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				<title>[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ So I just picked up the new Traitor Legions book and a few Thousand Sons kits. I'm trying to come up with a list centered around the War Cabal formation that covers some of the army's main weaknesses, namely small numbers and anti-tank. I've made two lists, but I'm finding it difficult to pick one before I start assembling models. This is what I've come up with so far<br /> <br /> <b>List #1</b><br /> <b>Thousand Sons Grand Coven</b><br /> <u>War Cabal</u>-1480pts<br /> <br /> Exalted Sorcerer<br /> -ML3<br /> -Seer's Bane<br /> <br /> Sorcerer<br /> -ML3<br /> -Astral Grimoire<br /> -Melta Bombs<br /> <br /> Sorcerer<br /> -ML3<br /> -Athenaean Scrolls<br /> -Spell Familiar<br /> -Melta Bombs<br /> <br /> 5 Rubric Marines<br /> -Rhino<br /> <br /> 5 Rubric Marines<br /> -Rhino<br /> <br /> 10 Rubric Marines<br /> -Soulreaper Cannon<br /> <br /> 5 Scarab Occult Terminators<br /> -Heavy Warp Flamer<br /> <br /> <u>Auxilary</u>-515pts<br /> <br /> Helbrute<br /> -Powerfist<br /> -Multimelta<br /> <br /> Helbrute<br /> -Missile Launcher<br /> -<span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannon<br /> <br /> Vindicator<br /> -Siege Shield<br /> -Combi-bolter<br /> -Warpflame Gargoyles<br /> <br /> Vindicator<br /> -Siege Shield<br /> -Combi-bolter<br /> -Warpflame Gargoyles<br /> <br /> Total:1995pts<br /> <br /> <br /> <b>List#2</b><br /> <b>Thousand Sons Grand Coven</b><br /> <br /> <u>War Cabal</u>-1480pts<br /> <br /> Exalted Sorcerer<br /> -ML3<br /> -Seer's Bane<br /> <br /> Sorcerer<br /> -ML3<br /> -Astral Grimoire<br /> -Melta Bombs<br /> <br /> Sorcerer<br /> -ML3<br /> -Athenaean Scrolls<br /> -Spell Familiar<br /> -Melta Bombs<br /> <br /> 5 Rubric Marines<br /> -Rhino<br /> <br /> 5 Rubric Marines<br /> -Rhino<br /> <br /> 10 Rubric Marines<br /> -Soulreaper Cannon<br /> <br /> 5 Scarab Occult Terminators<br /> -Heavy Warp Flamer<br /> <br /> <u>Auxilary</u>-520pts<br /> <br /> Forgefiend<br /> -Hades Autocannons<br /> <br /> Forgefiend<br /> -Hades Autocannons<br /> <br /> Heldrake<br /> -Baleflamer<br /> <br /> Total:2000pts<br /> <br /> <br /> With both lists I tried to fit in ranged anti-tank so I dont have to rely too much on rolling Heretech powers. The exalted sorcerer and the sorcerer with the Astral Grimoire roll with the termies to hit key targets with witchfires, maledictions and the Seer's Bane. The sorcerer with the Athenaean Scrolls sticks with the 10 man rubric squad casting summoning to provide reinforcements and buff my other psykers. In list #2 I filled in points on the vindicators with Warpflame Gargoyles and combi-bolters as I was unsure what to do with the remaining points. From here I'm stuck on which lis to choose. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> like to fit in a helfyre missle rack and possible a soulreaper on the terminators but they're pretty pricey. Any C&C is welcome, should I use list 1 or 2, possibly a combination of both? Let me know what you guys think]]></description>
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				<pubDate><![CDATA[Sat, 10 Dec 2016 18:53:08]]> GMT</pubDate>
				<author><![CDATA[ YoungSolomon]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between 2 formation lists</title>
				<description><![CDATA[ I went with a different approach using the sorcerers with the Astral Grimoire to be diverse instead of rhinos. And always recommend to max out the Marines to unit of 10 to utilize the soulreaper cannon.<br /> <br /> War Cabal<br /> <br /> Ahriman <br /> - Disc (260)<br /> <br /> Exalted Sorcerer<br />  - Level 3 (185)<br /> <br /> Exalted Sorcerer<br /> - Level 3<br /> - Athenean Scrolls (205)<br /> <br /> 10 Ruberic Marines<br /> - Soulreaper Cannon<br /> - Rhino (325)<br /> <br /> 10 Ruberic Marines<br /> - Soulreaper Cannon <br /> Rhino - (325)<br /> <br /> <br /> 5 Terminators<br /> Hellfyre Misslerack<br /> - Soulreaper Cannon (300)<br /> <br /> 5 Terminators<br /> Hellfyre Misslerack<br /> - Soulreaper Cannon (300)<br /> <br /> <br /> Daemon Engines<br /> <br /> Hell brute<br /> Multi Melta, Powerfists (100)<br /> <br /> Total 2000.]]></description>
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				<pubDate><![CDATA[Sun, 11 Dec 2016 01:57:23]]> GMT</pubDate>
				<author><![CDATA[ ahemedinger]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between 2 formation lists</title>
				<description><![CDATA[ Correct me if I'm wrong but I don't think you can have multiple Astral Grimoires in the same list. I thought it was that way with all relics?]]></description>
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				<pubDate><![CDATA[Sun, 11 Dec 2016 02:08:52]]> GMT</pubDate>
				<author><![CDATA[ YoungSolomon]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between 2 formation lists</title>
				<description><![CDATA[ You are correct. Oops!]]></description>
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				<pubDate><![CDATA[Sun, 11 Dec 2016 02:46:39]]> GMT</pubDate>
