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Ok I might be starting a Thousand Sons army within this year. So far I have gone through the units and found what I like and dont like...however I look at the screamers stats and cost in moola and just dont get it...what is so good about them?
EDIT: Appologies, I got the wrong unit.. Why do all Tzeentch daemons have such innocuous names?
Last edited by The_Giant_Mantis; May 4th, 2006 at 02:57.
The thing about screamers is the hit & Run rule. The pro side of this is that they can move all over the board without much trouble, which helps counterbalance the slowness of Thousand Son rank-and-file. The Con side is that they can't stay locked in close combat, which means the enemy will be able to shoot (and probably assault) them when their turn comes.
The best use I have heard of for them is as a close combat assist. If a Rubric troops squad is locked in CC, the screamers can make their passes and then hide behind the melee. This way you don't have to hand out a lot of power weapons, Gift of Chaos and the like.
They hit hard enough in their charges to be worthwhile, but require a lot of skill to make good use of.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
There is quite a good tactica about them here.
Malevich had the right idea. They are basically a way to constantly swoop on your opponents daling damage while your opponent desperately tries to kill your resilient thousands sons to get at such nasty units as screamers. I've never seen them in action though so I cant really confirm they are good.
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Hey thanks for the info guys I can see that these guys could really help with that hight str. and In. since Sons don't get charge bonuses.
Plus they have doombolt of the other bolt, don't know which has a really good strength and ap.