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![[Post New]](/s/i/i.gif) 2011/12/18 11:43:04
Subject: Thousand Sons fluffy army
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Regular Dakkanaut
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Hello I was thinking about making a Thousand Sons army but I wanted it as fluffy as can be, I was just wondering what can I take that would work with the background? Of couses the Rubic marines, Scorcers, Daemon Princes, and Dreads but what else? Any help would be apreiciated thanks.
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![[Post New]](/s/i/i.gif) 2011/12/18 11:56:54
Subject: Thousand Sons fluffy army
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Executing Exarch
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scythewing wrote:Hello I was thinking about making a Thousand Sons army but I wanted it as fluffy as can be, I was just wondering what can I take that would work with the background? Of couses the Rubic marines, Scorcers, Daemon Princes, and Dreads but what else? Any help would be apreiciated thanks.
Spawn to represent those that were hit by the flesh-change before the Rubric maybe, Defiler, summoned Daemons is what I'm thinking!
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DS:90-S+G++M--B--I+Pw40k05#+D++A++/eWD324R++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2011/12/18 21:07:31
Subject: Re:Thousand Sons fluffy army
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Tzeentch Veteran Marine with Psychic Potential
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If you're talking about a Thousand Sons force in the 41st millenium using the Chaos Space Marine codex.
The obvious includes are Rubric Marines, Tzeentch Terminators modelled as Rubric Terminators, Sorcerors and Daemon Princes, marked by Tzeentch. I usually use a Lord of Change model as my Daemon Prince since the current codex is somewhat lacking in variety for these sorts of things. Would include Rhinos, Thousand Sons aren't so much about long shootouts and melees. In the fluff they win battles through either not fighting at all and deceiving their enemies or lightning strikes featuring devastating sorcery, footslogging won't really cut it. Don't be afraid to sacrifice your Rubric marines, their spirits can be rebound into new suits of armour should they be destroyed.
By the previous few codices, you would probably also want to consider summoned lesser daemons using horror and flamer models since the Thousand Sons make extensive use of them to delay and misdirect the enemy and keep themselves out of melee. Dreadnoughts are a good choice (no close combat weapons though), so are Predators with the emphasis on ranged firepower and speed. You'll want to have your vehicles covered in arcane runes and weird symbols, don't put spikes on them, Thousand Sons are a different sort of Chaos. The Thousand Sons also had a few land raiders at the time of the heresy and perhaps some of them survived to the 41st millenium, they're not really that tactically useful though.
Ten thousand years after the heresy there's no actual Thousand Sons chaos spawn left, they were all protected from it by the Rubric. Either they're dust or Sorcerors who have mastered it.
Consider also that the Thousand Sons have very limited numbers, it would be fluffy to include Tzeentch marked Marines as allies to bolster their ranks. Obliterator mercenaries also appeal to the Thousand Sons' style of combat.
Playstyle generally works like so. Isolate a section of the enemy force, pile out of Rhinos with your Rubrics and Sorcerors and devastate the enemy in a blaze of magical flame while Daemons, Obliterators and Terminators appear out of the warp and lay into your target, courtesy of Chaos Icons. Lesser Daemons tie up anything unpleasant in close combat. Wind of Chaos and Warptime will probably be your preferred psychic powers.
Havocs are borderline, too static. Maybe as allies but there's better choices fluff-wise.
Things that probably shouldn't be included:
Bikers and Raptors.
Chosen (unless you use the apocalypse template that allows them to be sorcerors)
Chaos Lords
Defilers (A Black legion post-heresy creation)
Anything marked by Nurgle, Slaanesh or Khorne
Possessed
Chaos Spawn for reasons noted above
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This message was edited 3 times. Last update was at 2011/12/19 15:06:33
Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.
No game of chess can be won without pawns, and this may prove to be a very long game.
http://www.youtube.com/watch?v=xLnIFn-iROE |
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![[Post New]](/s/i/i.gif) 2011/12/19 10:59:25
Subject: Thousand Sons fluffy army
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Regular Dakkanaut
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Hmmm thaks for the help. Dont know about the spawn though thought they might be a little fluffy with who they turned into spawn ad kept as pets. Think I might take all Rubic Marines and summoned deamons as assault troops to keep the marines safe. Preds seem fluffy for the army as do dreds. But is there no way they got their hands on some defilers?
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![[Post New]](/s/i/i.gif) 2011/12/19 11:06:47
Subject: Thousand Sons fluffy army
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Executing Exarch
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scythewing wrote:Hmmm thaks for the help. Dont know about the spawn though thought they might be a little fluffy with who they turned into spawn ad kept as pets. Think I might take all Rubic Marines and summoned deamons as assault troops to keep the marines safe. Preds seem fluffy for the army as do dreds. But is there no way they got their hands on some defilers?
I'm sure that they will have a couple of Defilers kicking about, I mean its been ages since the Heresy, maybe not 10000 in the warp, but still long enough for them to get a few. I would also say Spawn are viable, as even if the original TS spawn are dead there are other nasty spells (see Gift of Chaos) that can turn other things into Spawn, so definately viable and fluffy.
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