				<author><![CDATA[ ahemedinger]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ After thinking it over and reading about others experience thus far I've revised both of my lists<br /> <br /> List #1 <br /> Thousand Sons Grand Coven <br /> War Cabal-1704pts <br /> <br /> Exalted Sorcerer <br /> -ML3 <br /> -Seer's Bane <br /> <br /> Sorcerer <br /> -ML3 <br /> -Astral Grimoire <br /> -Melta Bombs <br /> <br /> Sorcerer <br /> -ML3 <br /> -Burning Brand <br /> -Spell Familiar <br /> -Melta Bombs <br /> <br /> Sorcerer <br /> -ML3 <br /> -Athenaean scrolls <br /> -Melta Bombs <br /> <br /> 5 Rubric Marines <br /> -Rhino w/ <span class="glossaryitem" onmouseover='gp(492);'>HL</span> and warpflame gargoyles<br /> <br /> 5 Rubric Marines <br /> -Rhino w/ <span class="glossaryitem" onmouseover='gp(492);'>HL</span> and warpflame gargoyles<br /> <br /> 10 Rubric Marines <br /> -Soulreaper Cannon <br /> <br /> 5 Scarab Occult Terminators <br /> -Soulreaper cannon<br /> -Hellfyre Missile Rack<br /> <br /> Auxilary-294pts <br /> <br /> Vindicator <br /> -Siege Shield <br /> -Havoc Launcher <br /> -Warpflame Gargoyles <br /> <br /> Vindicator <br /> -Siege Shield <br /> -Havoc Launcher<br /> -Warpflame Gargoyles <br /> <br /> Total:1998pts <br /> <br /> <br /> List#2 <br /> Thousand Sons Grand Coven <br /> <br /> War Cabal-1525pts <br /> <br /> Exalted Sorcerer <br /> -ML3 <br /> -Seer's Bane <br /> <br /> Sorcerer <br /> -ML3 <br /> -Astral Grimoire <br /> -Melta Bombs <br /> <br /> Sorcerer <br /> -ML3 <br /> -Burning Brand<br /> -Spell Familiar <br /> -Melta Bombs <br /> <br /> 5 Rubric Marines <br /> -Rhino <br /> <br /> 5 Rubric Marines <br /> -Rhino <br /> <br /> 10 Rubric Marines <br /> -Soulreaper Cannon <br /> <br /> 5 Scarab Occult Terminators <br /> -Soulreaper cannon<br /> -Hellfyre Missile Rack<br /> <br /> Auxilary-475pts <br /> <br /> Forgefiend <br /> -Hades Autocannons <br /> <br /> Forgefiend <br /> -Hades Autocannons <br /> <br /> Maulerfiend<br /> -Magma Cutters<br /> <br /> Total:2000pts<br /> <br /> The first list has a little more psychic output and flexibility for hordes or vehicles with the vindicators. For the second list I went with walker support instead, adding a maulerfiend for more anti-tank as well as drawing fire away from my precious sorcerers. I'm not sure which one to settle on yet. I may do some play testing at my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> to see which performs best. As always C&C is welcome and appreciated]]></description>
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				<pubDate><![CDATA[Tue, 13 Dec 2016 05:15:12]]> GMT</pubDate>
				<author><![CDATA[ YoungSolomon]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ A few notes from a Vindi fan:<br /> <br /> -As far as I'm aware, the Vindi's gun is Ordinance, which means you'd be snapshooting it's other weapons; since a Havok Launcher is a template, it cannot be fired as a snapshot.  Better to grab a combi-bolter for Weapon Destroyed results (50/50 Cannon/Bolter) insurance.  <br /> <br /> -I'd also probably just grab Dozer Blades instead of the Siege Shield as they seem to be just as effective for driving through terrain and it will save points.  <br /> <br /> -If you have enough points saved with those changes, you might try to grab Demonic Possession for the Vindi's; BS3 vs BS4 isn't too big of a deal for a Large Blast and the ability to potentially ignore Shaken/Stunned results coupled with the Combi-Bolter for Weapon Destroyed works wonders for reliability.]]></description>
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				<pubDate><![CDATA[Tue, 13 Dec 2016 13:21:37]]> GMT</pubDate>
				<author><![CDATA[ Elroniel]]></author>
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				<title>[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ Of all the lists I have been toying with I seem to come up with similar options.<br /> <br /> I do like the use of tanks and other armored units and I may be in the minority but have thought about three 5 man units of Rubrics or one 10 and 2 Five man units.  Even a 15 man unit of Rubircs and know others.<br /> <br /> I really like the war herd but feel the armor has more of a place and I can summon horrors for bodies.<br /> <br /> You might get more mileage out of list 2 with your heavier weapons.<br /> <br /> Let us know how if goes.  I am really looking forward to battle reports.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 13 Dec 2016 15:13:36]]> GMT</pubDate>
				<author><![CDATA[ Skerr]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ <blockquote><div><cite>YoungSolomon wrote:</cite>After thinking it over and reading about others experience thus far I've revised both of my lists<br /> <br /> List #1 <br /> Thousand Sons Grand Coven <br /> War Cabal-1704pts <br /> <br /> Exalted Sorcerer <br /> -ML3 <br /> -Seer's Bane <br /> <br /> Sorcerer <br /> -ML3 <br /> -Astral Grimoire <br /> -Melta Bombs <br /> <br /> Sorcerer <br /> -ML3 <br /> -Burning Brand <br /> -Spell Familiar <br /> -Melta Bombs <br /> <br /> Sorcerer <br /> -ML3 <br /> -Athenaean scrolls <br /> -Melta Bombs <br /> <br /> 5 Rubric Marines <br /> -Rhino w/ <span class="glossaryitem" onmouseover='gp(492);'>HL</span> and warpflame gargoyles<br /> <br /> 5 Rubric Marines <br /> -Rhino w/ <span class="glossaryitem" onmouseover='gp(492);'>HL</span> and warpflame gargoyles<br /> <br /> 10 Rubric Marines <br /> -Soulreaper Cannon <br /> <br /> 5 Scarab Occult Terminators <br /> -Soulreaper cannon<br /> -Hellfyre Missile Rack<br /> <br /> Auxilary-294pts <br /> <br /> Vindicator <br /> -Siege Shield <br /> -Havoc Launcher <br /> -Warpflame Gargoyles <br /> <br /> Vindicator <br /> -Siege Shield <br /> -Havoc Launcher<br /> -Warpflame Gargoyles <br /> <br /> Total:1998pts <br /> <br /> <br /> List#2 <br /> Thousand Sons Grand