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Thousand sons.
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Old 29 Jun 2007, 22:04   #1 (permalink)
Shas'La
 
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Default Thousand sons.

Hi!

I was looking through chaos rumors. and my 3rd edition 'dex.

and was wondering.

How does do the Thousand Sons play?

I'm looking for a different army between my Black templars(i mean...down with the loyalists?) and tyranids. Melee is getting boring.(sorta) You can only rip apart your enemies limb by limb so many times...

They sounded interesting because of the psyker powers.

anywho. If anyone could clue me in. thanks
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Old 29 Jun 2007, 22:15   #2 (permalink)
Aun
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Default Re: Thousand sons.


Hi!
Here is a tactica on how the Thousand Sons play,
http://forums.tauonline.org/index.php?topic=40223.0

But most of that will be out of date when the new codex comes out.
Any who, the Thousand Sons are more of a shooting army, but can definitely hold out in assaults.

They are a all but impossible to distroy, but are ungodly expensive. So you will almost always be outnumbered.

Hope this helps,
E7(Aun)
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Old 29 Jun 2007, 22:35   #3 (permalink)
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Default Re: Thousand sons.

With the new codex coming in September, the supposedly have AP 3 bolters and a 4+ invulnerable save, which is damn good. But I hear they'll be around 25 points and have Slow and Purposeful (which they had before though)
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Old 30 Jun 2007, 01:02   #4 (permalink)
Aun
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Default Re: Thousand sons.

Quote:
But I hear they'll be around 25 points and have Slow and Purposeful (which they had before though)
I will argue this till the day I die, but Slow and Purposefull is NOT a bad thing!
Please read my tactica on the subject.
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Old 30 Jun 2007, 01:56   #5 (permalink)
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Default Re: Thousand sons.

I too agree with Aun (What a shock :P). But in a typical Tson army, they tend to be mechanized. You alot of Rhinos, more so than most CSM armies. They are fronted by your typical bird brained DP, or my preferance, a disc riding sorcerer lord; as well as a bunch of thralls. With the rubric rule, you see alot of termies and alot of Tsons riding rhinos. Idk why I don't see more demons, but Tson demons are nothing to scoff at. Screamers offer great CC leverage and are perfect for tying up loose Firewarrior squads when fighting the Tau. Flamers and horrors are amazing on their own. As far as Heavys go, they don't differ from any other chaos army. Dreads are perfect for those smaller games and offer a high Strength CC option that Tsons usually lack, while preds are perfect anti tank. Defilers i'm not a fan of anyway but they do provide crackerjack support if you have footslogging troops.
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Old 30 Jun 2007, 01:59   #6 (permalink)
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Default Re: Thousand sons.

Quote:
Originally Posted by 1shot1kill
With the new codex coming in September, the supposedly have AP 3 bolters and a 4+ invulnerable save, which is damn good. But I hear they'll be around 25 points and have Slow and Purposeful (which they had before though)
They already cost 24 points each. Thats for one extra wound. So this change is so much better then before. for one more point they lose a wound get better ap on bolters and have an inv save. Ill take those over the ones im getting now.
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Old 30 Jun 2007, 03:31   #7 (permalink)
Shas'Saal
 
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Default Re: Thousand sons.

So you will also be happy our Psychic Powers are not automatic now?
We also lose Thralls/Demonic Gifts/Sorcerors with Powerfists/all daemons will be generic and Rubric Terminators. Lets not forget Warpflame and Mutated Hull for vehicles.

To the OP:If you want lots of shooty, you can combine the soon to be new Chaos Noise Marines w/Thousand Sons.
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Old 30 Jun 2007, 03:34   #8 (permalink)
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Default Re: Thousand sons.

well that seems silly
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Old 30 Jun 2007, 10:57   #9 (permalink)
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Default Re: Thousand sons.

Quote:
Originally Posted by byteboy
So you will also be happy our Psychic Powers are not automatic now?
We also lose Thralls/Demonic Gifts/Sorcerors with Powerfists/all daemons will be generic and Rubric Terminators. Lets not forget Warpflame and Mutated Hull for vehicles.
True, but BoC gets better, our Daemon weapon will [size=2pt]possibly[/size]be kick ass and our sorcerers get to cast 2 psycic powers a turn! ;D Much more how Tzeentch should work IMO. You get more power, but with that power comes great responsibility danger.

Ad D. Gifts might not be gone as the Chaos lord is supposed to have 3/4 of a page of options like the carnifex does in the Tyranid rulebook.
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