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ok i looooove tzeentch and ahriman etc and the fluff behind the thousand sons
i also love having a psyker leading a squad and AP3 bolters.
so i want some thousand sons in my army. the question is, how many units, and how many in a unit?????
any advice or tales of experience with using this unit wouldbe greatly appreciated!
The few times I played thousand sons, I played 2 units of 8 + 1 sorcerer. One unit on foot the other in a rhino. I had 2 units of 10 CSM with 2 meltaguns , champ with fist to support them because they are not that great in close combat. I also had a dreadnaught walking next to the footsloggers just to make people think twice before charging in.
My impressions are, before fifth edition they were good because cover gave 5+ saves and rhinos were easier to pop open. Now with everybody getting 4+ cover saves almost all the time I find that there weapons are not that great and that the Inv save is a waste of points because everybody gets the same save because of cover.
"Iron Within, Iron Without"
Ima go with black rose on this a bit. On paper, they look amazing. When it comes down to using them, they are limited. My biggest issue is, when I have used them, my apponant shoots them to dang much.
They are a target that people want to see dead off the bat, so if you like using tactics that have people watching your left hand, then you smack them with your right, the 1k sons could be a viable unit to take, but I wouldnt suggest taking to many of them, they can survive pretty decently, but not AMAZINGLY
Each time I've used them, they more than pulled their weight. They are pretty big targets though since they do have an AP 3 gun and can fire full distance. You can get around your opponents having cover saves by using a lash sorc/lash prince to move your targets from thier cover (I know this is a Slaanesh ability, but you could add a lash sorc has renounced his patronage of Slaanesh for the enlightenment of Tzeench in your fluff). As for how many in a squad, 8 troops + 1 Aspiring Sorc does the trick pretty nicely (convienient that's how they come in each box).
I also find that Obliterators not only fit their fluff pretty decently, but also draw a good amount of fire away from your troops. You may also want some Chosen or regular CSM to back up your 1000 Sons, as they will get eaten alive in CC.
Plug two squads of 8 with a sorcerer in rhinos, use gift of chaos for IC killing, and wind of chaos for squad Killing. The rhino's can pump out phycic shots up the field, and keeps your hard hitting thousand sons around longer. get this squad out and rapid fire whatever they're near. Nothing short of TEQ will stop those ap3 shots.
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I've got to Agree with Ghost and Albino on this one, I personally really like the Thousand Sons, but that comes down alot to personal preferance I think. Main thing to do is get them rhinos and then into whatever position you need to rapid fire them. In regards to melee combat, I tend to give them a personal icon so that i can deep strike demons on them to assist should they get assaulted. Other options include giving the Sorc warptime to make him a wee bit more effective in combat (works well) or Gift of Chaos to create extra melee combatents.
I like them and have 2 units in my army. However my list is not really competative in anyway just fun. If i where to make a list to win i would include a squad at most in a rhino. Any more i think would be too much of a pt sink.
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so 2 boxes of the guys or just the one? also....do the sorcerers take 2 powers each and use 2 in a turn as they are psykers with mark of tzeentch?
I've always liked using 1k sons, but they do need support. For tournies, I'd stick with Plague Marines though.
As far as how many is concerned, I'd go with 8 Sons and a sorcerer.
That and the look on a space marine player's face is priceless.
awesome guys thank you!