- Warptime
- Bolt of Tzeentch
- - - > 200 Points

Ahriman
- - - > 250 Points


*************** 1 Elite ***************

10 Chaosterminators
- 4 x Terminator Champion
- Ikone of Tzeentch
+ Chaos Land Raider
- fortificated armor
- - - > 610 Points


*************** 2 Troops ***************

9 Thousand Sons
- Wizard
- Bolt of Tzeentch
+ - Chaos Rhino
- armor
- - - > 319 Points

9 Thousand Sons
- Wizard
- Bolt of Tzeentch
+ - Chaos Rhino
- armor
- - - > 319 Points


*************** 2 HS ***************

Chaos-Defiler
2x Close combat weapon
- - - > 150 Points

Chaos-Defiler
- Kampfgeschütz
2x Close combat weapon
- - - > 150 Points


Points : 1998


I don´t play anything mutated for the fluff.
For conversion and painting ideas for you:

My demonprince with LED eyes WIP:


Ahriman:



Wizard and generic TS:





For the defilers you can go kitbash on fullspeed. I would love to try something like this:




Back to the game and on the table the sons have their problems, as do any fluff-armys. You don´t have access to the really good chaos units (Slaanesh DP, kyborgs)
and you are slow. Playing them is fun, but don´t count on winning tournaments.
If that is not important to you, you started a really great army, that you will enjoy to paint and convert.

P.S: The next chaos codex is coming up soon. Maybe the sons will get a boost, I´ve read rumors about it

Greetings,
Ventus

PPS:

If your friends give their ok, use those terminators:

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180921_Chaos_Space_Marines_Datasheet_-_Thousand_Sons_Warcoven.pdf

They really fit the fluff and are very good, too.


This message was edited 1 time. Last update was at 2011/12/14 08:50:21


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Made in sg
Longtime Dakkanaut





If you really want to play thousand sons and at least have some fun. First thing you have to do is think about bring along some anti-tank.

A lot of players mech up these days (place their troops inside transports). So, while the AP3 bolters the thousand sons have are cool and all, they will do absolutely nothing against even a 35 point Rhino armor.

So, you absolutely need to bring along some heavies which can help you open up those transports so that your thousand sons can get to the troops inside.


Automatically Appended Next Post:
Ventusgermany wrote:Hi!
I am playing the sons too.

I got appealed by the models and the conversion possibilitys. This is my list:


*************** 2 HQ ***************

Demonprince
- Wings
- Mark of Tzeentch
- Warptime
- Bolt of Tzeentch
- - - > 200 Points

Ahriman
- - - > 250 Points


*************** 1 Elite ***************

10 Chaosterminators
- 4 x Terminator Champion
- Ikone of Tzeentch
+ Chaos Land Raider
- fortificated armor
- - - > 610 Points


*************** 2 Troops ***************

9 Thousand Sons
- Wizard
- Bolt of Tzeentch
+ - Chaos Rhino
- armor
- - - > 319 Points

9 Thousand Sons
- Wizard
- Bolt of Tzeentch
+ - Chaos Rhino
- armor
- - - > 319 Points


*************** 2 HS ***************

Chaos-Defiler
2x Close combat weapon
- - - > 150 Points

Chaos-Defiler
- Kampfgeschütz
2x Close combat weapon
- - - > 150 Points


Points : 1998



Erm, just to point out something. Your land raider can only take 5 terminators. It can't take 10... It can take 10 normal infantry or 5 infantry with termi army.

This message was edited 1 time. Last update was at 2011/12/14 08:54:57


 
   
Made in de
Flailing Flagellant





Germany - Bielefeld

You are right I don´t know what happend there, oh my gosh.
5 are in the raider and 5 are on foot.

Thank you for pointing that out.

My painting service for the EU: Swordandpaintbrush.de
My Facebook page: Click 
   
Made in sg
Longtime Dakkanaut





That list is ok in a casual game, if your friends are not those power gamer types. But if you face someone who goes for efficiently built lists, then your list will have trouble.

It has too little anti-tank to open up armor so that the sons can get into the troops inside.
   
Made in de
Flailing Flagellant





Germany - Bielefeld

Hi!

As mentioned above, my list is for fun only.

I don´t think a pure TS list can be played competitivly (and successfull in a tournament meta), thats my whole message.


My painting service for the EU: Swordandpaintbrush.de
My Facebook page: Click 
   
 
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