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With my plethora of Khorne Berzerkers, I am lacking any ranged. Was wondering if Thousand Sons are any good. I know it's Tzeentch and Khorne in the same army but I have my reasons...
It entirely depends, we cannot just tell you thtat a unit is 'good' or not, without knowing your opposition (Except Obliterators).
So, tell us a little, what do you usually face? How is the rest of your army set up? What do you want this ranged unit to do?
Thousand Sons decimate MeQs, but against horde type units they come lacking due to their high points cost.
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Im usually fighting Eldar, Tau, SM and Necrons. I just need a ranged punch so that my Berzerkers won't be the only winning condition.
Thousand sons are a good unit. Mechanised they are good support for bezerkers, with their invulnerable save they can take a fair bit of heavy weapon fire.
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Thousand Sons are highly specialized. Of course, that can depend on how your kit your aspiring sorcerer, but for the most part, they're designed to take down MEQs.
You may also want to consider plague marines, as they are a more all-purpose unit. You'll find they will not only assist in range (against infantry & vehicles), but also come in handy for aiding your zerkers in finalizing your c.c. finesse.
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What I love about thousand sons is that everyone "thinks" that they are a ranged specialist unit, and no good in close combat. And with the exception of CC with genestealers and hordes of orks I have proven them wrong - power weapons and fists are pretty much wasted, and that force weapon does wonders!
I've been charged by a range of stuff, from HQ's to Carnifexes and the forceweapon has always been a blessing (1 shot a 209 point CCspecialist carnifex idling too far from a synapse creature, what more do you want, you keep almost everyone in your squad too!)
Spell wise don't choose bolt of change if you think of it as anti tank as you will essentially waste the rest of the unit's shots. Doombolt is very popular since you add 3 more ap3 shots to the unit. Recently my favourite has been winds of chaos - most people here will disagree with my choice, but for me personally it does wonders (especially with a rhino at hand).
But overall, if you can draw vindicator fire away from your zerkers to this squad it's points well spent =)
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Sons are very useful. The armies you listed all have good armor saves for the most part and AP3 negates that. The sorcerer also gets a psychic power which can be used to specialize against enemies. They can also shoot at 24" all the time, with warptime this can devestate enemy heavy infantry with most shots wounding. The force weapon can also take down characters or multi wound model in close combat. With a rhino these guys are just devestating.
1k sons are perhaps one of my favorite troop list. Many of the people I play with play with AP3 and my 1k sons flip that on it's ear with doom bolt and Inferno bolts. Slow an Perp aint all that bad either; at least you get relentless. Don't forget that your AS has a force weapon and is not afraid to use it. I can not count the times that people forgot that he has one and ate up multiwound characters.
I also use thousand sons to hide behind. Since they the 1k sons have a 4+ inv. save they don't realy need any cover and you can set up some normale chaos space marines or other unit behind them and then they will benefit from a 4+ cover save.