Coven <br /> <br /> War Cabal-1525pts <br /> <br /> Exalted Sorcerer <br /> -ML3 <br /> -Seer's Bane <br /> <br /> Sorcerer <br /> -ML3 <br /> -Astral Grimoire <br /> -Melta Bombs <br /> <br /> Sorcerer <br /> -ML3 <br /> -Burning Brand<br /> -Spell Familiar <br /> -Melta Bombs <br /> <br /> 5 Rubric Marines <br /> -Rhino <br /> <br /> 5 Rubric Marines <br /> -Rhino <br /> <br /> 10 Rubric Marines <br /> -Soulreaper Cannon <br /> <br /> 5 Scarab Occult Terminators <br /> -Soulreaper cannon<br /> -Hellfyre Missile Rack<br /> <br /> Auxilary-475pts <br /> <br /> Forgefiend <br /> -Hades Autocannons <br /> <br /> Forgefiend <br /> -Hades Autocannons <br /> <br /> Maulerfiend<br /> -Magma Cutters<br /> <br /> Total:2000pts<br /> <br /> The first list has a little more psychic output and flexibility for hordes or vehicles with the vindicators. For the second list I went with walker support instead, adding a maulerfiend for more anti-tank as well as drawing fire away from my precious sorcerers. I'm not sure which one to settle on yet. I may do some play testing at my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> to see which performs best. As always C&C is welcome and appreciated</div></blockquote><br /> <br /> <blockquote><div><cite>Elroniel wrote:</cite>A few notes from a Vindi fan:<br /> <br /> -As far as I'm aware, the Vindi's gun is Ordinance, which means you'd be snapshooting it's other weapons; since a Havok Launcher is a template, it cannot be fired as a snapshot.  Better to grab a combi-bolter for Weapon Destroyed results (50/50 Cannon/Bolter) insurance.  <br /> <br /> -I'd also probably just grab Dozer Blades instead of the Siege Shield as they seem to be just as effective for driving through terrain and it will save points.  <br /> <br /> -If you have enough points saved with those changes, you might try to grab Demonic Possession for the Vindi's; BS3 vs BS4 isn't too big of a deal for a Large Blast and the ability to potentially ignore Shaken/Stunned results coupled with the Combi-Bolter for Weapon Destroyed works wonders for reliability.</div></blockquote><br /> <br /> A personal note, try and trim down the amount of space taken up by your lists, it makes it really hard to compare stuff otherwise and the lack of points costs (just a unit total, nothing more) means we have to add things up to check if you've got a legal list.<br /> <br /> On to the main show. First things first, I totally agree with Elroniel on all 3 points. I've run multiple vindies as Sons support since 6th and all 3 points are spot on. Daemonic possession is worth its weight in gold as you're still firing on a 2+ unless you're wrecked or you lose the demolisher cannon and with close range and AV11 sides, they're going to get penned. While the ability to just ignore terrain is nice, you're writing a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> list and a TSons one at that, 5 points can be make or break and the 1/36 chance of immobilising yourself when driving over a fence is worth the saving. I'd also like to say I'm a huge fan of the hades forgefiend, especially now that you can roll your sorcs on div without having to rely on allied Tz daemons for it as their ability to put some volume of decent <span class="glossaryitem" onmouseover='gp(123);'>str</span> fire downrange is fantastic and desperately needed in a sons list. I find that they compliment the vindies very well and 2 of 1 and 1 of the other is a good combo (almost always 2 vindies due to closer range and paper thin sides).<br /> <br /> As for the lists, you already know the issues (no anti tank, no anti 2+, no anti <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, no anti flier, lack of bodies, no Obsec, bad in melee) but to me, your main issue is oversepending on relics and the sorcs. As bad as rubrics are (and they're pretty bad), if you're taking a squad, it should either be a squad of 10 with a cannon or a min squad of 5 to meet formation requirements because in my experience, anything less than about 9-10 guys will lose combat effectiveness exactly 1 enemy shooting once they are out of their rhino one way or another whereas those few extra guys can let you at least get to the midfield and stick around being at least a bit of a threat for another turn. It also minimises the aspiring sorceror tax to an extent, but paing another 140 points to lessen the sting of the first 150 isn't exactly comforting.<br /> <br /> You've spent 710 points on 4 models in list 1 and despite the fact that you're not only desperately low on <span class="glossaryitem" onmouseover='gp(195);'>WC</span> (as all Sons lists are), only a single one of them has a spell familiar. You're also desperately dependant on your sorcs, but only the exalted has an invo boost to take them to a 4++ (a 3++ if he gets a blessing off). Despite all this, you're spending 40 points on a deamon weapon that should hopefully not get into combat too often (I assume he's going with the terminators so they don't get stonewalled so hard by 2+ armour?) and another 70 for the mobility that you desperately need to have any sort of board presence with so few bodies (29 plus 2 rhinos and a pair of vindies at 2k is enough to make <span class="glossaryitem" onmouseover='gp(305);'>GK</span> look like a hoard army). The brand is a nice way to deal with coverbusting, but really, it's more AP3 in a list with ONLY ap3. The scrolls are a nice point filler, but sons can't really afford point filler when everything they have already comes at such a high premium. If the termies are intended for close combat, then they really don't need the 50 points of shooting options that won't be of any use in combat.