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				<title>Codex: Thousand Sons</title>
				<description><![CDATA[ <a href="https://dl.dropboxusercontent.com/u/39123974/Codex%20Thousand%20Sons%20v%201.00.pdf" target="_new" rel="nofollow">Download Link (3.14 <span class="glossaryitem" onmouseover='gp(254);'>MB</span>)</a> (Updated 2014/07/09)]]></description>
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				<pubDate><![CDATA[Mon, 7 Jul 2014 07:45:17]]> GMT</pubDate>
				<author><![CDATA[ Mezmerro]]></author>
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				<title>Codex: Thousand Sons</title>
				<description><![CDATA[ Well, this is interesting. Kudos to you for making a fully fledged Codex with a wide choice of units.<br /> <br /> Oddly enough I had the exact same Sacrifice mechanic in my own attempt at a Thousand Sons codex back in 2006, which I don't think I ever published online. Convergent evolution?]]></description>
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				<pubDate><![CDATA[Tue, 8 Jul 2014 07:07:27]]> GMT</pubDate>
				<author><![CDATA[ lord_blackfang]]></author>
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				<title>Codex: Thousand Sons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/22c911076cab533e6705251b886057a7.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/604008/7004413.page"><b>lord_blackfang wrote:</b></a><br/>Oddly enough I had the exact same Sacrifice mechanic in my own attempt at a Thousand Sons codex back in 2006, which I don't think I ever published online. Convergent evolution?</div></blockquote><br /> With pre-6E eldar RoW and Tyranid <span class="glossaryitem" onmouseover='gp(530);'>SitW</span> it felt only natural to create  a "positive" <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>-psy test mechanic.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jul 2014 08:11:14]]> GMT</pubDate>
				<author><![CDATA[ Mezmerro]]></author>
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				<title>Codex: Thousand Sons</title>
				<description><![CDATA[ Not just that, but the increased effect of psy powers and stealing souls to do it, too!]]></description>
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				<pubDate><![CDATA[Tue, 8 Jul 2014 10:24:51]]> GMT</pubDate>
				<author><![CDATA[ lord_blackfang]]></author>
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				<title>Codex: Thousand Sons</title>
				<description><![CDATA[ I love a lot of it especially the fast attack choices and addition of heresy era tech and words of power.  I do have a few criticisms though. <br /> <br /> Your codex suffers from rules bloat. Having 1 or 2 new psychic power trees is fine. Having 6 is just too much to keep track of both for you and your opponent. I know you want to try and keep pavoni and pyrae etc but these can be represented by the powers already in the rulebook. <br /> <br /> Being able to choose your powers from the wargear is too powerful. Reroll if you must but flat out choosing is just asking for over powered combos. <br /> <br /> There's a few others but I'll write those out when I get off my phone and near a computer]]></description>
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				<pubDate><![CDATA[Tue, 8 Jul 2014 11:20:23]]> GMT</pubDate>
				<author><![CDATA[ demontalons]]></author>
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				<title>Codex: Thousand Sons</title>
				<description><![CDATA[ The point with overpowered combos (and this codex is actually revolving around them) is that you get them on overpriced units. I playtested it against old orks, new tau, Vanila, <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, and <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, and it played OK. Orks and <span class="glossaryitem" onmouseover='gp(305);'>GK</span> actually tend to steamroll this codex, despite all that pretty neat combos they can pull (or cant, in the case of all-psyker aegis-shielded <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> with ML3 libby, hooding all the army).<br /> <br /> I decided to make all new disiplines mostly because I don't like vanila ones have like jne <span class="glossaryitem" onmouseover='gp(280);'>OP</span> power, 2-3 useful ones and 2-3 useless ones, so a single roll on the start of the game may make your psyker usless, especially if the primaris is kind of meh, like the telekinesis one. So i tried to make a disciplines without haemorrages, terrifyes, solar flares and and other useless powers -  after all it's all about magic, and SCM cellydex showed us what happens with Tzeentch sorcerers with gakky magic.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jul 2014 11:27:25]]> GMT</pubDate>
				<author><![CDATA[ Mezmerro]]></author>
