KillMaimBurn96 wrote:Hello there
Can anyone give me some advice on fielding Thousand Sons with Ahriman?
How should I field them?
Pros and cons etc
Thanks

1) Don't.
2) Leave them on the shelf.
3) Pros;
- AP3 can be handy, effectively every guy has a special weapon
- 4++ can be handy, especially for tying up walkers or monsterous creatures
- Force Axes/Staves are handy to have on someone who can accept a challenge and 1 cast will activate the force weapon of any attached character/s
- Doombolt isn't a bad power to know and can be fired from the top hatch of a rhino
- Can assault after rapid firing bolters
- Are Fearless
-
Ld 10 even without the Sarge
- +1 to Deny from being a psycher while the sarge is still alive
- Can be troops
Cons;
- Very fragile to small arms fire considering they are 23 points per model
- Cover gives a 4++ (or better) for free
- Cover gives a 4++ (or better) to your enemies, negating the AP3 on your bolters, and you don't have access to Div for perfect timing without taking the balestar from crimson slaughter
- No AP2
- Gets outshot vs a 10 man
CSM squad with a pair of plasma guns against virtually any target you can think of for equal points.
- All your bolters are
Str 4, so hurting T5 or higher is difficult.
- Slow and purposeful means no run, no overwatch and no sweeping advance
- Sarge is 58 points for a T4 1W character
- Requires a Rhino, mandating a mech focus
- Sarge MUST roll on Tzeentch, not only the worst table in the book, but for my money, the worst table in the game.
- Requires a Tzeench marked psycher to make them troops, who are all expensive and forced to waste a roll on the Tzeentch table. Absolutely terrible if not taken as troops.
- Ahriman is 230 points, doesn't have a spell familiar, must waste a roll on Tzeentch, is T4 with 3+/4++ and no eternal warrior. A single krak missile has a 50/50 shot at doubling him out.
- Don't have grenades (except the Sarge), so strike at I1 through cover, and the sarge should have an Axe, so he's striking last anyway.
- Fearless units may not chose to fail a morale check due to out weapons are useless
- You'll rarely have the warp charge to efectively use your psycher sarge, and if he perils, 2/3rds of the time, he's dead, no saves.
- 1 attack per model, hitting on 4's in
CC,
AP- coupled with the inability to fire overwatch due to
SnP means everyone and their grot will try to charge you and once you're there, you're stuck.
- Chaos characters MUST accept any challenge offered, and must issue a challenge whenever possible. Enjoy that with your squishy T4
HQ and sarges.
Given the volume of high strength, poor
AP that abounds these days, the amount of things that can wipe you off the table by wounding you on 2's and forcing you to take your 3+ is beyond a joke. Would you pay 23
ppm for sternguard who couldn't take combis, only had their AP3 special ammo and could never ride in a drop pod?
As to comments that others have made;
- In no way is a 5 man squad sufficient, these guys cost more than 10
CSM (thanks to the sarge) for half the number of guys. Can you kill 5 tacticals? Yes? Then you can easily kill 5 TSons.
- Taking
MSU TSons is crazy, not only are they extremely easy to kill, but you're paying 150 points per warp charge. You can get 3 for 110 with a sorceror
HQ and not have to waste a roll on the Tzeentch table soi you can join a not-terrible unit and have not-terrible powers.
- Ahriman may only use up to 4 witchfires a turn as he is a ML4 psycher. He may use any witchfire up to 3 times per turn, but he still may not exceed the 4 power per turn limit.
- The infiltrate warlord trait from the chaos book is d3 units, must be infantry models (so no bikes, beasts, monsterous creatures, vehicles, jump infantry etc) and doesn't include the warlord, unlike the one on strategic, which is flatout 3 non vehicle units + the warlord.