Rune Priest Ridcully Posted October 12, 2012 Share Posted October 12, 2012 Will have 9 in my 2k list (2 mastery level 3 sorcerers, and three aspiring sorcerers, 3000pts will hve 17 or 18 :P) Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/page/2/#findComment-3205865 Share on other sites More sharing options...
Crimson Hawk Posted October 12, 2012 Share Posted October 12, 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. No, but the idea behind it was to create a massive distraction with the Feind, so as to draw enemy fire for a turn, which it might probably survive, and if it dies it's rather cheap, so it wouldn't really matter :P If only... Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/page/2/#findComment-3205913 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? yeah, 2k. Ahriman, sorcerer (mastery level 3) and 3 Aspiring sorcerers. I figured as much. Seemed the logical breakdown to get to 10. What do you fill around them though? At 2K points, that is probably 900-1000 of your points right there. Still plenty of room to build upon, and all those psychic powers do seem like they would be fun to play (unless the opponent had someone like Njall. Seriously, blah. No es bueno.) Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/page/2/#findComment-3206419 Share on other sites More sharing options...
Rune Priest Ridcully 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. I figured as much. Seemed the logical breakdown to get to 10. What do you fill around them though? At 2K points, that is probably 900-1000 of your points right there. Still plenty of room to build upon, and all those psychic powers do seem like they would be fun to play (unless the opponent had someone like Njall. Seriously, blah. No es bueno.) That is why you take vindicators........ Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/page/2/#findComment-3206487 Share on other sites More sharing options...
*Furyou Miko Posted October 19, 2012 Share Posted October 19, 2012 Can you not use Doombolt for sniping? Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/page/2/#findComment-3213693 Share on other sites More sharing options...
Rune Priest Ridcully Posted October 20, 2012 Share Posted October 20, 2012 But Njarl could shut that down fairly easily, whilst last I checked he can't just deny the existence of a vindicator shell with happy thoughts. Link to comment https://bolterandchainsword.com/topic/262800-decisions-decisions/page/2/#findComment-3214137 Share on other sites More sharing options...
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