<br /> <br /> Then we've got points wasted on havok launchers with warp flame gargoyles. You've got 2 rhino chassis and 2 vindicators on the board at 2k. If both rhinos aren't smoking wrecks on turn 1, your enemy deserves to lose horribly so there's really not much point to spending more than you need for that quick boost to midfield that the slow sons desperately need. Elroniel has already covered the vindies perfectly, they should be 145 with a combi bolter, dozer blade and daemonic possession and they should serve you well in most games, though they'll never be short of targets.<br /> <br /> The second list has many of the same issues as the first, but the loss of a sorc improves it greatly <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>. Personally I'd drop the min rubrics (or at least 1) and use those points to flesh out the sorcs with familiars and turn the maulerfiend into a vindicator or possibly even an all plasma forgefiend.<br /> <br /> Building a good sons list is almost impossible as rubrics are just as terrible as ever but managed to lose obsec in the deal, so anything you can do to take less of them is highly encouraged with the scarab occult being better in almost every concievable metric from casting, <span class="glossaryitem" onmouseover='gp(195);'>WC</span> generation and even durability per point. 1 squad of 10 with a cannon is about as much as I'd recommend at this point for rubricae, then spend your poionts on less bad things. They do make a good option for your exalted sorc if he needs to fire off his sliver tower orbital though since Sn{ lets him move forwards and still fire, though he's probably going to be in with the termies more often than not, so don't forget it exists, but don't stand around just to use it since it's literally just a worse orbital strike in every measureable category.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 14 Dec 2016 14:10:19]]> GMT</pubDate>
				<author><![CDATA[ Drasius]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ Welcome to the Thousand Sons! The most gratifying and gifted Legion there ever was. This is more of a tactical principles post rather than a list critique. It's all my opinions based on my experience, so you might agree or not. Hope it helps you build your list.<br /> <br /> With the new books, the Thousand Sons remain one of the hardest armies to use, in my opinion. I've been playing Thousand Sons since 2003 over a few generations, and one thing has remained constant. You got to to use them smart and aggressive. When you strip off all the bells and whistles, what is it that the bulk of a Thousand Sons army does? To me - their basic weapons work best at 12" range, they are slow, and, true to fluff, they are over-reliant on sorcery.<br /> <br /> So if their basic weapons work best at 12", then you better come prepared for close combat. I know that a lot of people try to avoid close combat using the Thousand Sons. But in my mind, you can't avoid it. So embrace it, and prepare for it. This might mean a lot of things. Stuff like Seer's Bane and Astral Grimoire start becoming real attractive. Also, Land Raiders start looking like they might be worth their points.This also means you need large-ish Rubric squads. 5 just won't cut it (5 does not really fulfill any role except for filling out formation requirements and perhaps objective-sitting). Minimum of 9-10 is good (though 9 is sexy because you're Tzeentch). 10 to buy the fancy new cannon? In my mind, the gun is not worth the points.<br /> <br /> Ever since the demise of CSM3.5, Thousand Sons have been over-reliant on sorcery. And we can't complain, because it's all part of making pacts with Tzeentch yes? The good news is, the new book gives the Sons an amazing psychic armoury. It also gives you tactical flexibility - if your next opponent has lots of tanks, load up on Heretech, for example. Otherwise, good ol' favorites like Telepathy still work wonders. Divination gives some interesting options too. And the buffed up Tzeentch is a huge improvement. The challenge is stocking up on <span class="glossaryitem" onmouseover='gp(195);'>WC</span> dice. At 1850 pts, if you have less than 11-12+<span class="glossaryitem" onmouseover='gp(24);'>d6</span> dice in a conventional War Cabal, you're in trouble. There are lots of ways to generate this dice, but the challenge comes when you want to get a balance between <span class="glossaryitem" onmouseover='gp(195);'>WC</span> batteries and a viable army that looks as good as it plays.<br /> <br /> And after you built your list, tactics and timing is crazy important for the Thousand Sons to win. No need to be too bothered with the minutae of tactics, just some basic principles would do. E..g. how do you hit the enemy's weakest point with your strongest, then roll up his flank? How would you deploy so that the enemy wastes a significant part of his strength on less important areas, or at least splits himself up? Lots of interesting tactical possibilities. But in principle, your units need to be able to work with each other well. Timing is easy - it's always NOW. <br /> <br /> One last thing - I hate to admit it, but Ahriman has been almost an auto-include for me post CSM3.5. His witchfire abilities are amazing and ML4 and all that. And just as important, his Warlord Trait allows you even more tactical flexiblity now. E.g. 5 Occult Terminators in a dedicated transport Land Raider can infiltrate itself near a 5-man space marine unit (those are common nowadays), and go for an easy first blood with twin-linked inferno bolters and a heavy warpflamer (at extreme range, perhaps get 2, if lucky 3 under the template).<br /> <br /> Just some things to consider when building your list. Good luck!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Dec 2016 02:36:30]]> GMT</pubDate>
