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!
Hi all, I've got a question thats been bugging me ever since i started playing 40k a long time ago. Ever since I read the new chaos codex when i came out, i had loved the fluff behind the thousand sons and tzeentch. However, I had always kept myself from playing thousand sons because they're the worst chaos legion (or so i have been told). I have never ever seen a veteran thousand sons player play anyone, and i wonder how the T sons actually fair. It seems to me that there are more cons than pros, according to the tactica on librarium here. So are they good? semi-good? terrible as expected?
"That is the sound of inevitability"
I like em I love not having to pass Pscyhic tests, and having 2 wounds on my marines/Terminators
You Can't Stop the Eighp
Had Tzeentch before I knew how to play :P
Thousands Sons aren't weak. A TS army with all characters/chosen/possessed/champions equiped with the physchic power "Gift Of Chaos" is one to be feared, just as a chosen squad outfitted with Doombolts and Bolts of Change galore is more devastating than a devastator squad. The Twisting path is also good in smaller games, where 50 vp can be the difference between winning and losing, and 50 vp per opponents unit is even better. (not to mention it slows down your opponent.)
TS aren't poor, they're just a heavily tactical army that requires a lot of strateic planning to use carefully. There are a lot of cons, yes, but the pros weigh up to just as much. They take some skill to use, but thats the fun in it. Theres more of a chalenge so you'll enjoy it more. After a while, having 60+ berzerkers and a 250 point DP gets dull after a while, even if you keep winning.
A lot of armies make me sweat when I'm laying Thousand Sons, unlike my World Eater army (whom only fear a C'tan). But that just forces me to really think about what I'm doing. At my local club I played the three armies I feared the most: IG (with their ordinance), Tyranids (with their CC) and Necrons (with my lack of Str 8 or AP3), and I won in each game. Including the other dozen or so games I played against my friends, my guys are thus far undefeated, and my friends are not bad players by any stretch of the imagination.
What you have to realise about Thousand Sons is that, surprisingly, they're not as forgiving as Marines should be. Every loss is bad, and just one squad in CC will wipe out a quarter of your firepower. You really have to pay attention to what every squad is doing and, more importantly, to what enemy squads can do in their turn. In Thousand Sons you have a lot of firepower, but not many squads. You have to make sure every squad is working for you all the time. Where a standard Chaos army will have 6-7 squads (not including HQ and tanks) you'll have about 4, so they need to do as much as possible.
Having said that, they are by no means weak. Psychic Powers are more powerful than they seem. Winds of Chaos and Gifts of Chaos are truly excellent abilities, and with Thrall Wizards you can have even more fun with them. But the real surprise is how effective Flamers are. A lot of people don't like them, but I use 2 full squads of Flamers in my 1500 point list. That's 18 heavy bolters! Anything you point a squad at will die.
Hope you are converted to the Changer of Ways, who heads one of the most dynamic and interesting armies in the 40k universe.
Beasts of Chaos (4000)
Chaos Marines (3000)
They are a very diffcult army to get to grips with, but once you have them mastered they are a very dangerous force to be reckoned with, nothing more scary that seeing all those psychic missiles heading your way.
Thousand Sons, one of the most tactical army in the Chaos arsenal. These guys are real masters of table attrition, they stand up to withering fire, and can withstand some heavy losses from firing without losing much of their strong firebase and magical ability. Saying that, they also have massive fire output. Being able to move and shoot at full range, have powerful aspiring champions with the most powerful equipment from the chaos armoury, psychic abilities. A lot of younger players underestimate the power containted in this section, but the 'wind of chaos' spell is absolutely brutal, able to take down the heaviest armoured opponents with ease. Also, spells like "Gift of Chaos' can be used in cc, doubling their effectiveness when included on a cc character who needs an extra chance to kill some of the worst cc unit opponents with ease.
When you maximise on that psychic ability and you learn to balance their firepower, endurance, speed disadvantages and advantages, and the fact they have one of the best daemon selections, they become one of the strongest forces on the battlefield. In the hands of a strong and experienced commander, not many opponents can beat them. I myself played a tzeentch army and it was very effective on the field. It took me many games to get the balance right, and many more to use it effectively, but once I mastered it's use, I rarely if ever lost, and got too good at using it. I played many opponents with differant lists and I eventually stopped using it as it became to efficient at killing my opponents. So, to answer your question, a Thousand Sons army has the potential to be a very strong list, can be very good at tournaments and is a real treat to see when controled by a skilled opponent.
Thousand sons have a very strange and complex style of play. They're very tactical-often things will go wrong at the start of a battle because your thousand sons move too slowly, or your vehicle that has the only true heavy weapon in your army is blown up on the first turn. You usually find in most games (well at least when I'm playing) that you even begin to lose at the beginning, but the fact is it's easy to drag back the game. It keeps your mind active as you have to keep adjusting your tactics to beat the enemy. Unfortunately the cons outweigh the pros, but that doesn't make them rubbish. They're sickeningly resilient, and incredible at shooting. Just because they're not able to overdo the close combat ability which seems to be the thing that everyone focusses on now just means that they can focus on other areas. Besides, if they could do that they'd be very imbalanced.
Thousand sons armies are more army-based with tactics rather than squad-based. With a khorne army, squads of berzerkers can go charging off in every direction and murder everything in their way on their own. With thousand sons, squads have to support each other, one part of the army has to make up for the other's weaknesses. Often people dislike them because they incredible in combat or can't just charge forward and kill, but persevere a bit and the gambit of playing thousand sons will pay off many times over. Killing an entire tyranid or guard army with an army that contains 22 men is satisfying all the time.
As taint said, if you keep playing with them eventually you get the balance right and your success rate goes way up. I used to be terrible, but now i win against my opponents 75% of the time.
Last edited by Lordofchange; June 14th, 2005 at 11:21.
The only difference between tattooed people and non-tattooed people is that tattooed people are awesome and can kick your ass.
"War does not determine who is right - only who is left."