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well i finally played a game and used one squad of thousand sons.
i played against marines and all i have to say is wow they are truly amazing.
the thousand sons squad took down
30+ space marines and 8 grey knights through out are game. sooooo much shooting against them and they just would not die!
my marines squad with the mark of khorn did not do newary as well as they got tied up by two dreadnoughts. but they killed them both and 1/2 a squad of marines.
over all i was very impressed with the new rules.
my two squads of noise marines all with sonic blasters did ok but i rolled really bad with them.
does anyone have any advice or and thoughts about the new units in game play?
Chaos W/D/L 48/12/18 almost retired
Orks W/D/L 13/0/0 Still going strong
Space Marins in the making (Salamanders)
I have to say I love the sheer amount of dice my noise marines allow me to roll and cannot help grinning when my zerkers mince a squad of loyalists on the charge only taking one or two wounds in return.
IRON WITHIN, IRON WITHOUT!
I survived LO Chat thanks to: Karmoon, Rabbit, Process, Tossy and Meish.
It's a Rhino, not a Falcon.wow that is so wrong! like cheat-zy wrong!
With the uber-grittiness of all our basic troops, I've come to think that Land Raiders can be used effectively without bringing Terminators to the game. 1k Sons can disembark, pistol the enemy and still have a good chance of getting the charge off; Berserkers have a near-asssured furious charge; and even generic CSMs can melta/flame and get an obscene number of attack in. Plus, using regular troops lets you have a large squad assaulting out of the LR.
In a pinch, an LR would also help out Posessed if they choose to be powerful instead of fast--and it could be close to a plasma-cannon Dread with no fear of danger.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I really like the use of thousand sons because you really have to use them tacticly to be effective. Bringing them up to hoard units will kill them, also brining them up to terminators will kill them. You really can only bring them up against meqs and therefore in other situations makes them very fluffy.
Plus psycic powers take finess.
I've actually had the opposite experience with them, Tsons do well against MEQs and terminators alike because of the invulnerable save. Since you have a superior invuln save to terminators you less likely to lose as many guys and you have a force of your own to fight back with.
I've never really had problems with horde lists with Tsons, but i run a pure Tson list and against horde you simply keep backing up and firing taking advantage of your S&P and when they get close enough that they can charge you on their next turn you just move and and rapid fire and assualt and then countercharge with dprinces or whatever else you have.
I really dont see the point to the rhino with Tsons, yes you move closer to ensure rapid firing but then next turn youll probably be engaged in combat since you take away their advantage of being able to rapid fire and assualt since you just dissembarked from a rhino. That coupled with the chances of having a rhino popped pinning your expensive and valuable troops just doesn't appeal to me.
I just like the rhino because some horde of tyanid genestealers doesn't fleet right into them. I also like it because If I'm playing against a static army such as guard or sometimes, yet rarely, static tau then I can move them up quick so they don't get shot up before they get there.
Sure I risk the rhino beng blown up, but thats why their only 35 points and it forces the enemy to choose between different targets like my 2-3 rhinos or my predators.
In short I think thousand sons usually need them unless your playing with no vehicles, because its there to make up for their slow and purposeful.