				<author><![CDATA[ spunkybass]]></author>
			</item>
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				<title>Re:[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1bacfaaea0df373da54a433675dfaa5f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/710655/9077526.page"><b>Drasius wrote:</b></a><br/><br /> A personal note, try and trim down the amount of space taken up by your lists, it makes it really hard to compare stuff otherwise and the lack of points costs (just a unit total, nothing more) means we have to add things up to check if you've got a legal list.<br /> <br /> On to the main show. First things first, I totally agree with Elroniel on all 3 points. I've run multiple vindies as Sons support since 6th and all 3 points are spot on. Daemonic possession is worth its weight in gold as you're still firing on a 2+ unless you're wrecked or you lose the demolisher cannon and with close range and AV11 sides, they're going to get penned. While the ability to just ignore terrain is nice, you're writing a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> list and a TSons one at that, 5 points can be make or break and the 1/36 chance of immobilising yourself when driving over a fence is worth the saving. I'd also like to say I'm a huge fan of the hades forgefiend, especially now that you can roll your sorcs on div without having to rely on allied Tz daemons for it as their ability to put some volume of decent <span class="glossaryitem" onmouseover='gp(123);'>str</span> fire downrange is fantastic and desperately needed in a sons list. I find that they compliment the vindies very well and 2 of 1 and 1 of the other is a good combo (almost always 2 vindies due to closer range and paper thin sides).<br /> <br /> As for the lists, you already know the issues (no anti tank, no anti 2+, no anti <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, no anti flier, lack of bodies, no Obsec, bad in melee) but to me, your main issue is oversepending on relics and the sorcs. As bad as rubrics are (and they're pretty bad), if you're taking a squad, it should either be a squad of 10 with a cannon or a min squad of 5 to meet formation requirements because in my experience, anything less than about 9-10 guys will lose combat effectiveness exactly 1 enemy shooting once they are out of their rhino one way or another whereas those few extra guys can let you at least get to the midfield and stick around being at least a bit of a threat for another turn. It also minimises the aspiring sorceror tax to an extent, but paing another 140 points to lessen the sting of the first 150 isn't exactly comforting.<br /> <br /> You've spent 710 points on 4 models in list 1 and despite the fact that you're not only desperately low on <span class="glossaryitem" onmouseover='gp(195);'>WC</span> (as all Sons lists are), only a single one of them has a spell familiar. You're also desperately dependant on your sorcs, but only the exalted has an invo boost to take them to a 4++ (a 3++ if he gets a blessing off). Despite all this, you're spending 40 points on a deamon weapon that should hopefully not get into combat too often (I assume he's going with the terminators so they don't get stonewalled so hard by 2+ armour?) and another 70 for the mobility that you desperately need to have any sort of board presence with so few bodies (29 plus 2 rhinos and a pair of vindies at 2k is enough to make <span class="glossaryitem" onmouseover='gp(305);'>GK</span> look like a hoard army). The brand is a nice way to deal with coverbusting, but really, it's more AP3 in a list with ONLY ap3. The scrolls are a nice point filler, but sons can't really afford point filler when everything they have already comes at such a high premium. If the termies are intended for close combat, then they really don't need the 50 points of shooting options that won't be of any use in combat.<br /> <br /> Then we've got points wasted on havok launchers with warp flame gargoyles. You've got 2 rhino chassis and 2 vindicators on the board at 2k. If both rhinos aren't smoking wrecks on turn 1, your enemy deserves to lose horribly so there's really not much point to spending more than you need for that quick boost to midfield that the slow sons desperately need. Elroniel has already covered the vindies perfectly, they should be 145 with a combi bolter, dozer blade and daemonic possession and they should serve you well in most games, though they'll never be short of targets.