Astorath the Grim Posted October 9, 2012 Share Posted October 9, 2012 I'm trying to decide between 1k sons and deathguard for my new chaos army. I'm looking for input and advice from both boards. I tend to play eldar more often then not, always with eldraad and the avatar. Thoughts/advice most welcome! Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/ Share on other sites More sharing options...
Narse Posted October 9, 2012 Share Posted October 9, 2012 I'm trying to decide between 1k sons and deathguard for my new chaos army. I'm looking for input and advice from both boards. I tend to play eldar more often then not, always with eldraad and the avatar. Thoughts/advice most welcome! As a thousand sons player I suggest playing Deathguard. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3201578 Share on other sites More sharing options...
Astorath the Grim Posted October 9, 2012 Author Share Posted October 9, 2012 Why is that? Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3201600 Share on other sites More sharing options...
Narse Posted October 9, 2012 Share Posted October 9, 2012 Why is that? Because they are better.... 1) Better in melee, they come with Bolt Pistol/CC and Defensive Grenades and have plague knives so they can even damage Wraith Lords type Monsterous Creatures 2) Better in killing anything with an AV, they can get Melta guns and/or Plasma guns making them able to destroy vehicles. More versatility... 3) Harder to kill, toughness 5 vs toughness 4 and they get a Feel no Pain roll after there armor roll, crazy!?!?! They are better in every scenario defensively assuming moderately cover save board. 4) Typhus is better then Ahriman, Typhus has access to better powers, and gets to use a S6, I1, AP 2 weapon with 3+1D6 attacks. Ahriman gets to use a S6, I5, AP4 weapon or some fairly short range psyker powers that will most likely have time die from perils by turn 3. ... Thousand Sons are only good at killing Power Armored Space Marines without someone with artificer armor in the front. This benefit would be reduced if the enemy is in cover. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3201658 Share on other sites More sharing options...
JamesI Posted October 9, 2012 Share Posted October 9, 2012 I have a lot of fun with my Thousand sons, plays very different than my Blood Angels. OF course, Deathguard would as well. Thousand Sons may be weaker overall. They are really good at killing marines, but they can struggle with other things. But the look of horror on your opponents face when you need to randomly determine 10+ psychic powers a game is fun. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3201684 Share on other sites More sharing options...
Rune Priest Ridcully Posted October 9, 2012 Share Posted October 9, 2012 Whilst Thousand sons are not as strong as others, they are fun. What is the best thing about playing Thousand sons? Is it when Dark angels open up with plasma on you? You still get a save. Or is it when your in combat with terminators? Still get a save. Or you catch enemy power armour in the open? Gun 'em down, and if they are in cover, there save is still worse. But it's not the save, or the AP3 that is the best thing about playing thousand sons, it's not the fact our aspiring just need to cause a singe wound to kill most enemy characters, it's not our Sorcerers can laugh at anyone trying to cast Psychic powers on their squad. You want to know what's the best thing about playing thousand sons? It's when your psychic powers cut down enemy squads, it's when your sorcerers make tactical squads pin down in cover in fear of the giant white rabbits only they can see, or when the enemy finds they are not so tough after all, or their own squads shoot at each over, and your opponent is taken by complete surprise as "Thousand sons are rubbish, everyone says so" even as there forces are destroyed and scattered. ALL IS DUST! FOR VENGEANCE! FOR THE ENLIGHTENMENT OF MANKIND! FOR PROSPERO!!! Death to those that betrayed us, Emperor and primarch alike. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3201822 Share on other sites More sharing options...
Mykra Posted October 9, 2012 Share Posted October 9, 2012 Why is that? Because they are better.... Depends if you are talking a pure marine army, or the more likely ones I'm starting to see of the Marines + Daemon allies. Thousand Sons with Tzeentch Daemons are freaking brutal. A guy in our club is using them paired with some Screamers (who just might be the scariest melee unit around?), Flamers (Oh joy, my unit has been melted to ash yet again), and a cheap horror unit with the lesser HQ IIRC. Mixed in with the options from C:CSM, it has incredible movement, wastes 3+ saves, and has enough templates that I bet it will ruin hordes days as well. Heldrakes. *shakes fist* HELDRAKES! It looks really fun to run. I've had a Night Lords army since 2E, and I'm really tempted to try to adapt it to my army to give it a whirl. Edit: I just noticed the amount of BA players with Chaos secondaries. Neat. Blood for the Angel of Blood! Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3201825 Share on other sites More sharing options...
