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well being a necron player for the past four years, im stretching my wings into the unkown,
and trying out basically chaos necrons lol. i love the fluff of this army and i have many conversions already in my head since ive bought the codex and bitz ordered my first two squads from the local GW HQ. i want it to be competative, but also almost equally fluffy,
which is why in some cases i chose armor or wounds over toughness (nurgly).
feel free to rip this to shreds, i am completely new to this army and its tactics and need breaking in. pulling back from my shameful childhood hobbies, i kinda have this idea of my lord looking like exodius or whatever his name was from yu-gioh or however you say it.
basically the box statured lord with heavy conversions, like headress and those egyptian scythes things, look like half-circles at the end, as cc weapons. all squad numbers include the aspiring champion
and what thoughts on psychic powers in general? twisting path seemed interesting...
daemon...Stature, strength, aura, flight, armor, essence
double ccw, spiky bits, mc ccw, mark of tzeentch, wind of chaos
daemonic aura, disc of tzeentch, lightning claws, wind of chaos,
5 Rubric Terminators-304
aspiring champion with 3 thrall wizards, bedlam staff, bolt pistol, daemonic strength,
bolt of change
9 Rubric Marines-306
aspiring champion with 3 thrall wizards, powerfist, bolt pistol, bolt of change, eye of tzeentch
9 Rubric Marines-311
aspiring champion with 4 thrall wizards, powersword, bolt pistol, familiar,
bolt of change, gift of chaos
9 Rubric Marines-296
aspiring champion with 2 thrall wizards, powersword, bolt pistol, daemonic strength,
bolt of change, talisman of tzeentch, chaos icon
9 Screamers of Tzeentch- 135
Predator with all lascannons-145
another question, if i gave him a combi bolter could he have two cc weapons?
and could he rapid fire it and assault being a monstrous creature?
the only thing about the HQ powers, wind of chaos i think looks good for fast models,
but im currently wasting their BS5, but am i right in thinking that tacking on a familiar and bolt of change to both would be too pricey?
i would have had 9 terminators, but wouldnt it be agreed thats too pricey?
and does eye of tzeentch work in the shooting phase? i would think it would.
what are the thoughts of putting a blasted standard on the termies?
technically you could have one for each squad.
and what are thoughts on spending points to try and get reckoning of tzeentch, is it worth it, and how many powers should be bought, as six gaurantees it correct?
what thoughts of a defiler for thousand sons? i could get a dreadnaught for a little cheaper, or another pred.
would screamers or flamers be better? as ive heard horrors suck.
are twin linked las better than the autocannon on the predator?
Alright, well, here is some minor advice, it's been a while since I've played a game.
Keep in mind that with thrall wizards your terminators will not be able to Deep Strike. Perhaps its best to go without. You need some more mobility. Your sons aren't going anywhere fast, try and help them along. I would find the points somewhere for some Rhinos (be sure to include Extra Armor and Smoke Launchers). Make sure that you gived your Defiler the Indirect Upgrade (always). The Pred looks ok but think about switching to a less expensive option, like Auto/Las/Las. Consider daemonic possession as well. I wouldn't use a dreadnought, as I find them quite risky. They often die before they see combat in my games for whatever reason.
Hope this helps, and I hope a more advanced player comes along and offers advice, as I think more work is needed. Good luck!
"If you can wait til I get home, then I swear we can make this last."
Hey sparty, here's my two bits on your list.
I like to reccomend people take one power that helps in the shooting, and one that helps in CC. So, Gift of chaos + choice. If you think you'll be facing stuff like bugs, low armor and other types of hordy stuff, then doombolt is good, If you will be riding around in rhinos, winds is good for the juicy template drive-by. If you think you'll be facing MEQs a lot then bolt is very nice for popping armor and marines.
maybe resiliance to bring his toughness even HIGHER.You're protecting against bolters(and small arms fire) with the armor if you take an aditional toughness its better, since they now have to roll 6s to wound you with it to begin with.. that's quite nice.
Remember that you can't get double anything from the armory(if I remember right), You'll have to invest in something that COUNTS AS a ccw,. My suggestion is to take a darkblade or a dreadaxe(I'd take the dreadaxe to be ugly as heck) you can model it as what ever shape you want(circular doohickeys or whatever) and have it count as the dreadaxe.
Since you don't have a daemon weapon above, why not give the aether lance, or a kai gun here for the shooty and give him a different power? Lightning claws are nice, but that's ALL you have on him to make him assaulty, I'd rather see something else here.
Someone else might know better, but something in my gut tells me no.
Its OK on fast models. You have a better chance of getting it off with them at least.
But maybe on the lieutenant the BoC might be better.
hope this helps.
