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![[Post New]](/s/i/i.gif) 2012/06/30 21:25:35
Subject: 1500 point pure Thousand Sons- no allies
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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So, having read the new book, I have decided to start using my 1000sons again.
It looks like, between Warlord traits, psychic powers, monstrous fliers,etc., one could come up with some very imaginative tactical combinations.
The purpose of this thread is to get some ideas for a pure 1000sons army at 1500 points without resorting to allies.
What do you suggest?
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![[Post New]](/s/i/i.gif) 2012/06/30 21:52:31
Subject: Re:1500 point pure Thousand Sons- no allies
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Tzeentch Veteran Marine with Psychic Potential
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I play a Thousand Sons army and my reading of the book has me a bit sad.
First off: A unit with a slow and purposeful model may never overwatch fire. This is pretty bad. And then all other units got what Thousand Sons already had in that they can fire a shot at long range with rapid fire weapons.
Second: No invulnerable saves on perils. Not a terrible nerf, but does mean that 25% chance to save your aspiring sorceror is now a 0% chance.
Cover went to 5+ in general which is helpful.
Chaos Space Marine Daemon Princes are not monstrous flyers, they are jump monstrous infantry. Sucks but our wings are 20 points and Chaos Daemon wings are 60 points.
Our force weapons are AP 3 now, also sucks. Ahriman's is AP 4 just to shove it in our face.
My reading of the rules is that Aspiring Sorcerors can use two powers per turn and so are Mastery Level 2, nothing in the FAQ about it. Warptime is still useless, and there's a psychic power in divination that is just straight up vastly better.
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This message was edited 1 time. Last update was at 2012/06/30 21:55:39
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) 2012/06/30 22:01:41
Subject: Re:1500 point pure Thousand Sons- no allies
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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Chaos Space marine demon princes are not monstrous flyers?
Oh...
Must have missed that one.
That is an important distinction. That changes things somewhat. I still want to field this army again though.
Just need that right combination.... I think we can still make this army viable.
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![[Post New]](/s/i/i.gif) 2012/06/30 22:25:45
Subject: Re:1500 point pure Thousand Sons- no allies
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Tzeentch Veteran Marine with Psychic Potential
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"Models equipped with Wings add "Jump" to their unit type."
"Monstrous Creatures with Daemonic Flight are Flying Monstrous Creatures."
From the FAQs.
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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) 2012/06/30 22:38:13
Subject: Re:1500 point pure Thousand Sons- no allies
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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Excellent.
What are your thoughts for the rest of the army?
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![[Post New]](/s/i/i.gif) 2012/06/30 22:45:53
Subject: Re:1500 point pure Thousand Sons- no allies
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Tzeentch Veteran Marine with Psychic Potential
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Chaos Legionnaire wrote:Excellent.
What are your thoughts for the rest of the army?
Vindicators will be better now, can't lose their weapon to a glance and if you give them pintle mounted weaponry weapon destroyed results are determined randomly. Predators too since they can't be made useless by a glance and can fire all their guns (albeit at BS 1) while moving. Land Raider is alright but it's a lot of points for only one more hull point than the other tanks.
Pyromancy and Telepathy seem nice.
Rhinos are more dangerous, if you get assaulted you're hit on 3's even if you move 12" and if they blow up your Rhino you're locked in combat with them. Challenges make Aspiring Sorcerors sad too. However you're Thousand Sons, you need Rhinos due to slow and purposeful. Havoc Launchers will still be nice.
Summoned lesser daemons as objective holders are probably mandatory as Thousand Sons only considering how expensive rubrics are.
Terminators with combi-meltas will be great now, so much stuff moved to AP 3 and deep striking is less dangerous. Melta is +2 on the damage table (so is Bolt of Tzeentch!).
Obliterators will be good but the other heavy choices got better.
Daemon Princes with Mark of Tzeentch will be better since cover goes to 5+ and all those new psychic powers plus mastery level 2. I don't know about Sorcerors, you're probably going to get challenged and do nothing or die.
