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My current thousand suns army doesn't really get the job done. It runs a lot better than my first one. But I'm still having my usual problems when I go against anybody with ordinance. It takes out my rubric marines and paying 24 points for a guy that gets blown away by strength 8+ stuff blows. So I tried to think of what I could sacrifice for more anti tank and then I figured I'd just use my lord. So here he is.
Lord (Daemon Prince) (168 pts)
Mark of Tzeench
Winds of Chaos
He should be in combat by turn 2 and should smoke any tanks he comes into contact with. The onlyl exception is when he needs 6's to hits. But he will be str 7 + 2d6 armour penetration. So on average he should glance against landraiders. I would even be fine using death or glory with him. I gave him winds as well because I figure he will be behind enemy lines. Also, if I understand the rules correctly by giving him the extra close combat weapon ht will have 4 attacks that are at str 7? Or is it like mordheim where he would have 3 str 7 attacks and 1 str 5?
In addition I'm thinking about trying 5 Chosen with 3 Bolts of Change (point issues so no 5 bolts). They are extremly points heavy but once you toss in a couple of Thralls they can really do some damage.
Last edited by The Green Knight; March 25th, 2006 at 02:06.
I'd suggest using transports.. Under the new rules, it's actually quite difficult to hit a transport meaningfully with ordinance, since I believe the strength is halved unless it actually lands on top of the tank.
Nope, it's not like Mordheim.. The extra CC weapon will give him an extra attack with the dark blade (unless you intentionally declare you're not using the dark blade, I guess you might be really worried about mastery rolls, in which case he fights at his normal strength and still counts as having two close combat weapons.)
Last edited by The_Giant_Mantis; March 25th, 2006 at 00:53.
He doesn't need dark blade. A power fist would be better but don't take that either. With daemonic strength (give that to him) he will have plenty of S6 2d6 attacks that will guarantee kill any non-skimmer.
Also no daemonic rune. Railguns and lucky demolisher cannons are the only things you need it for. Aura has a good chance of stopping these things anyway. Just drop rune unless you actually do vs a lot of railguns.
Maybe give him resilience so he doent get rapid fired by bolters?
Just wondering if your 5 bolts of change fail to kill the enemy tank can you then sacrifice thralls for more? or do you have to sacrifice thralls as you declare shooting? which may mean you overkill the tank and still lose thralls.
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I can't take a powerfist cause he has demonic stature and that doesn't allow me to use a powerfist (although it would have been my first choice). Strength isn't a bad idea. The main reason I did the Dark Blade is that I only need a 7 to glance the toughest armour (to my knowledge) in the game. Which would be a land raider at 14. And 7 is average on 2 dice. So on average I would glance a land raider. I wouldn't mind dropping the rune, you raise a good point. There are only a small handful of strength 10 things in the game. I thought that stature worked like resillience where it didn't help with insta-kill so I took it to protect against lascannons.. That would save quite a bit of points. I'll make the changes
With thralls, you use the pyschic power, when it is done, you can choose to sac a thrall to cast another. You don't have to declare ahead of time that you are doing it. So I do my regular bolts of change with all of the them and then sac a thrall one at a time until it is destroyed or until each wizard has used one thrall that turn.
Also, this may seem like a dumb idea, but what about giving him the blasted standard. I mean against anything but space marines that should come close to shredding a unit. And you would be able to charge the unit you used it on and finish them off.
Where does it say in the codex that you cant cause i cant find it if it is there?Originally Posted by The Green Knight
Last edited by Zartas; March 27th, 2006 at 13:54.
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I believe it says under the daemonic stature entry that you can only use close combat weapons, daemon weapons and combi-bolters.
As for the topic of this post - if your thousand sons aren't doing well, please please please do not think that changing your daemon prince will make a blind bit of difference. I always try and say to thousand sons players - think less of one unit and more of the whole army. Basically, in a thousand sons force, every unit should support each other, they should all be cogs in a well oiled machine. As such, you will have your CC daemon prince, supported by three squads of sons for holding ground, supported by a predator or something for anti-tank, etc. Remember that this is not a very versatile army you're dealing with here, but if you can make an effort to allow each unit to do what it does best, then you can afford to make a few mistakes. I mean, let's say i kill your daemon prince with my eight bolts of change i have in my 1500 point army - i'd assume, seeing as that was your uber unit, you'd think all was lost? God no, i've just made the fundamental mistake of attacking a link in your army, rather than strafing the army as a whole - if you chip little bits off of a thousand sons army, it's finished, leaving rather than say, three or four totally dead units, an armies worth of useless ones. As such, to avoid this, you need to make the units support each other - one unit can be lost, and the army can take it.
And as for the chosen with bolt of change and thralls - normal chosen can't have either. Both fall under the gifts of the Gods section of the armoury, and as such, can only be taken by models with access to the armoury - i.e. aspiring champions, lords etc.
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You don't get two dice for armour penetration with a great weapon. Give furious charge and a normal weapon instead.
Lordofchange - I'm not completely unhappy with my army. It runs fine for the most part. Normal tanks and such don't bother me. But the ones that get me are tanks like the vindicator or the battle cannon on a defiler because they wipe t he guys out at once. I updated my demon prince just for that so I don't have to rely on a couple lascannons and bolts of change. As far as the armoury goes for the chosen I think you may be right, but I believe that they actually count as being placed in their respective categories in the main armoury list. So thralls and bolts of change would be in pyschic power and equipment, the bedlam staff would be in the daemon weapon Inferno bolts and blasted standard would be in standard equipment etc. This is the way I understand it to work at least. I could be wrong...its happened in the past
Idinos - I get 2d6 armour benetration for having deamonic stature so I don't need another ability that does that. Oh, but just hypothetically what happens when you do? Does it add another d6 or what? It gives me 3 str 7 attacks + 2 d6 for armour penetration. Although, now that I think about it, if I was playing a CC army I would give him furious charge as well, or the dark blade and killed multi wound characters of T4 or less instantly
Look at the discussion on the comparison between demon weapons for more on strength enhancing weapons and monstrous creatures' two dice penetration, I don't feel like typing it up again