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Im a long time epic player and a short term 40 player . I play a 40k S. marine army and Im constantly getting my ass handed to me by a 1000 sons army.
Im heavy in fast attack and heavy (tank busting ) support. Its the Wizards with their spawn power and the troops' invulnerable saves that get me every time.
So , If any one knows any 1k sons weaknesses or just a good tactic PLEEEEEEEASE let me know. I'll even buy new weaponry if I have to.
If you really want to beat them real bad get grey knites they are awsome my m8 killed 1,000 points worth of chaos in one turn with a 5 grey knite termainator+grand master and 25 noermal grey knites 1 dreadnought. Its awsome the way they pwn chaos in combat and you can have them allied with marines get some!!
No one's said it yet but...
Show us what you're working with in your army specifically.
My suggestions to you vs thousand sons and their damn inferno bolts (which mind you is academic as I haven't faced them) is to focus on weight of fire over quality. All the krak missiles and plasma in the world isn't going to help much against the implaccable forces of Tzeentch. I'd also do what I can to keep playing keep away from the little slow moving bastards.
As to the power what turns your guys into spawn, it shouldn't be that effective on marines. If it keeps happening everytime, something is up. Additionally, the range on it blows.
You don't want to get into a shooting match with bolters at close range with thousand sons, they'll cleave through you like you didn't even exist. I'd have to say my solution is templates, in the form of yon vindicator, or yon rhino with flamer-tac blazing from its fire point, and folks who don't fear the bolter as much, such as dreadnoughts (Armor penetration means jackall against vehicles in most cases).
Focus your gropos folks on taking out vehicles, and your vehicles on taking out infantry. A predator annihilator might serve you well here too, with heavy bolter sponsons. More shots, more wounds, more saves, more dead tzeentch marines. And he probably doesn't have too many to start with. Also, don't neglect static twenty-four inch fire, you probably get more shots with it then he does (although he'll always have the option of doing 24 inch static fire back at you on account of how his 1k sons move.)
Heavy bolter equipped devestators could do a real number on him.
Joe Peshi (lone wolf) kill tally:Lash Sorcerer, Ghazkull, Yriel, Termi Libby, Vulkan.
I think the key should be dreadnoughts. Thousand sons don't have heavy weapons in their squads (atleast I have not seen one) and their squads don't have powerfists. DCCW+AC dreads should have a field day. Then the key is to take down their anti tank. Also inferno bolts don't help against speeders so they can be effectively used against thousands sons marines.
A shoot-out with bolters won't go your way and I don't think an assault squad will make it either- you'd have to be within 18" at some point and the inferno bolts would hand them a beating. Dreads it is!
No more NG spearmen, thanks! Now I need some pump-wagons!
gotta second grey knights. Nemesis force weapons, psychic hoods, psycannons and some nice psychic powers will rip through invulnerable saves and armor saves like nothing, terminators are especially good
Personally I'd go with vehicles. His precious (and very expensive) Inferno bolters won't be able to even scratch 11 armour, so look into your codex for those vehicles and use them.
As C/-Rt3r said, heavy bolters are your best weapons against the 1k sons. Since you can't count on AP, as they have an invulnerable save, just use those weapons with a greater number of shots to force a lot of saves and they'll eventually fail some.
(I talk from experience here. I play nids, and most of my weapons have AP5 or worse, but the sheer volume of shots still kills something). Coincidentally, the heavy bolter has a good range, quite longer than a standard bolter.
Hey look! you have a predator with heavy bolters and >11 armour! and you can pick up to 3! (hint, hint).
nichodemus10 also gave good advice. Again, dreadnoughts have >11 armour, auto cannons have a good volume of shots and since rubric marines don't have powerfists (sorcs have power weapons IIRC) they'll never be able to kill it if it gets in melee range.
land speeders could work, but since they have 10 armour they're quite more vulnerable, since all his bolter fire may be focused on them (for lack of better targets).
And despite being in love with my jump-pack marines, this time I'd advise you to leave the jump packs at home and run them in rhinos. When you unload the marines use the rhinos to block line of sight and then assault next turn.
Bikes may also work to lock in combat some rubric marines, since they give you (valuable) additional toughness to withstand the fire, and the turbo-boost also gives you an invulnerable save.
About grey knights... they're ok and all, but don't even consider anything other than terminators. AP3 still slaughters a GK just as if it was a regular marine, so all his nemesis weapons, psychich powers, storm bolters and all just means that you wasted a lot of points on a very expensive foot-slogging marine that is just as dead as a 15 points one.
just my 2c
I'm not completely sure, but depending on the wording of the Tzeentch's mark the psy-cannon may actually be worth something. Psy-cannons deny invulnerable saves, so if Tzeentch's marines don't keep their regular save, it could even be worth it. However, if (as I suspect) Tzeentch's invulnerable save is on top of the model's regular save, you can forget about the Psy-cannon, since its AP is not good enough to penetrate standard marine armour.
Last edited by kalender; December 19th, 2007 at 09:13. Reason: one thought on Tzeentch's saves.
My two cents:
Vindicators, Dreads, and Heavy Bolters.
You'll want to wipe them out at mid-range before they get in with the inferno bolts. The Heavy Bolters and Vindicators should go to town on them. Get them out of the transports, and then try to kite them a bit to perhaps get a bit more of this action.
The reason for the dreads has been well explained above.
Finally, have you considered a really mean IC? Perhaps a Artificer, Familiar Libby on a Bike. Once they get close enough, unleash that bad boy into the mix and cause some major pain, while tying whole units up.
a librarian and hood to stop those pesky psy powers