<br /> <br /> The second list has many of the same issues as the first, but the loss of a sorc improves it greatly <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>. Personally I'd drop the min rubrics (or at least 1) and use those points to flesh out the sorcs with familiars and turn the maulerfiend into a vindicator or possibly even an all plasma forgefiend<br /> </div></blockquote><br /> <br /> Thanks! You make some really good points, with sorcerers being the backbone of the army it would probably be best to spend the points to maximize their effectiveness. That's the main issue I've had  trying to build a Thousand Sons list. The high points costs and formation taxes have made it really difficult for me to prioritize where my points should go. I've dropped all the rhino upgrades and I'm definitely going to work in those changes to the vindicators, but that brings up another choice I've been struggling with. I'm stuck between running forgefiends or vindicators as my auxiliary choices. The vindicators give me a way to deal with hordes, vehicles and 2+ saves but leaves me vulnerable to aircraft. Forgefiends can deal with hordes, vehicles and aircraft but then I have no way to deal with 2+ saves or AV14. I'd like to run both like you've suggested but I feel like that would leave me with way too few bodies on the table. Idk I'll try it out in a test game or two and see how it works, the combined firepower of 2 vindis and a forgefiend might make up for the lack of bodies.]]></description>
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				<pubDate><![CDATA[Thu, 15 Dec 2016 15:47:45]]> GMT</pubDate>
				<author><![CDATA[ YoungSolomon]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/034c5909672bbdcc0d7dc2ff495cbcd0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/710655/9079092.page"><b>spunkybass wrote:</b></a><br/>Welcome to the Thousand Sons! The most gratifying and gifted Legion there ever was. This is more of a tactical principles post rather than a list critique. It's all my opinions based on my experience, so you might agree or not. Hope it helps you build your list.<br /> <br /> With the new books, the Thousand Sons remain one of the hardest armies to use, in my opinion. I've been playing Thousand Sons since 2003 over a few generations, and one thing has remained constant. You got to to use them smart and aggressive. When you strip off all the bells and whistles, what is it that the bulk of a Thousand Sons army does? To me - their basic weapons work best at 12" range, they are slow, and, true to fluff, they are over-reliant on sorcery.<br /> <br /> So if their basic weapons work best at 12", then you better come prepared for close combat. I know that a lot of people try to avoid close combat using the Thousand Sons. But in my mind, you can't avoid it. So embrace it, and prepare for it. This might mean a lot of things. Stuff like Seer's Bane and Astral Grimoire start becoming real attractive. Also, Land Raiders start looking like they might be worth their points.This also means you need large-ish Rubric squads. 5 just won't cut it (5 does not really fulfill any role except for filling out formation requirements and perhaps objective-sitting). Minimum of 9-10 is good (though 9 is sexy because you're Tzeentch). 10 to buy the fancy new cannon? In my mind, the gun is not worth the points.<br /> <br /> Ever since the demise of CSM3.5, Thousand Sons have been over-reliant on sorcery. And we can't complain, because it's all part of making pacts with Tzeentch yes? The good news is, the new book gives the Sons an amazing psychic armoury. It also gives you tactical flexibility - if your next opponent has lots of tanks, load up on Heretech, for example. Otherwise, good ol' favorites like Telepathy still work wonders. Divination gives some interesting options too. And the buffed up Tzeentch is a huge improvement. The challenge is stocking up on <span class="glossaryitem" onmouseover='gp(195);'>WC</span> dice. At 1850 pts, if you have less than 11-12+<span class="glossaryitem" onmouseover='gp(24);'>d6</span> dice in a conventional War Cabal, you're in trouble. There are lots of ways to generate this dice, but the challenge comes when you want to get a balance between <span class="glossaryitem" onmouseover='gp(195);'>WC</span> batteries and a viable army that looks as good as it plays.<br /> <br /> And after you built your list, tactics and timing is crazy important for the Thousand Sons to win. No need to be too bothered with the minutae of tactics, just some basic principles would do. E..g. how do you hit the enemy's weakest point with your strongest, then roll up his flank? How would you deploy so that the enemy wastes a significant part of his strength on less important areas, or at least splits himself up? Lots of interesting tactical possibilities. But in principle, your units need to be able to work with each other well. Timing is easy - it's always NOW. <br /> <br /> One last thing - I hate to admit it, but Ahriman has been almost an auto-include for me post CSM3.5. His witchfire abilities are amazing and ML4 and all that. And just as important, his Warlord Trait allows you even more tactical flexiblity now. E.g. 5 Occult Terminators in a dedicated transport Land Raider can infiltrate itself near a 5-man space marine unit (those are common nowadays), and go for an easy first blood with twin-linked inferno bolters and a heavy warpflamer (at extreme range, perhaps get 2, if lucky 3 under the template).<br /> <br /> Just some things to consider when building your list. Good luck!