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I am racking my brains. I am painting my new thousand sons and I've got the basics of a list.
Three TS squads two rhino's
I want to field two squads of 9 w/AC. I really want to try have a squad of 18.
Has anyone maxed squads in any chaos army? 14 plague marines or 16 berserkers....
I'd appreciate your input.
My khorne army has 2 x 8 men squads with Axes and 1 16 men squads with chainsword. I can tell you that most opponent will concnetrate fire on the big squad instead of firing the small ones, even if they are more dangerous.
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
Both - if points allow for it. 16 berzerkers is, well... berzerk! On a charge (w/fc) I'm attacking 64 times with a squad of 16 berzerkers each equipped with Khornate Chainaxes. I typically loose a few men along the way, but that's still an incredible amount of damage coming out of cc - and your opponent will know it.Originally Posted by Davesnothereman
Extra plague marines = more tough as nails bolter platforms. Don't underestimate the bolter, it's average for space marines - but still gets the job done.
In smaller points games I'll go with smaller squads. This allows me to get more plasma guns on the table for Plague Marines and the ability to engage more targets (for either army).
I generally don't max out demon squads because, as I understand it, they must all fit undreneath the appropriate ordinance template or be destroyed upon summoning. I generally stick with the chosen number in this case.
I donâ€™t think making a squad of 18 TS is that good idea. What youâ€™re basically doing is combining two TS squads, with an extra TS marine, minus an AC.
Letâ€™s be honest, most of the time itâ€™s the AC that kills enough enemy models for you to win the combat. Yes, you have extra attacks because of the extra models in youâ€™re squad, but IMO having 2 squads of TS, each with an AC, staying together will be better suited than 1 TS squad with only one AC.
Also, since youâ€™re playing TS, your ACs is one of the important models in yore army, since it is they that will have to use psychic powers to compensate for all the restrictions. Where you had two ACs who could have used bolt of change, now you only have 1.
The only reason I can think of using a squad of 18 TS is to keep something busy in CC for a long time. But then again, you can just as well use 2 squads of 9 to do the job.
plus that's an awful lot of points in one squad, not being allowed a transport to move them they are at the mercy of ranged weapons and more importantly template weapons.
imagine having tau tanks or defiler indirect fire hitting a squad that large. he can potentially
remove a lot of your force before even reaching him.
two smaller squads acting together, he has to target one or the other, the potential for carnage upon you is greatly reduced.
Unless you are playing a higher points game and have more squads on the table, in which case you still have all your happy lil ACs with a mountain of ammo absorbtion in tow.Originally Posted by Heksanol
Solid advice for lower points gos.
True, but if you play TS, outnumbering the opponent model wise is usually a very, very rare occasion.:shifty:Unless you are playing a higher points game and have more squads on the table, in which case you still have all your happy lil ACs with a mountain of ammo absorbtion in tow.
personally i would not use a large squad of TS.
With 2 x 9 you can have an extra powerfist and an extra psy power on your Aspiring Champion.
P.weap and d.strenght is rather good in TS squads. It's a nasty surprise when your opponent realises you can hit him first. or at least at the same time.
If you're trying to fill your points in a massive game then large saquads are worth it but in say 1250pts its a bit of a waste. Favoured units get the obvious benefits, and in smaller units (I play EC so I have several 6-man squads) they can afford to be shot at by larger units (which i find i come up against a lot). Also, you can customise each squad to a specific role- so I have a SB squad with infiltrate and a ccw squad in a rhino with a lieutenant. 4 individual squads that can do 4 different things are a lot better than 2 large squads that can only achieve have as much tactically. Yes, it will afford a little extra protection to you AC but there'll be half as many of them (or maybe 3x feweer if you take 18-man EC squads...) and are they really that important anyway?
<EDIT>Besides, with 2 wounds a piece in TS squads you don't even need to try to protect the AC.</EDIT>
True. But i find power fists work better, especially with the new rules. Thousand sons now being initiative four means the unit can pack a small punch at the start of combat, and then the power fist can swing up and baff what it needs to - it's also especially effective against dreadnoughts and daemon princes, that eat thousand sons alive.Originally Posted by monsieurcartierI noticed this and i remembered something, well, in fact two things, i try to tell every starting thousand sons player - firstly, that the thousand sons squad is not an aspiring champion delivery system. While it may seem that other squads can have something special, and the aspiring champion is the only thing in your squad that can pack a punch, that's not the right attitude to have - remember your squad has twice the number of wounds as most marine squads, which usually means it will survive twice as long and therefore do twice the amount of boltgun damage normal marines will do - a fearful prospect. And while the aspiring champion may do an awful lot of damage, remember the rule of thousand sons - the whole army, and every squad, must work together to succeed - in other words, a chain is only as strong as it's weakest link. So make sure that you're thinking about keeping the squad alive, not just the aspiring champion - it's a vital link.Originally Posted by monsieurcartier
The second thing is something that dawned on me in my first months of thousand sons. I was losing and losing and losing, and i wasn't sure what was going on. And then i figured out what i was doing wrong.
Thousand sons are incredibly fragile.
Yes, that may sound stupid - two wounds, power armour, space marines - but they are. People with throw them into hails of gunfire and laugh as they take off one or two marines - but if you liken a thousand sons squad to a house, thats one or two bricks you've just taken from the corner - eventually one brick is gonna go and bring the whole house crashing down. Play them carefully. They are too many points to throw away, and too unsuited to the play style that comes with massive squads - you need small squads to get the mobility and take control of the battlefield. They are also not THAT special, but unfortunately are integral to any thousand sons player's success.
So play them like a fragile army, and when you finally get to the point in which you pull off your master plan (you're a Tzeentch player, remember - you ALWAYS have a master plan) it comes together with the force of a resilient army, rather than a fragile one. Remember that thousand sons take damage and don't give much out. But this is not proportional - they do not give out as much damage as they can take, so do not overestimate them, and use the units in tandem in order to maximise force.
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