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
thanks so much for the lengthy reply, gave me much to think over.
no i dont need a familiar for that one squad, because eye of tzeentch isnt a psychic power to my knowledge. its basically a 20 point thing that allows you to reroll a failed save, to hit, or two wound a turn. i was thinking about dropping it as its pricey for what it does,
but i liked the fluffy idea of modelling a big eye on the chestplate.
i am thinking of tooling down the points for more numbers, though it pains me with all the neat upgrades they can get.
the Lt isnt that great in combat true, i was hoping wind would be able to thin the ranks a bit.
i was going to use him more as a support unit, like charge him into wherever the sons need help, but im not sure. he is pricey as has been said.
i agree the armor is pricey, it would help against autocannon or krak misslies, but i dont know. i just pictured this big beefy d prince and asked myself, would he be 2+ or 3+ save?
and it just sounded more right to me. but i may drop it and add resilience, or leave both off and make him cheaper x_x.
man those units can get pricey, but ive heard that 1k sons is one army that benefits from being tooled out.
the staff i just wanted to take for fluffy purposes, i know its no powerfist, but the ability to strike at initiative i thought was good, if going up against a monstrous creature like a carny who negates my multi-wounds, one five plus will keep him from attacking me, so i dunno.
youve given me something to think about though.
what are your thoughts on chosen? they can all be sorcerors, does anyone use them/worth it? they dont get two wounds like the rubrics
I think your putting too much points into your aspring champions. As good as you have made them, they can still die with one shot of a powerful gun. A troop squad of 9 costing 300 points is alittle over the top. I think you would be better off filling your troops with more special weapons and more squads rather then what you have.
I think also you two HQs wont be as effective as you think. Big strong individuals dont have that great an impact if they have to walk up the field. It would be a different story if you made them teleport with a retuine.
I think you also need to upgrade your defiler. 12/12/11 armor sucks, and is a waste of points when it can die so easily. I have my defilers at 233pts including Demonic and parassic possession, havoc launchers, and smoke launchers... have alot of fire power and very difficult to kill.
I think you should also look into making your teleport stronger. The chaos has easily the best deep striking units avaliable in the game. Every terminator can have a special weapon, and they are basically unlimited in numbers. HEavy flamers and meltas are a destructive pair. Oblitorators are also the best single squad in the game for their point value. Though they land inaccuratly, they are so hard to kill and can utilize any weapon for any task. Both would be a strong combo with your strong troop basis and artillery.
Twisting Path - Trash. Requires you to be too close to use it. Anything within that range you should be charging, which over rides the pinning effect. Not to mention that most units in this game are either Fearless or have high enough Leadership that they'll practically auto-pass.
Bolt of Change - One of the best powers. Combine it with Tank Hunters and you have yourself a walking/flying BS5 Lascannon - it doesn't get much better than that. However, it is expensive, so I find it only useful on ICs with their high Ballistic Skill. Some people like to give it to Aspiring Champions, which isn't a horrible idea, but not a great one either.
Doombolt - Probably the second best powers. Short ranged Heavy Bolters. Very nice complementary power for Aspiring Champions, since with Thralls they can bust out a ton of death. Goes well with Bolter spam.
Gift of Chaos - Another good pick, if but unreliable. It is true that the Toughness requirement makes it less than outstanding, but I find that it simply balances the power's usefulness. Any ability that allows you to snipe hidden models is king in my book.
Wind of Chaos - I find this power too situational for everyday use. Some people like to use it in conjunction with a Rhino drive-by, but I'd rather just pop out and Doombolt spam them. I find it worthless on ICs, since you waste their nice Ballistic Skill, and template weapons run the risk of leaving your IC out of Close Combat.
Mass Mutation - Trash. Skip it, unless looking for a gimmick army.Chosen in 1K Sons are generally considered to be too expensive to be worthwhile. Giving them Psychic Powers makes them too costly to use, and not giving them any powers wastes the Mark of Tzeentch. I would stick to Rubric Termies until at least the 2500 point mark, at which point you can get away with the huge uber units.Originally Posted by lastspartacus
If you post a new list, I'll try to get some proper comments in on it.
The 233 pt defiler is close to the best tank ive played against of with. Its weapons first of all are varying. The battle cannon forces all troops into cover and severely limits the movements of enemy tanks. Its twin linked auto cannon is good anti teleport and direct enough to target enemy weapon teams of important individuals pestering your front lines. The havoc launcher is basically a smaller battle cannon that forces mutliple saves. Though its not a powerful gun, it has 2 shots per turn so eventualy will rack up some kills.
The defiler is also a strong hand to hand fighter, which therefore nutralizes any dreadnought attacks or chain fists.
At 233 pts , it includes all the armor upgrades. It is built in with crew shaken crew stunned. It has 13/13/12 armor, which can withstand almost any shot besides the rail gun. Anytime it is sufficiently damaged, it can repair imobilized or weapon destroyed with 4+. So basically to kill a defiler, you have to first be in range, second penetrate 13 armor, 3rd actually blow it it or else it will recover.
my defilers can last usually the entire game unless they are targeted by specific teleporters. A constant barrage of battle cannon will totally maul troop advancement through an entire game.
whats the point of having a shity tank that will die fast...might as well make them nasty