Blood Shadow Posted October 9, 2012 Share Posted October 9, 2012 How do you guys deal with the runes of warding when playing against the eldar? i've been trying to decide myself if i should do Thousand Sons or Iron Warriors and the friend i play the most has an eldar army which he always takes eldrad in so i almost never get any psychic powers off in my other armies, i've stopped taking psykers so much now, and not at all when i use Orks Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3201989 Share on other sites More sharing options...
Dark Scipio Posted October 9, 2012 Share Posted October 9, 2012 Whilst Thousand sons are not as strong as others, they are fun. What is the best thing about playing Thousand sons? Is it when Dark angels open up with plasma on you? You still get a save. Or is it when your in combat with terminators? Still get a save. Or you catch enemy power armour in the open? Gun 'em down, and if they are in cover, there save is still worse.But it's not the save, or the AP3 that is the best thing about playing thousand sons, it's not the fact our aspiring just need to cause a singe wound to kill most enemy characters, it's not our Sorcerers can laugh at anyone trying to cast Psychic powers on their squad. You want to know what's the best thing about playing thousand sons? It's when your psychic powers cut down enemy squads, it's when your sorcerers make tactical squads pin down in cover in fear of the giant white rabbits only they can see, or when the enemy finds they are not so tough after all, or their own squads shoot at each over, and your opponent is taken by complete surprise as "Thousand sons are rubbish, everyone says so" even as there forces are destroyed and scattered. ALL IS DUST! FOR VENGEANCE! FOR THE ENLIGHTENMENT OF MANKIND! FOR PROSPERO!!! Death to those that betrayed us, Emperor and primarch alike. Well said. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3202019 Share on other sites More sharing options...
JamesI Posted October 9, 2012 Share Posted October 9, 2012 Whilst Thousand sons are not as strong as others, they are fun. What is the best thing about playing Thousand sons? Is it when Dark angels open up with plasma on you? You still get a save. Or is it when your in combat with terminators? Still get a save. Or you catch enemy power armour in the open? Gun 'em down, and if they are in cover, there save is still worse.But it's not the save, or the AP3 that is the best thing about playing thousand sons, it's not the fact our aspiring just need to cause a singe wound to kill most enemy characters, it's not our Sorcerers can laugh at anyone trying to cast Psychic powers on their squad. You want to know what's the best thing about playing thousand sons? It's when your psychic powers cut down enemy squads, it's when your sorcerers make tactical squads pin down in cover in fear of the giant white rabbits only they can see, or when the enemy finds they are not so tough after all, or their own squads shoot at each over, and your opponent is taken by complete surprise as "Thousand sons are rubbish, everyone says so" even as there forces are destroyed and scattered. ALL IS DUST! FOR VENGEANCE! FOR THE ENLIGHTENMENT OF MANKIND! FOR PROSPERO!!! Death to those that betrayed us, Emperor and primarch alike. After last night, I can honestly say the best part of playing thousand sons is when you tell your opponent, "Ok, I need to generate 10 psychic powers now". Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3202174 Share on other sites More sharing options...
Ethrion Posted October 9, 2012 Share Posted October 9, 2012 It's about sticking it to those fenrisian dogs and beating them down. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3202181 Share on other sites More sharing options...
Astorath the Grim Posted October 9, 2012 Author Share Posted October 9, 2012 Im concerned about being able to hold my own in melee Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3202373 Share on other sites More sharing options...
Rune Priest Ridcully Posted October 9, 2012 Share Posted October 9, 2012 Whilst our killing power is not eh best in mellee, 4++ and fearless make sure they are not easy to shift. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3202399 Share on other sites More sharing options...
