Switch Theme:

Thousand sons  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in qa
Boosting Ultramarine Biker




What size units are most efficient for these Egyptian bad boys? I'm thinking nine in a rhino or 18 marching forward
   
Made in gb
Stitch Counter





The North

I run 9 in a rhino

a) They are still only a 3+ standard save just like normal tactical marines and so require a metal box to hide in (which is limited to capacity 10)
b) The upgrade pack only has 9 upgrade parts (buying another pack to make it up to 10 is wasteful)

The only time I would consider foot-slogging Thousand Sons is when they infiltrate using the Master of Deception Warlord trait (Ahriman is my source for that)


Additional: I'm aware they also have other rules such as the 4+ Inv save, I just can't be bothered typing them all out - before someone jumps down my throat again.

This message was edited 2 times. Last update was at 2014/04/20 20:46:53


Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in qa
Boosting Ultramarine Biker




No worries mate I have their rules, just haven't seen them on the table in an edition so was checking how people have used them!
   
Made in gb
Stitch Counter





The North

Think I'm getting cagey on this forum

I personally run the following:

x9 Thousand Sons
Melta Bombs
Rhino
Havoc Launcher

all for 294 points.


The Thousand Sons are good at infantry killing (anything with a 3+ or above)
The melta bombs are in case someone tries to tie them up in melee with a walker
The rhino for transport and LOS blocking
The Havoc launcher makes the rhino more useful as an attacking tool - TL STR5 AP5 blast that adds to the threat for only 12 points.

I run two of these in my army

Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in qa
Boosting Ultramarine Biker




How are they faring for you?
   
Made in gb
Stitch Counter





The North

Mmm, I've tried them in different ways and they really depend on army synergy to work effectively.


I've found that running them with two huge cultist blobs is a very effective strategy.

The cultists infiltrate in and run at the enemy (they shoot their pistols and get in the way) in turn 1.
The Rhinos rumble forwards across the map, flanked by maulerfiends.

This leaves the enemy the option to try and shoot the rhinos or risk being assaulted by 60 cultists.


The Rhinos make excellent LOS blocking shields and can be used to make a make-shift fort for the Thousand Sons, stopping the enemy from shooting them with troops you've blocked out while allowing you to single out a squad and shoot away.

The havoc launchers are... well, I was impressed at how annoying they can be - especially for units in cover. I've been converted to them


One of my lists if it's any use (though slightly tweaked since the date of posting) can be found here: http://www.dakkadakka.com/dakkaforum/posts/list/564901.page

This message was edited 1 time. Last update was at 2014/04/20 21:01:10


Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in qa
Boosting Ultramarine Biker




I'm going through a lot of ideas on what my next project will be and the Ahriman/thousand sons list is the one that appeals to me the most so appreciate the help
   
Made in id
Trigger-Happy Baal Predator Pilot





Indonesia

I'm waiting for Forge world and the whole Horus Heresy thing to come around to the Thousand Sons. I loved the novels, man, and I think if they were there, that might push me over the edge and make me want to start collecting a Heresy era Thousand Sons army.

The Primarch models are also just somehow so inspiring...I am wondering how Magnus will be on the table top too.

5000 pts High Elves 4000 pts, Warriors of Chaos 4000 pts, Dwarfs 3000 pts, Wood Elves and Greenskins too


Thought for the ages: What is the Riddle of Steel? 
   
Made in us
Painlord Titan Princeps of Slaanesh





I have TSons but I just field them as regular marines because the inferno bolters and invul save are worthless to me.

However, I think its best to field large squads to avoid paying the aspiring sorc tax.

If onlyTSons can take heavy bolters and not just 2, but 4 of them and still shoot inferno bolts then i would take them. And if the aspiring sorc can take a primaris that actually helps the squad shoot. If the slow and purposeful rule allowed the TSons to move and shoot the heavy bolters at full ballistics skills then i would so love to take TSons.

So wulfmar had the right idea. If TSons are in 24" then dismebark them from rhinos. Shooting phase, shoot the inferno bolters, then move rhino back into position to block line of sight.
   
 
Forum Index » 40K General Discussion
Go to: