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Building a Thousand Sons Army


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Hey y'all. I have a brother who's interested in building a Thousand Sons army (though with minimal to no Tzeentch Demons). For anyone who plays this army could you give me some advice on how to help him make this army?

 

EDIT: I made another topic about building an Emperor's Children army because my brother is kind of torn between the two. Here's the link to it: http://www.bolterandchainsword.com/topic/308129-building-a-emperors-children-army/

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I use 2 CAD detatchments for my T-Sons based army.

My Warlord is Ahriman

My other HQs are 3 Sorcerers.

Each detachment has 3 squads of T-Sons.

I have

1 Squad of Raptors,

1 Squad of Terminators

2 Vindicators

2 Helbrutes

If I feel more mobility is required, I have 4 Rhinos.

I'm currently in the process of converting a broken Land Raider into a Relic Sicaran.

 

My tactic is to dominate through psychological warfare.

I have 19 warp charge before the die is cast. I get very dice heavy on deny the witch rolls.

I also love the disembark and rapid fire of my troop squads.

 

Edited due to automatically correcting issues

(My auto correct is duckling Stupak)

If he doesn't want daemons I'd reccomend IA13.

 

Though, why not daemons?

I think it's because he sees they have essentially a 5+ save which he doesn't like about them, however I don't think he's ever seen a game of them to see how they work.

 

If he doesn't want daemons I'd reccomend IA13.

 

Though, why not daemons?

I think it's because he sees they have essentially a 5+ save which he doesn't like about them, however I don't think he's ever seen a game of them to see how they work.

 

Tzeentch daemons are quite good. Screamers for sure will handle many things the Thousand Sons can't themselves. Yeah, they have a 5+ invul(with re-roll 1s), but also only cost 9p per horror, and screamers/flamers are a bit sturdier than those.

 

 

If he doesn't want daemons I'd reccomend IA13.

 

Though, why not daemons?

I think it's because he sees they have essentially a 5+ save which he doesn't like about them, however I don't think he's ever seen a game of them to see how they work.

 

Tzeentch daemons are quite good. Screamers for sure will handle many things the Thousand Sons can't themselves. Yeah, they have a 5+ invul(with re-roll 1s), but also only cost 9p per horror, and screamers/flamers are a bit sturdier than those.

 

 

I'll have to show him a batrep either in the forum or YouTube, because I've seen them work quite well too. Especially Screamers & Flamers.

 

If he doesn't want daemons I'd reccomend IA13.

 

Though, why not daemons?

I think it's because he sees they have essentially a 5+ save which he doesn't like about them, however I don't think he's ever seen a game of them to see how they work.

 

 

Most things get no saves against a lot of stuff in 40k, while daemons do ;)

 

The best place to start with a Thousand Sons army is with a Sorcerer and 2x Units of Thousand Sons, preferably in Rhinos.

If he doesn't want daemons I'd reccomend IA13.

Though, why not daemons?

I think it's because he sees they have essentially a 5+ save which he doesn't like about them, however I don't think he's ever seen a game of them to see how they work.

Most things get no saves against a lot of stuff in 40k, while daemons do msn-wink.gif

The best place to start with a Thousand Sons army is with a Sorcerer and 2x Units of Thousand Sons, preferably in Rhinos.

Very true about the Demons!

One thing I was telling him is to have min units of Thousand Sons in Rhinos to give more warp charges to Arhiman to manifest lots of witchfire powers from the comfort of a Rhino. Tzeentch Terminators and Warp Talons are nice because of their 4+ invulns, as well as Sorcerers or Lords with the Mark and Sigil of Corruption for a 3++.

 

 

 

Very true about the Demons!

 

One thing I was telling him is to have min units of Thousand Sons in Rhinos to give more warp charges to Arhiman to manifest lots of witchfire powers from the comfort of a Rhino. Tzeentch Terminators and Warp Talons are nice because of their 4+ invulns, as well as Sorcerers or Lords with the Mark and Sigil of Corruption for a 3++.

 

 

While some may do this, youre paying 150pts for a single warp charge. Just get an allied herald. I find TS squads are better a little larger to be able to savage MEQ units better, and to be able to survive. 5MEQ arent hard to remove, but 9 3+/4++ guys can take a lot of firepower to shift.

Hey y'all. I have a brother who's interested in building a Thousand Sons army (though with minimal to no Tzeentch Demons). For anyone who plays this army could you give me some advice on how to help him make this army?

