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I'm trying to throw a Thousand Sons force together.........lets say 2000 points, i've never built an army before and i'm completely new to Chaos.
Is there anyway to get an army together that won't get wasted (I don't care if they lose, but I want to hold out for a little bit) without using more then a squad of demons? Also is it too much to have two Defilers in an army, and last question: 4 squads of Thousand Sons, bad idea?
Chaos marines units tyipcally comprise the majority of most chaos builds and for good reason. Having 4 Thousand Sons (T.S.) units, depending on the size of your army, is definitely a good idea. As far as daemons go, T.S. is one of those armies that can get awawy without using any daemons at all. Some players prefer flamers/horrors, and some players don't. If you ask me, I would generally stay away from them, but this is entirely a personal choice. To answer your question, yes, you can make a good T.S. army using only one daemon unit (or none even). Finally, players who use defilers often maintain that two are better than one, mainly because having two cut down on the inconsistency factor associate with the Defiler. That said, taking two Defilers should be reserved for larger games (1850+); otheriwse, you're investing too many points proportional to your other units. As a T.S. player, you can get away with two Defilers, if you are using Bolt of Change (BoC) in your troop squads. Here's the reason: Most chaos players use their heavy slots to kill vehicles, and since Defilers main purpose is to kill troops, this would normally leave you unbalanced with respect to tank busting and the likes. However, with T.S's you can fix this unbalance by using BoC in your troop squads. It's not a perfect fix, but it does help.
Last edited by Rabbit; January 16th, 2007 at 17:49.
Spambot kill tally. . .337
can we have some paragraphs in there so your pearls of wisdom are easier to read please?
As for advice, i'd just be echoing Rabbit badly, so listen to him.
Sorry people, I had too much carrot juice this morning and my pellets came out soft. It's put me in a bad mood for the rest of the day.
Spambot kill tally. . .337
Ok.. from thousand sons rubric marine to rabbit poo...
this madness eludes even me.
@ Ion Raptor
The Yak and Rabbit are two chaos experts. But we have some specialists in the form of Andusciassus and hotspike. If you have any questions, it might be a good idea to PM them? Also, check out the army list pages too!
So, back to topic. Even in Thousand sons, the general concepts for MEQ armies still apply.
More marines the better, balanced by being able to take on the different threats that appear on the battlefield.
Thousand sons are really tough, and have great psychic abilities, balanced by the fact they are very, VERY slow.
How do you want them to play?
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
well judging by the fluff I suppose they would just be a slow, walking wall of death supported by artillery (Defilers)
First I would like to congatulate you on chosing the meanest army in the galaxy. As if that's not enough, it's beautiful too. And yes, you can make an army that can handle any situation, except maybe a run across the board while not using vehicles situation. Those are however very rare...This is the fluffy way, and it would have been perfect if the game lasted for more then six turns and the only goal were to eliminate your opponent. Now, "reality" is often a bit more complex than this and we do rely upon mobility, eventhough not as much as others.Originally Posted by IonRaptor
Since this is not an armylist thread there are but a few advices I can share with you. First Rhinos. Coffin of death? we'll who's not? Face it we've been dead for ten millenia, so it this transport suits us well. It's great for counter assaulting and getting rid of units that can potentially wreck havoc amongst your line. Terminators comes to mind.
The Drive-by (Wind of Chaos + Thralls) may not be the fluffiest of tactics, but due to it's efficiency you should really learn to live with it. To have one or two units dedicated for this task is really good. Now, the Rubrics that are very important in your base fire line (soaking wounds) are less important in the Rhino squads, so you can keep the numbers rather low.
Thralls, spells aside those are the niftiest little "pieces" of wargear in our armoury. Always use them, bucketloads of them.
If one spell is good, two spells should be goodgood. Two spells a turn that is. Very nice.
Champions, sure every chaos army has them. But to the others the champ is like a bonus, something to protect the squads special or heavy weapons in case of an enemy assault or to add some CC-puch to an assault unit. To us it's the opposite. They are our special and heavy weapons. They are our CC-ability. The rest is there only to protect them.
TS-champs get expensive quite fast, that's OK. Often it is a better investment to make them more then less expensive. Since the base trooper is so expensive already and does little but protect the champ, beef them up - but wisely.
You will shoot, this is where we excell. Medium range fire fights. 18" is my favourite distance.
But CloseCombat will come our way, whether we search it or not. We cannot avoid it, so we better best the opponent. Powerfists comes to mind. Always use them. Being fearless can quicly become quite a disadvantage. You must be able to kill whatever comes your way - running (or even slowly staggering) away is not an option.
Familiar + Gift of chaos this is a great addition to any Champ. When the assault comes, be sure to use the spell to snipe any powerfist(s) hidden in the hostile unit.
Rubric Terminators...heh. Evil. Two wound terminators backed up by a chainfist wielding Sorcerer, need I say more?
Flamers (not horrors, never ever horrors...ever..ok maybe one) Fantastic Daemons. Use them against Tau, IG or Eldar and you'll be rolling as many dice as you can carry. The twohand-grip is a favourite. Then wounding on 2+, no saves. Hah.
Screamers, lovely ones. use them to snipe Librarians and such as early as possible. You really cannot put a pricetag on the value of getting rid of those anti-psychers.
Defilers, Predators, Dreadnaughts- all good. Defiler get the hidden ones (battlesuits, Bassies) that you don't have mobility enough to deal with, Preds for anti tank - the lack of melta and S9 weponry can be a bit hard, Dreads for...looking good , shooting and make a complete mess of the enemy in CC.