trevoroftzeentch Posted January 24, 2014 Share Posted January 24, 2014 I want talk about effectively using thousand sons/mark of tzeentch. Post the units you've had most succes with Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/ Share on other sites More sharing options...
Tenebris Posted January 24, 2014 Share Posted January 24, 2014 Thousand Sons MSU works for me. Three squads of five Thousand Sons supported by either cultists or Chaos Spawn work good and are reliable. I usually ally with daemons or load on armor to provide my adversary with a very tough army to crack, preferably AV 13 but mostly AV 12 in the form of Forgefiends, Maulerfiends and on occasion Predators. I love the Divination from daemons to boost my Thousand Sons and Forgefiend shooting, making for a very solid ranged damage. Overall very classic and lore friendly, 3x Thousand Sons MSU, Spawn, Horrors, Screamers, Flamers and Divination Herald... This list works nice against Marines, is capable against the Guard, struggles against the Eldar and reliably tackles with the Tau due to many ++ saves across the board which ignore many nasty plasma weapons. As for the MoT, I have fielded MoT Terminators and MoT Chaos Marines and Obliterators but all performed badly. The 4++ Terminators die as easily to their nemesis as 5++ terminators, for that 4++ helps you only against the AP 2 weapons while the true terminator killers are units that unload a ton of weak attacks and against those the bonus ++ does not help. Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3577856 Share on other sites More sharing options...
Xenith Posted January 25, 2014 Share Posted January 25, 2014 Tzeentch termies, lvl3TDA sorceror, hope he gets endurance ;) Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3578486 Share on other sites More sharing options...
Excessus Posted January 25, 2014 Share Posted January 25, 2014 If MoT was 1p on CSM I would take it. Allied tzeentch daemons can make it 3++ if you are lucky! Tenebris, the problem with MoT on oblits is that they'll get instakilled by lascannons and such (and has always happened when I've played it on them), and that it's actually more expensive than the MoN that does more! Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3578505 Share on other sites More sharing options...
Tenebris Posted January 26, 2014 Share Posted January 26, 2014 Indeed, exactly that and since my skin crawls to have an unit with MoN in a Tzeentch army I rather field them unmarked. Today I have taken my Tsons out for a stroll and I had even managed to fight well against the Space Wolves. The army performed good against marines, suffered a hell against the craftworld eldar and died to a man against the Tyranids... overall as expected. Though it is workable but not that good and neither solid. Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3579062 Share on other sites More sharing options...
oreaper84 Posted January 28, 2014 Share Posted January 28, 2014 I too enjoy some MSU love with Tsons, usually with allied deamons. The sons blast meq apart, and the horros+herald kill others units. I usually run the sorc with a termy deathsquad, on a bike, or if im feeling really saucy with some possesed in a land raider. Usually all of the above are in less competative enviroments though as a serious list can usually smack around the sons :( Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3580622 Share on other sites More sharing options...
Jolemai Posted January 28, 2014 Share Posted January 28, 2014 MSU Thousand Sons. Really??? Rhino delivery, or on foot? Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3580624 Share on other sites More sharing options...
oreaper84 Posted January 28, 2014 Share Posted January 28, 2014 On foot they are resiliant enough and should be slogging anyways. They only thing worse than slow an purposefull, is "shaken/stunned" slow and purposefull. 3-4 units on foot are fun.... not that effective. but fun :) Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3580820 Share on other sites More sharing options...
Ethrion Posted February 10, 2014 Share Posted February 10, 2014 Best use of Thousand Sons I've found for my local meta and play style is one massive unit of 20. Ahriman as warlord and with infiltrate those 20 rubrics can be put into a really dangerous position or threaten an outflank possibility. Most enemies won't like to come near a 20 man unit of 4++ AP3 bolters. Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3590702 Share on other sites More sharing options...
Rune Priest Ridcully Posted February 10, 2014 Share Posted February 10, 2014 That sounds good, Ahriman is a level 3 so can get decent spells on biomancy (I'm sorry, but the Mark of Tzeentch is effectively -1 a psychic level), and infiltrate can be good. Tau will still destroy the squad pretty easily with just fire warriors and pathfinders though. Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3591369 Share on other sites More sharing options...
Shuggnuggath Posted February 12, 2014 Share Posted February 12, 2014 We would be awesome if you could buy a shrine of chaos as a fortification :( Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3592417 Share on other sites More sharing options...
Xenith Posted February 12, 2014 Share Posted February 12, 2014 the Mark of Tzeentch is effectively -1 a psychic levelAin't that the truth... Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3592625 Share on other sites More sharing options...
Hellios Posted February 13, 2014 Share Posted February 13, 2014 I've run MSU units (that work), Although I miss my 5 man squads with wind of chaos in a Land Raider XD Also when I've been running more daemons than marines... I've had some success with a large 18 man unit just walking down the middle of the board... with little units of daemons doing most of the work... Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3592986 Share on other sites More sharing options...
Jolemai Posted February 13, 2014 Share Posted February 13, 2014 Does Ahriman potentially infiltrating D3 units of Terminators not work well? Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3593330 Share on other sites More sharing options...