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				<title>Re:Codex: Thousand Sons</title>
				<description><![CDATA[ My only suggestions would be stream lining the pricing on models and wargear, everything should be in increments of five. It's better to be slightly over costed than slightly under costed.<br /> <br /> I would bump the Sorcerer Lord one wound and increase his cost by 25 points.<br /> <br /> Decrease the wounds on the Technhomancer by one and drop his points cost by 10.<br /> <br /> I would lower the wounds on the Rubric Swordmaster by two and drop the price 10 points.<br /> <br /> Change Rubric Marines max squad size to 20, either lower their cost 2 points or raise their cost 3 points, increase the cost of Crystal Weapons to 5 points.<br /> <br /> Adjust the Price of Rubric Terminators up 3 points or down 2 points, the Terminator Sorcerer upgrade seems over priced.<br /> <br /> I would add an actual Thousand Sons biker squad.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 9 Jul 2014 11:09:49]]> GMT</pubDate>
				<author><![CDATA[ Clefty]]></author>
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				<title>Codex: Thousand Sons</title>
				<description><![CDATA[ ooooooh damn, I just realized I hadn't proof-read <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> section, and left 3W everywhere. Everything but named characters, <span class="glossaryitem" onmouseover='gp(219);'>SL</span> and <span class="glossaryitem" onmouseover='gp(262);'>DP</span> ias supposed to be W2 , and they are on their entry pages<br /> <br /> 20-strong <span class="glossaryitem" onmouseover='gp(130);'>TS</span> units are kind of redundant. You'd hardly even consider taking 10+ units. Rubric marins are not here to kill things (not like they can't), but to protect the sorcs, and occasionally kill things while being heavily buffed by those sorcs.<br /> <br /> Sorc terminators actually cost actually is as much as &lt;aspiring sorc&gt;-&lt;regular rubric&gt;, and additionally provide deep strike mishap protection. Generally, terminator squad is designed to be a SorcLord bodyguard squad, where he can safely hide, whic is why the come default without their own sorc.<br /> <br /> Rubric bikers is a terrible idea fluff-wise, since slow-to-react rubric golems would be terrible at driving them, and besides discriders does the same things, ony with slightly more choppy (+1A) and less shooty (no <span class="glossaryitem" onmouseover='gp(126);'>TL</span> bolters) flavor, and as a nice bonus can fly above terrain and turbo-busst twice the distance, while being fluff-friendly (it's the Sorcerer, who "drive" all the discs)<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Uploaded new version with fixed <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> wounds]]></description>
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				<pubDate><![CDATA[Wed, 9 Jul 2014 12:17:52]]> GMT</pubDate>
				<author><![CDATA[ Mezmerro]]></author>
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				<title>Codex: Thousand Sons</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a4f835abc368145f2dcadd3b8efb6b1f.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/604008/7008254.page"><b>Mezmerro wrote:</b></a><br/>ooooooh damn, I just realized I hadn't proof-read <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> section, and left 3W everywhere. Everything but named characters, <span class="glossaryitem" onmouseover='gp(219);'>SL</span> and <span class="glossaryitem" onmouseover='gp(262);'>DP</span> ias supposed to be W2 , and they are on their entry pages<br /> <br /> 20-strong <span class="glossaryitem" onmouseover='gp(130);'>TS</span> units are kind of redundant. You'd hardly even consider taking 10+ units. Rubric marins are not here to kill things (not like they can't), but to protect the sorcs, and occasionally kill things while being heavily buffed by those sorcs.<br /> <br /> Sorc terminators actually cost actually is as much as &lt;aspiring sorc&gt;-&lt;regular rubric&gt;, and additionally provide deep strike mishap protection. Generally, terminator squad is designed to be a SorcLord bodyguard squad, where he can safely hide, whic is why the come default without their own sorc.<br /> <br /> Rubric bikers is a terrible idea fluff-wise, since slow-to-react rubric golems would be terrible at driving them, and besides discriders does the same things, ony with slightly more choppy (+1A) and less shooty (no <span class="glossaryitem" onmouseover='gp(126);'>TL</span> bolters) flavor, and as a nice bonus can fly above terrain and turbo-busst twice the distance, while being fluff-friendly (it's the Sorcerer, who "drive" all the discs)<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Uploaded new version with fixed <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> wounds</div></blockquote><br /> <br /> twenty strong <span class="glossaryitem" onmouseover='gp(130);'>TS</span> isn't redundant, its Legion squad sizes.<br /> <br /> The Terminator squad should have a cheaper sorc.<br /> <br /> Rubric bikers would be no different than Rubric marines with jump packs.]]></description>
