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So the other day my friend and i played a 1000pnt game of 40k at our local hobby shop I just started chaos recently and well... i got my butt handed to me : P
my friend plays IG and he had fun just blasting me with tanks and heavy wep.
any advice for fighting him i like playing pure Thousands sons but am looking to add some slaanesh to my force.
my 1000pnts list for the game : [
Chaos Drednaught - CC Arm and Assult cannon ( lost his cannon first turn )
x3 10 man Squads of TS with bolt of change
Rhino with twin linked bolter
Thanks - Kamigawa
ummm, chaos dreads don't get assault cannons......
your lord needs a role. and your squads all need mobility ie: rhino's.
honestly i can't really help beyond that. i play worldeaters and deathguard, so i'm not real hip to the magic legion nor the effeminate one.
imperial guard will throw walls of dice at you for lasguns, which is a fantastic way to get around a thousand suns players strengths. your strengths are your sorcerers spells, your 4+inv save and your ap3 bolters. taking massed armor saves negates your great inv save. and your ap3 bolters will be negated by cover, so try and catch squads in the open. if your sorcerer shoots his b o c at a tank your wasting your squads shooting potential if you shoot at a squad you waste your b o c.
i dunno, maybe 2 tiny squads with bolt of change for tank hunting and one big one with winds of chaos or something as an enmass infantry killer.
lol, i don't even remember if b o c is high enough str to be a good tank hunting weapon.
Take my words with a grain of salt, i am not the tactical genius i think i am!
Hmm...kinda hard to advise. A purist Thousand Sons will always have difficulty fighting hordes, and to a lesser extent with heavy tanks like the Leman Russ. After all, your primary strength is Marine-killing. What you need, I think, even more than Rhinos, is a distraction...preferably one that can kill tanks, as I am sure that was half of your problem with IG. BoC doesn't cut it against Russes. For 1,000 point games, you could give your Lord termie armor, combi-melta and MoT, then deepstrike him near his Russes. (I assume he had at least one Russ, and probably other tanks as well.) Most Guard generals don't kit Russes for Terminator-hunting, so he'll be able to scare tanks as well as charge into close combat and absorb lots of shots. He'll die, but with some good rolls he'll take half a game's worth of firepower with him. Whatever. What's important is that he takes the pressure off your troops as they methodically grind out the heart of his army: the men, and specifically any overtooled command squads.
How is your damage control? Do you space your troops out to minimize the impact of ordnance? Do you exploit the Basilisk's minimum range? When shooting at troops, do you kill just enough to force a morale test and then focus on another squad? Your Rhino won't block his tanks but it WILL (probably) block his infantry's LOS. Use it as a torpedo to tank shock or, alternatively, to die in such a place as to cut down on incoming fire. I think you can even put troops in a Rhino, too.
Your list is not a very good all-comers one. You will probably need different units to not have an uphill fight against non-MEQs. That Dreadnought is a boat anchor in this list, unreliable at the best of times and more often just a fire magnet for turn 1. I don't think noise marines will help your cause but... would a bike squad be too unfluffy? They'll have invulnerable saves, sort of, and bike-mounted meltas are just about the best tank-hunters in the Codex. That would leave your troops free to use those super-bolters. Alternatively, how about dropping the Rhino and Dreadnought for a squad of Terminators with IoT? Deepstriking will help counter the natural slowness of Thousand Sons and (fluffwise) there have been rules for Rubric Terminators in the recent past. They would lend you some useful hand-to-hand functionality as well as putting Reaper shells into the backs of vehicles. Your IG opponent will go nuts trying to take out DSing Termies with good invulnerable saves before they hit his line.
If you want to use Thousand Sons troops exclusively, then Predators would be an excellent heavy choice. Heavy bolters and lascannons...just what every Thousand Son needs!
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Havocs... lots and lots of Havocs. Chaos dreadies are a nice fire magnet for the first round of heavy weapons fire.