Ethrion Posted October 9, 2012 Share Posted October 9, 2012 Im concerned about being able to hold my own in melee Yeah, we ain't like khorne marked marines but we have an invulnerable save that can potentially keep us around. Thing with rubric marines is to pick and choose your targets. Shoot at power armour and if you have to close combat then fight power weapons. But honestly now that we can take allies and cultists then it would be best to keep them out of close combat altogether. Swamp with bigger units and sweep up with the rubrics. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3202404 Share on other sites More sharing options...
Crimson Hawk Posted October 9, 2012 Share Posted October 9, 2012 I'm trying to decide between 1k sons and deathguard for my new chaos army. I'm looking for input and advice from both boards. I tend to play eldar more often then not, always with eldraad and the avatar. Thoughts/advice most welcome! Well, deathguard are far more powerful, and don't have to pay for a hilariously overpriced mini-Sorceror, but the Sunz have awesome fluff, Ahriman and Infiltrating Maulerfeinds, and pimpin' hats. Or you could have the best of both worlds, and have an alliance of both Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3202503 Share on other sites More sharing options...
Rune Priest Ridcully Posted October 10, 2012 Share Posted October 10, 2012 HERETIC!! I'd mix noise marines or Berserkers, but anything nurgle? No. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3203314 Share on other sites More sharing options...
Astorath the Grim Posted October 10, 2012 Author Share Posted October 10, 2012 Lol nope no mixing of legions for me...if I do 1k sons it'll be pure...eventually with tzeentch daemon allies Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3203431 Share on other sites More sharing options...
Astorath the Grim Posted October 11, 2012 Author Share Posted October 11, 2012 Well tomorrow afternoon I'll be getting my hands on the dex and probably 4-5 squads of ksons Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3204702 Share on other sites More sharing options...
the jeske Posted October 11, 2012 Share Posted October 11, 2012 Ahriman and Infiltrating Maulerfeinds I think you read something wrong. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3204710 Share on other sites More sharing options...
Crimson Hawk Posted October 11, 2012 Share Posted October 11, 2012 Ahriman and Infiltrating Maulerfeinds I think you read something wrong. What? Set me straight, please. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3204734 Share on other sites More sharing options...
Astorath the Grim Posted October 11, 2012 Author Share Posted October 11, 2012 I think its only infantry he can make infiltrating Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3204833 Share on other sites More sharing options...
Mykra Posted October 11, 2012 Share Posted October 11, 2012 Ahriman and Infiltrating Maulerfeinds I think you read something wrong. What? Set me straight, please. As Astorath said, Infantry only. So he could infiltrate Mutilators - who count as Infantry - but he couldn't infiltrate Maulerfiends - who count as Walkers. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3205061 Share on other sites More sharing options...
Narse Posted October 11, 2012 Share Posted October 11, 2012 Ahriman and Infiltrating Maulerfeinds I think you read something wrong. What? Set me straight, please. As Astorath said, Infantry only. So he could infiltrate Mutilators - who count as Infantry - but he couldn't infiltrate Maulerfiends - who count as Walkers. Even if he could you can't charge with infiltrating units in the first turn. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3205385 Share on other sites More sharing options...
Mykra Posted October 12, 2012 Share Posted October 12, 2012 After last night, I can honestly say the best part of playing thousand sons is when you tell your opponent, "Ok, I need to generate 10 psychic powers now". Just wondering, what's your setup to get 10 powers (I can think of a few myself, but then I think of affording an army around it and kinda blanch)? I'm guessing it has to be a 2K or more game? Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3205522 Share on other sites More sharing options...
JamesI Posted October 12, 2012 Share Posted October 12, 2012 After last night, I can honestly say the best part of playing thousand sons is when you tell your opponent, "Ok, I need to generate 10 psychic powers now". Just wondering, what's your setup to get 10 powers (I can think of a few myself, but then I think of affording an army around it and kinda blanch)? I'm guessing it has to be a 2K or more game? yeah, 2k. Ahriman, sorcerer (mastery level 3) and 3 Aspiring sorcerers. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/#findComment-3205523 Share on other sites More sharing options...
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