Excessus Posted February 13, 2014 Share Posted February 13, 2014 Infiltration hardly works at all where I play. Latest time yesterday my opponent brought servo skulls thereby negating my three infiltrating units... Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3593351 Share on other sites More sharing options...
Ethrion Posted February 14, 2014 Share Posted February 14, 2014 If infiltrate doesn't work you can always outflank them. Having 20 rubric marines march into the enemy backfield and get line breaker plus probably a rear objective is quite nice. P.S. By the way this is all while your obliterators march about blasting stuff and your heldrakes swoop around burning things... Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3594091 Share on other sites More sharing options...
Hellios Posted February 14, 2014 Share Posted February 14, 2014 Does Ahriman potentially infiltrating D3 units of Terminators not work well? Also, Ahriman is expensive, so if you are not using him well in other areas... Huron is a cheaper option... but not so Tzeentchy. Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3594154 Share on other sites More sharing options...
Imperialis_Dominatus Posted February 17, 2014 Share Posted February 17, 2014 He randomly manifests powers of mutation, magical fire, and foresight,and automatically gets a Warlord Trait that is supposed to evokecleverness and deceit. Seems Tzeentchy to me. :) Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3596025 Share on other sites More sharing options...
Hellios Posted February 17, 2014 Share Posted February 17, 2014 He randomly manifests powers of mutation, magical fire, and foresight, and automatically gets a Warlord Trait that is supposed to evoke cleverness and deceit. Seems Tzeentchy to me. I still stand by Ahriman being more Tzeentchy. Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3596170 Share on other sites More sharing options...
Rune Priest Ridcully Posted February 17, 2014 Share Posted February 17, 2014 He randomly manifests powers of mutation, magical fire, and foresight, and automatically gets a Warlord Trait that is supposed to evoke cleverness and deceit. Seems Tzeentchy to me. I still stand by Ahriman being more Tzeentchy. Indeed, he costs the same as a land raider yet only has a 3+ and 4++ and is only level 3. He can actually use all his powers regardless of what he roles, so some good I guess. Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3596172 Share on other sites More sharing options...
Excessus Posted February 17, 2014 Share Posted February 17, 2014 Ahriman has devastating AP2 firepower within 12"! :D Biomancy is the way to go on him (imho) and bio has lots of short ranged ap2 shooty powers, and you'll most likely roll a shooty power with tzeentch as well! Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3596174 Share on other sites More sharing options...
Samitte Posted February 19, 2014 Share Posted February 19, 2014 Ahriman has devastating AP2 firepower within 12"! Biomancy is the way to go on him (imho) and bio has lots of short ranged ap2 shooty powers, and you'll most likely roll a shooty power with tzeentch as well! What about Pyromancy? A big chance to get both Spontaneous Combustion which I can see working wonders to snipe squad leaders and heavy/special weapons guys. Its quite a nasty thing. ( 18'' range that, if it does not get denied, auto wounds with no armour or cover save allowed and if the model is slain it explodes with a Strength 4 AP 5 small blast. ) Also a chance for the Molten Beam which is just a melta power. But since Thousand Sons cant take those that too might be a nice boon to the army. And its the most fluffy lore to go with the Lore of Tzeentch (since he cant take divination) Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3598332 Share on other sites More sharing options...
Excessus Posted February 20, 2014 Share Posted February 20, 2014 Ahriman has devastating AP2 firepower within 12"! Biomancy is the way to go on him (imho) and bio has lots of short ranged ap2 shooty powers, and you'll most likely roll a shooty power with tzeentch as well! What about Pyromancy? A big chance to get both Spontaneous Combustion which I can see working wonders to snipe squad leaders and heavy/special weapons guys. Its quite a nasty thing. ( 18'' range that, if it does not get denied, auto wounds with no armour or cover save allowed and if the model is slain it explodes with a Strength 4 AP 5 small blast. ) Also a chance for the Molten Beam which is just a melta power. But since Thousand Sons cant take those that too might be a nice boon to the army. And its the most fluffy lore to go with the Lore of Tzeentch (since he cant take divination) Well, you don't take Ahriman to get the witchfire spells, you take him for the awesome buffs/debuffs that biomancy brings...the witchfire spells are just the "downside". If he should get a lot of firepower at least he has the option to use them all, unlike other sorcerers. Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3598572 Share on other sites More sharing options...
Spaz431 Posted February 23, 2014 Share Posted February 23, 2014 the Mark of Tzeentch is effectively -1 a psychic levelAin't that the truth... Have you attempted the cheaper/better Ahriman build out of BL SUPP? Basically Ahriman with an extra bound spell and better invul. Yes two bio spells but 12" nova and familiar. Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3601036 Share on other sites More sharing options...
Excessus Posted February 23, 2014 Share Posted February 23, 2014 the Mark of Tzeentch is effectively -1 a psychic levelAin't that the truth... Have you attempted the cheaper/better Ahriman build out of BL SUPP? Basically Ahriman with an extra bound spell and better invul. Yes two bio spells but 12" nova and familiar. Though I'd miss the "lord" statline of ahriman and the black staff... Link to comment https://bolterandchainsword.com/topic/286038-making-thousand-sonsmark-of-tzeentch-work/#findComment-3601216 Share on other sites More sharing options...
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