Focus on the tanks and artillary with Havocs and obliterators. Thousand Sons have some very intersesting abillities against other infantry.. not so good against armour. Try adding a squad of Havocs to your next battle against IG... add a few extra base havocs to take up some of the fire they will get and space them at the squad coherancy max to avoid rain down from blast weapons. Also close in as fast as possible and move through cover. Flak armour in h2h is like a hot knife through butter.
Last edited by jqbliss; November 15th, 2008 at 01:30.
Rhinos, Rhinos, Rhinos
You gotta have guys in Rhinos. It just basically gives your opponent extra things to shoot at. Try to turn the lord into a Daemon Prince if you can. A DP can really hamper the day for IG. Cut one 10 man squad out. Add another Rhino, some Lesser Daemons to deep strike. Get PI's on the units. Lose the Dreadnaught for something else in a heavy slot. You got to take IG's armor down. Havocs are really good for this.
Personally I'm not a big fan of the 1K Sons, but their IS does give them some staying power.
"When Blood Speaks, Shadows Answer."
The two main strengths (AP3 bolters and 4++ save) of Rubrics are pretty much nullified. I like your list, but it's almost tailor made to get nuked by shooty IG.
As mentioned earlier, you need Rhinos. No Rubric squad should be without them... we're too slow. You drive up as quickly as you can, jump out and give them some rapid fire love.
I would get rid of the Dreadnought. You can replace him with a squad of IoT Havocs who will be much harder to kill, or even an Obliterator.. or perhaps two.
You also may end up needing to get rid of one of your Rubric squads.. 1k is not a lot of points. Use the points on something that can deepstrike into his lines... either Raptors (w/ melta guns for the Russ) or a version of the Karmoon special terminator (make sure there is a chain fist and combi-meltas) squad.
Intrepid's idea about a Lord in Termie armor is a good one.
"Is Archon Braigh-Dee going to have to choke a Wych?
Courtesy of Wicky: D.C.S.S.E.P.C.I.C.B.
Thanks for you advice
There are some good ideas up there. Intrepid gave the usual high standard advice and Rengaw gave out a good limitation account on 1Ksons for horde units.
1ksons are not much better at anti guard as a normal marine. The increased AP value does nothing against flak armour that the normal bolter doesnt do. The 4+ inv save makes no difference either as the average guardmen wont ignore your 3+ power armour. Slow and purposeful will help you in the way that you can still fire your full 24 range, but will hinder you that it will take you forever and a day to get to the enemy lines. Meqs will slap the guard up in combat, were they are forced to use there fists instead of the plasmas and lascannons against your t4 3+.
My opinion is that aspiring sorcerers should be kitted out with anything but BOC, doombolt is the better long ranged spell, with wind being the great template of ddom. Both of these spells are geared toward the MEQs and guardsmen wont earn there points back so easily. Have you thought about gift? This spell will be easier to complete against the lower toughness value of the guard and will produce a new model just like it would against a necron or whatever else.
Intrepid stated he thought you needed a unit that was a great distraction and could take out vehicles too. This unit is most definately the winged daemon prince. Hes fast, immune to ID, with a higher than average strength and monsterous creature armour penertration will open up tanks with ease(hitting rear armour nowadays aswell). To add to this, giving him MoT will further increase his suvivability.
My rough (ie, not added up) army list would be somthing like the following
Daemon prince with wings, MoT and warp time.
3 units of 5 1ksons w/ doombolt, rhino and combi melta
3 bikes with 2 meltaguns.
As much as I like the idea of three sqauds of 1ksons, I have to say that one unit would be better off. 1k point list isn't all that much and you really have to stretch out the points. I would have one sqaud of 1k sons and two sqauds of good old CSM's. They are our bread and butter. IG dislikes area templates almost as much as give them to us. I would give the CSM's flamers or a missile launcher. Of course you will want to take a butt load of rhinos for every one, but why not give one or two a combi flamer.