Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
As a cult troop fan, I always try to run lists with every cult troop in my army. Every squad performs a good job, but lately I've been disapointed with my thousand sons. Maybe I expect more from them, because of their low AP bolters. Maybe it's because I've been playing against armies where low AP doesn't realy help you (ie. hordes, deamons, rhino's, etc). So here is the question: are there more people whose thousand sons fail to impress them? Maybe from the people that field them with great succes can tell me some tactics or stories that will make me feel beter about them.
Personaly I only had one time the bolters where realy of use against a Space marines player, as he lost a full unit after a round of fire (he was quite an idiot if I may say). Other times they where of use somehow, is when I use them as walking cover.
Well my friend uses them to walk towards an objective...and out in the open. Sometimes he doesnt even get to shoot with them. But they are hard to kill and rarely get wiped out. If for anything its their ability to not give up a KP that impresses me. Also with my AP3 b olters it deters me from even getting close to them. Forcing me to play by his movement phase, which i do not like.
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points
MEQ Killers - Simple. They kill power armor and the like.
Mobile Infantry Shield - Not a very effective use for them, but since they can fire on the move, use them to screen one of your other units that needs a cover save against high AP weaponry but can't seem to get one. This way, they must deal with a 4+ save no matter who they shoot. However, Sons should not be used likely, way too many points, but perhaps in a dire situation, objective match or the like.
Tarpit - Exactly what is sounds like. Most effective against lower numbered but powerful attackers like Dreadnoughts (or anything with CCW or similar) or Monstrous Creatures. Maybe also shock units like Banshees, but you must be careful, sheer volume nulls this tactic. Basically aasault said problem and watch it get stuck for at least two or three turns, maybe the whole game. Great way to contest an objective if you can't go for the capture.
Outside of these common purposes, you'll have the rely on the Sorcerer to help adjust. Warptime helps them in CC, Wind lets them kill any kind of infantry, etc.
On the whole however, I'd leave these gents at home when going for competitive play (especially with the new bug codex hitting the battlefield this month).
"If you can wait til I get home, then I swear we can make this last."
If i'm being honest i love my Thousand Sons, well enough to make my first company almost exclusively them.
My tactic is simply to take a big-ish unit of them and move them to the objective, their armour save and good invulnerable makes them terminators to a point. When they are on the objective they sit there and deal out as much damage as possible whilst my other units (hunter killer teams of Noise Marines or Khorne Bezerkers) flank my opponent and tie up any other objective markers...
I will say it took me a very long time to get these guys to work against a horde army and that comes down to the fact that their AP3 bolters and 4+ invulnerable save don't come into play when facing a horde army, in these cases its best to take a smaller unit of 10 or so and back them up with lots and lots of Noise Marines, essentially they are a shield that could last potentially 2-3 turns in combat, by which point your nasty daemon prince or chaos lord can join the fray with them and kill anything still standing... This is more often than not a waste of points as a nice solid unit of Khorne Bezerkers can do the same for less points and more damage, in other cases, nid's for example (mind i dont know if this still works i havent played the new nids) they work as assassins which can AP3 the big bugs (they have slow and purposeful aswell so can move and shoot), with enough shots they'll bring down anything... (simple Imperial Guard tactic).
It's against elite infantry where these guys really shine, Tau, Marines (good and bad), I've found it works well with Necrons as you can guarantee to put a big chunk of them down very quickly, and when designing an elite infantry killer two units of ten thousand sons is a must in my oppinion, back them up with some khorne bezerkers and some raptors with mark of khorne (or bikers with mark of nurgle) and you have an army which can stand back and shoot and when the time comes engage your opponent in combat, with a good chance of winning, whilst your thousand sons and bikers/raptors reposition for a repeat of the tactic.
This is my experiance and i'm not a competitive player i just found this all out by friendly play so dont take these guys to a tourney and think that it will all be fine and dandy because there are some solid tourney lists out there, but just for fun i hope this helps.
I don't think it's approrpriate to name a dark damon lord bubbles...
They work very well as a tar pit. After they wiped Vulkan's squad from the board they held him in combat for a long time. During that same game they held an Ironclad Dreadnought for a full 4 turns, and were constantly failing their melta bomb attempts. Overall between MEQ or less, they will just wipe them from the board, on some others they will simply keep them tied in close combat until you can get another more CC squad there to help them out.
The day will not save them. And we own the night.
CSM: W:25, D:3, L:9
DE:W:2, D:0, L:0
thousand sons are really fun and they have many uses... even against horde they have uses. if you hold them back in a rhino, then go forward through them, you can take down warriors who are worth more points. Although 3 wounds is always going to be a tough ask even for thousand sons. maybe not such a good plan lol. overall, in around 1800 - 2000 points, a squad of them is very useful, 8 or so guys in a transport really make life hell for SMs and with supporting powers they can really shine when used well. wind kills terminators, gift is funny and kills cool characters if lucky. bolt is decent against MC and helps out with tanks if theyr isolated from other tank killing help