 

EDIT: I made another topic about building an Emperor's Children army because my brother is kind of torn between the two. Here's the link to it: http://www.bolterandchainsword.com/topic/308129-building-a-emperors-children-army/

As far was building an army goes, what does he want to do with it. Build/conver  some models or actualy play 1ksons. Because if he wants to play them, then he should either wait for the w30k version of play a GK counts as army.

 

Hey y'all. I have a brother who's interested in building a Thousand Sons army (though with minimal to no Tzeentch Demons). For anyone who plays this army could you give me some advice on how to help him make this army?

 

EDIT: I made another topic about building an Emperor's Children army because my brother is kind of torn between the two. Here's the link to it: http://www.bolterandchainsword.com/topic/308129-building-a-emperors-children-army/

As far was building an army goes, what does he want to do with it. Build/conver  some models or actualy play 1ksons. Because if he wants to play them, then he should either wait for the w30k version of play a GK counts as army.

 

 

Maybe that should be clarified to:

 

Do you want to build some models, build and use a thousand sons army, or build a competitive thousand sons army to take to tournaments / play against other highly optimised lists.

 

The last option is the angle Jeske is coming from.

 

TS are the best legion, a joy to paint, tricky to play with, and probably useless in tournaments. Them's the breaks.

 

 

Hey y'all. I have a brother who's interested in building a Thousand Sons army (though with minimal to no Tzeentch Demons). For anyone who plays this army could you give me some advice on how to help him make this army?

 

EDIT: I made another topic about building an Emperor's Children army because my brother is kind of torn between the two. Here's the link to it: http://www.bolterandchainsword.com/topic/308129-building-a-emperors-children-army/

As far was building an army goes, what does he want to do with it. Build/conver  some models or actualy play 1ksons. Because if he wants to play them, then he should either wait for the w30k version of play a GK counts as army.

 

 

Maybe that should be clarified to:

 

Do you want to build some models, build and use a thousand sons army, or build a competitive thousand sons army to take to tournaments / play against other highly optimised lists.

 

The last option is the angle Jeske is coming from.

 

TS are the best legion, a joy to paint, tricky to play with, and probably useless in tournaments. Them's the breaks.

 

 

My brother has no interest in tournaments. Just casual play and fuff.

Thousand sons can actually be OK against purely toughness 3-4 meq armor. Ahriman's warlord trait ensures you can infiltrate rhinos full of tsons for turn 1 rapid fire into devastator squads and such. Pretty strong against sisters of battle too but who plays them. Actually they could be decent in small point games against necrons so they don't have to face the decurion detachment.

 

With Ahriman I think I would go pyromancy so you could pop rhinos in spell phase with all the melta, then unload inferno bolts into the meq inside. Works on veterans in taurox etc too.

 

I don't think I would want to play that way in a game over 1k points or you would just be spanked. If you are going to do 1500 or 1850 points you have to have daemons. If you even want to win you would need belakor fateweaver and pink horror summon spam.

 

 

 

 

My brother has no interest in tournaments. Just casual play and fuff.

 

1ksons are bad outside of tournaments too. Very bad, not just bad or weaker. They have no good sides, are gimped by their own rules, the edition rules , rules units from the same codex[or ally] have. If you brother wants to play awesome psychic egyptian space marines[which is the 1ksons fluff] buy him the GK codex. Ok or good psychic powers and ton of bolter shoting, two things 1ksons are known for. And he can model his models anyway he wants. 1ksons played as 1ksons from any of the csm books are not something you want your brother to play with, no matter what the setting [well unless there are matters of inheritance we dont know about and you want to stick it to him, then go ahead].

 

Ahriman's warlord trait ensures you can infiltrate rhinos full of tsons for turn 1 rapid fire into devastator squads and such

 

yeah devastator squads <_<. First thing you infiltrate a random number. it can be 3, but it can as well be one. To do something with str 4 bolters[yes even ap 3 ones] you need a lot of them, specialy as you have no access to buff powers. But big 1ksons squads cost too much[msu cost too much to, as others pointed out that horrors do the same thing  as 1ksons, but cheaper with better rules].

 

They suck at small points just as they do in large game[maybe more in big games they can at least ally in demons and be carried by them]. ahriman +2squads is going to be 2/3 of an army. no support units. no way to hurt av targets, but that is not all, if one takes pyro[or any witchfire powers] ahrimans"special" rule does not start to shine as some claim it does. There just aren't enough power dice to cast them. With 5 maybe 6 you will get to cast maybe 2 powers and that is assuming avarge rolls and opponents without casters[rather uncommon] or adamentium will.

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