<br /> <br /> </div></blockquote><br /> <br /> Thanks for the welcome and the tactics. It actually helped quite a bit, I hadn't considered using a landraider. I'll try and draft up a list with one and see what I come up with. I've noticed that most lists people have posted include Ahriman, for me its just a personal preference to reserve special characters for large games. I like making my own characters, even if it sometimes leaves me with a less competitive list  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> . I can see how infiltrating with the slow thousand sons can be invaluable though. I also want to play around with powers from Ectomancy and Geomortis as both seem like they have interesting options to offer thousand sons. Being able to quickly move around the board and even out of an active combat with Ectomancy seem like a must have. Moving around terrain or negating cover completely with Geomortis suddenly make thousand sons way more threatening as well.<br /> <br /> After taking your posts into consideration I've revised my lists again. Here are the updated versions<br /> <br />  List #1 <br /> <b>Thousand Sons Grand Coven <br /> War Cabal-1509pts </b><br /> <br /> Exalted Sorcerer-270pts<br /> ML3, Seer's Bane, Spell Familiar, Disk of Tzeentch<br /> <br /> Sorcerer-190pts<br /> ML3, Astral Grimoire, Spell Familiar, Melta Bombs, AoDG<br /> <br /> Sorcerer-190pts<br /> ML3 -Burning Brand, Spell Familiar, Melta Bombs, AoDG<br />  <br /> 9 Rubric Marines-277pts<br /> -Rhino  <br /> <br /> 9 Rubric Marines-277pts<br /> -Rhino <br /> <br /> 5 Scarab Occult Terminators-305pts <br /> Soulreaper cannon, Hellfyre Missile Rack <br /> <br /> <b>Auxilary-490pts </b><br /> <br /> Vindicator-145pts<br /> Dozer blades, Combi-bolter, Daemonic Possesion<br /> <br /> Vindicator-145pts<br /> Dozer blades, Combi-bolter, Daemonic Possesion<br /> <br /> Forgefiend-200pts<br /> Hades Autocannon<br /> Extra Ectoplasma Cannon<br /> <br /> <b>Total:1999pts </b><br /> <br /> <b>List#2 <br /> Thousand Sons Grand Coven <br /> War Cabal-1705pts </b><br /> <br /> <br /> Exalted Sorcerer-250pts<br /> ML3, Athenaean Scrolls, Spell Familiar, Disk of Tzeentch<br /> <br /> Sorcerer-175pts<br /> ML3, Astral Grimoire, Spell Familiar, Melta Bombs<br /> <br /> Sorcerer-175pts<br /> ML3 -Burning Brand, Spell Familiar, Melta Bombs <br />  <br /> 10 Rubric Marines-325pts<br /> Rhino, Soulreaper Cannon<br /> <br /> 10 Rubric Marines-325pts<br /> Rhino, Soulreaper Cannon <br /> <br /> 5 Rubric Marines-150pts<br /> <br /> 5 Scarab Occult Terminators-305pts <br /> Soulreaper cannon, Hellfyre Missile Rack <br /> <br /> <b>Auxilary-490pts </b><br /> <br /> Vindicator-145pts<br /> Dozer blades, Combi-bolter, Daemonic Possesion<br /> <br /> Vindicator-145pts<br /> Dozer blades, Combi-bolter, Daemonic Possesion<br /> <br /> <b>Total:1995pts </b><br /> <br /> List 1 has less models on the table but I think is more flexible overall being able to cover all the main weaknesses of thousand sons with the vehicles. List 2 has a few more bodies with a 5 man rubric squad to camp backfield objectives while the burning brand sorcerer summons horrors to bolster my numbers. In both lists I've decided to put my exalted sorcerer on a disk to wider effective range on the table so he can always be where he's needed and the toughness 5 from the disk helps protect him from getting <span class="glossaryitem" onmouseover='gp(269);'>ID</span>. ]]></description>
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				<pubDate><![CDATA[Thu, 15 Dec 2016 16:21:03]]> GMT</pubDate>
				<author><![CDATA[ YoungSolomon]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ I like the lists. Nice to see that you're building the army with as much character (as in coolness to theme) in mind, while still not suffering too much in terms of on-table performance. I used to not take <span class="glossaryitem" onmouseover='gp(382);'>SCs</span> except for bigger games, so I know where you're coming from (e.g. Ahriman will not sully his noble self by taking any part in this pitiful 1500pt battle kinda thing - totally cool).<br /> <br /> For List#1, I'm not really sure about the Forgefiend, because I've never used one, so I can't really say much about it. Let me know how that works out. <br /> <br /> Would be interesting to hear what you have in mind with the units, ie their battlefield roles and how they are supposed to work together. E.g. You have 3 sorcerer <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>,  and only 2 available seats in your Rhinos. So will one of the rubric squads be joined by the Astral-bearing sorcerer and fly around, while the exhalted and the other sorcerer ride their Rhino? <br /> <br /> Also, what's the basic play for your Occult termies? That's a rock solid unit, but it needs to be at the right place at the right time? Astral it? Deep strike?<br /> <br /> List #2 looks really difficult to handle. The 10 rubric squads with the cannon look like point-sinks. Also not too sure about the Hellfyre missile racks. Your Termies need to be closer to the enemy, not further, so the heavy warpflamer would be a more natural choice. The Hellfyres don't seem to fill a role here. For anti-tank and hi-toughness, you've got the Vindis and psykers.<br /> <br /> Talking about psykers, I like the fact that both lists have a nice amount of <span class="glossaryitem" onmouseover='gp(195);'>WC</span> dice 13 in the first one, 14 in the second one.<br /> <br /> Nice.<br /> <br /> But you do need to figure out how the units are supposed to work.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 16 Dec 2016 04:07:21]]> GMT</pubDate>