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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) 2012/06/30 23:36:43
Subject: 1500 point pure Thousand Sons- no allies
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Devious Space Marine dedicated to Tzeentch
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Actually note we Dont Need Rhinos techincally.
Slow and Purposeful only means we cant run, preform sweeping advances, or Over-watch.
Defilers technically are awesome now ... as many wounds as a LR with Glances meaning less.
And we can actually justify cover saves now!
Our chances of exploding are less and if they destroy a weapon its random with x2 ccws, a hvy flamer, auto cannon, or a battle cannon.
We are hurting mainly because we dont really have a flyer ... but with a new codex comming up soon we have to hope they fix what holes we find.
I am not impressed with our HQ selection mostly. Over priced for what we get.
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This message was edited 3 times. Last update was at 2012/06/30 23:41:16
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![[Post New]](/s/i/i.gif) 2012/06/30 23:46:50
Subject: Re:1500 point pure Thousand Sons- no allies
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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I rather like the fact that the summoned daemons cause fear now.
Those seem like a must.
So far I'm thinking along these lines:
Hq: Demon prince x2 - wings, bolt of change& a rulebook power
Troops: -Thousand sons x 5
Aspiring sorcerer w/ rulebook power & personal icon
Rhino
-Same
- summoned lesser daemons x9
-same
Heavy: Defiler - 2 extra ccw
Vindicator
Haven't run the numbers, but pretty sure we're not quite to 1500 yet.
Ideas?
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![[Post New]](/s/i/i.gif) 2012/07/01 00:45:20
Subject: Re:1500 point pure Thousand Sons- no allies
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Tzeentch Veteran Marine with Psychic Potential
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Oh and another way we got hosed we don't have grenades, so we can't throw them or strike monstrous creatures at strength 6 like every other marine.
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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) 2012/07/01 00:57:28
Subject: 1500 point pure Thousand Sons- no allies
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Devious Space Marine dedicated to Tzeentch
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You think the DPs are worth it still?
Or would another HQ be better?
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![[Post New]](/s/i/i.gif) 2012/07/01 00:59:31
Subject: 1500 point pure Thousand Sons- no allies
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Tzeentch Veteran Marine with Psychic Potential
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Tyrs13 wrote:You think the DPs are worth it still?
Or would another HQ be better?
I think Sorcerors got worse because of challenges and wound allocation, Chaos Lords are still bad and Daemon Princes are the only real option so it doesn't matter if they aren't great we have to include one.
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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) 2012/07/01 01:06:30
Subject: 1500 point pure Thousand Sons- no allies
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Resolute Ultramarine Honor Guard
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Sergeants or whatever Chaos' version of it can accept / declare Challenges, so, your Sorcerers aren't auto dead if they get challenged.
However, this is a Thousand Son army, so... All Sorcerers!
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2012/07/01 01:07:49
Subject: 1500 point pure Thousand Sons- no allies
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Devious Space Marine dedicated to Tzeentch
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Challenges are only ICs i thought.
Of which our Ksons Sorcerers arent ...
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This message was edited 1 time. Last update was at 2012/07/01 01:08:03
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![[Post New]](/s/i/i.gif) 2012/07/01 01:08:45
Subject: 1500 point pure Thousand Sons- no allies
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Tzeentch Veteran Marine with Psychic Potential
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Tyrs13 wrote:Challenges are only ICs i thought.
Of which our Ksons Sorcerers arent ...
They're characters only. The list at the back says Aspiring Sorcerors and Aspiring Champions are both characters. It's still not good though because neither of them is likely to win a challenge.
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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) 2012/07/01 01:09:49
Subject: 1500 point pure Thousand Sons- no allies
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Devious Space Marine dedicated to Tzeentch
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We can get lucky with a Force Wound sometimes ...
And if we refuse we lose his attacks.
Oh and his leadership cant be used ... in a fearless unit.
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This message was edited 1 time. Last update was at 2012/07/01 01:13:07
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![[Post New]](/s/i/i.gif) 2012/07/01 02:18:50
Subject: Re:1500 point pure Thousand Sons- no allies
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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My basic idea is that the princes fly around sniping vehicles with bolt of change and giving boons to their own units.