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				<pubDate><![CDATA[Thu, 10 Jul 2014 00:54:34]]> GMT</pubDate>
				<author><![CDATA[ Clefty]]></author>
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				<title>Codex: Thousand Sons</title>
				<description><![CDATA[ You need to work about your argumentation. <br /> Termi sorcs are so expensive for a reason - they are psykers, with a great set of powers, generate three powers and prevent their squad from going derp - that's a lot of value.<br /> <br /> Twenty strong golem squads make no sense. <span class="glossaryitem" onmouseover='gp(130);'>TS</span> are not legion sized, and they weren't even on their prime, being the second smallest legion pre-heresy. They never fielded big squads, since it was totally against their combat doctrine - in fact novels state even ten-marine sized squads were rare in pre-heresy <span class="glossaryitem" onmouseover='gp(130);'>TS</span>, who mostly fielded 5-9 marine units. Even crunch wise fielding <span class="glossaryitem" onmouseover='gp(488);'>SaP</span> units that cannot fit inside a transport is a very stupid idea, unless it can teleport where it they need.<br /> <br /> The point with sky rubricators is that they aren't just Jump rubric marines. They have their own tricks, like turning JetPack for <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> shenanigans. They are the tricky choice to discriders beefy. Adding another units of fast rubric marines does not fill any niche that has not being filled already]]></description>
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				<pubDate><![CDATA[Thu, 10 Jul 2014 11:13:30]]> GMT</pubDate>
				<author><![CDATA[ Mezmerro]]></author>
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				<title>Re:Codex: Thousand Sons</title>
				<description><![CDATA[ <blockquote class="uncited"><div>You need to work about your argumentation. </div></blockquote><br /> <br /> Nice.<br /> <br /> <blockquote class="uncited"><div>Termi sorcs are so expensive for a reason - they are psykers, with a great set of powers, generate three powers and prevent their squad from going derp - that's a lot of value. </div></blockquote><br /> <br /> They are Psykers with one wound that suffer from the same problems that Terminators do, I think it will be hard to justify the points sink.<br /> <br /> <blockquote class="uncited"><div>Twenty strong golem squads make no sense. <span class="glossaryitem" onmouseover='gp(130);'>TS</span> are not legion sized, and they weren't even on their prime, being the second smallest legion pre-heresy. They never fielded big squads, since it was totally against their combat doctrine - in fact novels state even ten-marine sized squads were rare in pre-heresy <span class="glossaryitem" onmouseover='gp(130);'>TS</span>, who mostly fielded 5-9 marine units. Even crunch wise fielding <span class="glossaryitem" onmouseover='gp(488);'>SaP</span> units that cannot fit inside a transport is a very stupid idea, unless it can teleport where it they need. "</div></blockquote><br /> <br /> The Thousand Sons where a Legion nevertheless, a Legion that adhered to the same combat doctrines in terms of core tactics that their brother Legions also followed. It's an organizational premise, not a crunch one. Following your logic, even having fifteen man squads is "totally against their combat doctrine" so why have unit sizes that large?<br /> <br /> <blockquote class="uncited"><div>The point with sky rubricators is that they aren't just Jump rubric marines. They have their own tricks, like turning JetPack for <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> shenanigans. They are the tricky choice to discriders beefy. Adding another units of fast rubric marines does not fill any niche that has not being filled already</div></blockquote><br /> <br /> It doesn't have anything to do with niche filling, it is about giving the player a multitude of viable options, especially given that your Fast Attack slot has the least number of choices.<br /> <br /> Also, the entry for the Hidden Ones on page 42 has a typo; "May take up to 5 additional Discraiders ................ 30 pts./model" instead of "May take up to 5 additional Hidden Ones ................ 30 pts./model"]]></description>
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				<pubDate><![CDATA[Thu, 10 Jul 2014 12:58:39]]> GMT</pubDate>
				<author><![CDATA[ Clefty]]></author>
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