				<author><![CDATA[ spunkybass]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/034c5909672bbdcc0d7dc2ff495cbcd0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/710655/9081102.page"><b>spunkybass wrote:</b></a><br/>I like the lists. Nice to see that you're building the army with as much character (as in coolness to theme) in mind, while still not suffering too much in terms of on-table performance. I used to not take <span class="glossaryitem" onmouseover='gp(382);'>SCs</span> except for bigger games, so I know where you're coming from (e.g. Ahriman will not sully his noble self by taking any part in this pitiful 1500pt battle kinda thing - totally cool).<br /> <br /> For List#1, I'm not really sure about the Forgefiend, because I've never used one, so I can't really say much about it. Let me know how that works out. <br /> <br /> Would be interesting to hear what you have in mind with the units, ie their battlefield roles and how they are supposed to work together. E.g. You have 3 sorcerer <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>,  and only 2 available seats in your Rhinos. So will one of the rubric squads be joined by the Astral-bearing sorcerer and fly around, while the exhalted and the other sorcerer ride their Rhino? <br /> <br /> Also, what's the basic play for your Occult termies? That's a rock solid unit, but it needs to be at the right place at the right time? Astral it? Deep strike?<br /> <br /> List #2 looks really difficult to handle. The 10 rubric squads with the cannon look like point-sinks. Also not too sure about the Hellfyre missile racks. Your Termies need to be closer to the enemy, not further, so the heavy warpflamer would be a more natural choice. The Hellfyres don't seem to fill a role here. For anti-tank and hi-toughness, you've got the Vindis and psykers.<br /> <br /> Talking about psykers, I like the fact that both lists have a nice amount of <span class="glossaryitem" onmouseover='gp(195);'>WC</span> dice 13 in the first one, 14 in the second one.<br /> <br /> Nice.<br /> <br /> But you do need to figure out how the units are supposed to work.<br /> <br /> <br /> </div></blockquote><br /> <br /> Glad to see I'm not the only one  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> . Thanks for the feedback. The general idea with list #1 is that the astral grimoire sorcerer rolls with the termies to help make sure they stay in that sweet spot with their ranged weapons or set them up for an assault on a weaker unit. I plan to use them similar to mega nobz but with better guns and durability, bully weaker units. Tactical marines, aspect warriors, backfield units if they can reach them. The burning brand sorcerer rolls with one of the rubric squads in the rhino, disembarks on a midfield objective and provides support with either malefic powers for summoning reinforcements and provide warp charges for my other sorcerers or divination to improve my shooting. The exalted sorcerer is on a disk and uses the mobility to always be in a spot where he can support my other units. I plan to roll on Ectomancy for him for movement shenanigans or to swing a losing combat with Infernal Claws and the Seer's Bane. The Astral grimiore sorcerer will roll Telepathy and the terminator squad leader will also roll on Telepathy or Biomancy for blessings. <br /> <br /> list #2 runs similar except the burning brand sorcerer hangs back with the 5 man rubric squad while the two 10 man squads push forward. I get what your saying about the termies and the hellfyre missiles but with so few models on the board I like to keep my options open. If the Vindis get popped early game I'd have no other answers for vehicles besides heretech powers]]></description>
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				<pubDate><![CDATA[Fri, 16 Dec 2016 04:50:30]]> GMT</pubDate>
				<author><![CDATA[ YoungSolomon]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ Nice! I might be wrong, but it sounds like you spent more time with List #1 - the thinking behind it is good. Might be a tad over-complex here and there, but hey, we're Tzeentch. Looking forward to see you try this out. Let me know how it goes.]]></description>
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				<pubDate><![CDATA[Fri, 16 Dec 2016 08:00:51]]> GMT</pubDate>
				<author><![CDATA[ spunkybass]]></author>
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				<title>Re:[2000] - Thousand Sons - Stuck between two lists</title>
				<description><![CDATA[ I like the feel of the revised List #1.  I will say in the games that I have brought a Forgefiend, it's largely ignored, which is nice.  However, once you cast Prescience on it (Divination Primaris for rerolls to hit), he becomes a good fire magnet and in addition to -greatly- increasing his damage output; it will take some of the anti-tank firepower off the Vindi's and draw them to the Forgefiend.  You might even get lucky roll an Invul or two and live long enough to use the <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> from being a daemonengine.<br /> <br /> That being said, I also feel like Hellfyre Missile Racks are almost an auto-include on <span class="glossaryitem" onmouseover='gp(766);'>SOT</span> squads.  Cheaper than the Soureaper Cannon, same range, and good against something that is guaranteed to be a weakness of any T-Sons list.]]></description>
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				<pubDate><![CDATA[Fri, 16 Dec 2016 12:58:23]]> GMT</pubDate>
				<author><![CDATA[ Elroniel]]></author>
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