I think that what we need to look for, is what psychic power combinations do you think would create the proper synergy between the princes and the aspiring sorcerers? Which warlord traits would work best with these psychic power combos?
I just think we have some unique opportunities here if we can work this out.
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![[Post New]](/s/i/i.gif) 2012/07/01 02:22:18
Subject: 1500 point pure Thousand Sons- no allies
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Resolute Ultramarine Honor Guard
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Any characters can be part of a Challenge. So Sergeants, Nobz, Captains, Warbosses, etc.
It even gives an example in the rulebook of a Glorious Intervention, where the Veteran Sergeant is battling a Demon Prince, and the Captain comes in to take the challenge over from the Veteran Sergeant.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2012/07/01 04:31:22
Subject: Re:1500 point pure Thousand Sons- no allies
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Longtime Dakkanaut
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Chaos Legionnaire wrote:My basic idea is that the princes fly around sniping vehicles with bolt of change and giving boons to their own units.
I think that what we need to look for, is what psychic power combinations do you think would create the proper synergy between the princes and the aspiring sorcerers? Which warlord traits would work best with these psychic power combos?
I just think we have some unique opportunities here if we can work this out.
This is all well and good, but it is still random. So you might get what you want and then you might not. But I do see your point for sure. I guess theres alwasy a plan B, C and D that you might want to come up with.
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![[Post New]](/s/i/i.gif) 2012/07/01 12:06:32
Subject: Re:1500 point pure Thousand Sons- no allies
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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I think that we need to look as the game a little bit differently as 1000sons players.
Our army is not likely to outshoot or out assault most armies.
Our strength is our ability to attack our enemies' strategy itself.
Looking at our options again, I am thinking along these lines; give all sorcerers telepathy powers. Hallucination and invisibility can really give us some great options, and psychic shriek looks great.
Our flying princes will have bolt of change (great for side/ rear armor shots) and telepathy powers. They will also be able to wreck vehicles pretty effectively in close combat, now that we hit moving vehicles on 3's.
Maybe a list something like this:
2x princes - wings, BoC, telepathy, MoT. Warlord has strategic trait.
2x defilers - 2extra ccw
2x lesser daemons(9 each)
All the rest are units of thousand sons. All sorcerers have telepathy and icon.
C&C appreciated.
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![[Post New]](/s/i/i.gif) 2012/07/01 18:20:09
Subject: Re:1500 point pure Thousand Sons- no allies
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Virulent Space Marine dedicated to Nurgle
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Just out of curiosity: I made massive use of obliterators in 5th edition, what do you guys think they're worth in 6th?
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![[Post New]](/s/i/i.gif) 2012/07/01 18:28:39
Subject: 1500 point pure Thousand Sons- no allies
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Lustful Cultist of Slaanesh
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Bare in mind that Chaos Space Marines will be the first 6th edition codex and are being released in the starter set in a few months.
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"Never read a book merely because you have started it." - John Witherspoon |
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![[Post New]](/s/i/i.gif) 2012/07/01 21:20:47
Subject: Re:1500 point pure Thousand Sons- no allies
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On a Canoptek Spyder's Waiting List
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The summoned deamons in the CSM codex do not have the Deamon special rule so they dont get fear.
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![[Post New]](/s/i/i.gif) 2012/07/01 22:03:56
Subject: Re:1500 point pure Thousand Sons- no allies
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Tzeentch Veteran Marine with Psychic Potential
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throwhemon wrote:The summoned deamons in the CSM codex do not have the Deamon special rule so they dont get fear.
The FAQ gives them the Daemon special rule silly.
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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) 2012/07/02 01:38:33
Subject: Re:1500 point pure Thousand Sons- no allies
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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@Dakka Dok: I too made heavy use of obits in 5th. I believe they will continue to perform admirably in 6th.
In this list, however I am trying to keep it fluffy by using only units with the mark of Tzeentch (summoned lessers being an exception, obviously, since they don't have marks, but are very fluffy nonetheless.)
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