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 Thousand Sons Army *UPDATED 9/8*

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Gimil
Neophyte


Posts : 26
Join date : 2007-08-29

PostSubject: Thousand Sons Army *UPDATED 9/8*   Wed Sep 05, 2007 5:56 pm

OK so i have a brand new roster and it goes like.....

Chaos Sorcerer-HQ
-Mark of Tzeentch
-Personal Icon
-Bike
-Melta Bombs
-Warptime(power)

Chaos Lord-HQ
-Mark of Tzeentch
-Demon Weapon
-Demonic Steed
-Melta Bombs
-Personal Icon

Terminator Squad-Elites
-4 Terminators(2 with power fists)
-1 Terminator Champion(Duel Lightning Claws,Icon of Tzeentch)

Terminator Squad-Elites
-4 Terminators(1 power fist)
-1 Terminator Champion(Duel Lightning Claws,Icon of Tzeentch)

Thousand Sons-Troops
-8 Thousand Son Guys
-1 Sorcerer(Bolt of Change)

Thousand Sons-Troops
-8 Thousand Son Guys
-1 Sorcerer(Bolt of Change)

Chaos Bikers-Fast Attack
-4 Bikers
-1 Biker Champion(Icon of Tzeentch, Power Fist)

Chaos Obliterators-Heavy Support
-2 Obliterators



All comes out to 1749 points if i did all my math right. i like this one more than my first ones, and if nobody flames it to bad il probably order it all in the next day or so


Last edited by on Sat Sep 08, 2007 7:47 pm; edited 4 times in total
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JMarv
The MathHammer


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Join date : 2007-08-20
Location : Evendale, OH

PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Wed Sep 05, 2007 9:54 pm

That is a lot of lightning claws. Are you planning on deepstriking them?
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Gimil
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Wed Sep 05, 2007 10:17 pm

yeah, charge the sorc with the bike squad up, teleport them in right ebhind him with the person icon so they dont scatter, move and charge next turn.

i could also just leave them with the basic weapons and shoot when they come in, but wouldnt be as good in cc
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Matt
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Thu Sep 06, 2007 2:23 am

Terminators are one of the few units in 40k that can do well being multipurpose. So don't be afraid of mixing combi-bolters/ reaper autocannons and lightning claws.

Might be worth playing with it to see what balance works for you.

List looks ok... Not too sure on the way it would play.

Do you have any overall plan for it? As far as strategy goes?

EDIT: Good job getting it up though, you've taken the first step towards getting the army! Haha

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Dark Angels 1750 win/loss Record
Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
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Gimil
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Thu Sep 06, 2007 9:01 am

strategy, hmm i guess more the 2 squads up every turn till the get into rapid fire range, then back them up if stuff gets closer so they dont get hit by cc. charge the bikes into something not to squishy, drop the terminators in behind them, destroy everything within 24 inches. move the dreadnought up every turn in case i go into a firing frenzy later on, take out heavily armored stuff with him. charge the demon prince forwards into a squad worth a decent amount of points that isnt a major close combat squad, then move on when they are dead.

and hopefully at the end of the game you will see lots of farao farao farao farao farao farao farao

change the roster a little also
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Marc
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Thu Sep 06, 2007 10:02 am

Don't go soft on us now. Get that Dread off your roster asap.

9 Termies
9 Thou Sons
9 Thou Sons
9 Bikers
HQ
HQ

Perfection that is..
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Matt
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Thu Sep 06, 2007 12:32 pm

Don't listen to Marc (On the numbers anyway, he is right about dropping the dread)

The sacred numbers are dead man, the sacred numbers are dead!

The dread being your only armour, will get ripped apart by AT fire instantly. The enemies AT fire won't have anything else to shoot at (maybe your terms, but they won't be there turn one).

_________________
Dark Angels 1750 win/loss Record
Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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Matt
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Sat Sep 08, 2007 8:02 pm

I like this new list alot more.

Still light on the AT firepower, but it has a nice trick it can pull dropping in the two units. Will be interesting to see how it plays out.

_________________
Dark Angels 1750 win/loss Record
Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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JMarv
The MathHammer


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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Sat Sep 08, 2007 8:23 pm

Yes, it seems much more balanced than before. Although you do seem to be relying on your fast HQ units to engage a tank or two. Remember, you only get one attack with melta bombs, not your normal number of attacks. If it has been moving fast or is annoying like Tau stuff, even your lords will need 6s to smack it.
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Matt
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Sat Sep 08, 2007 8:35 pm

Seems to me the lords are being relied more to deliver the terminators.

With most of the AT being provided by the Oblits, the HQ's just offering attack of opportunity.

_________________
Dark Angels 1750 win/loss Record
Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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JMarv
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Sat Sep 08, 2007 9:01 pm

2 oblits isn't all that much AT power. And since he has no tanks, much of the AT power the first turn will likely be into the oblits. I'd assume he'd also be interested in using the melta bombs and maybe the fists in the termy squads to beat up armor.
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Gimil
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Sat Sep 08, 2007 9:12 pm

yeah i had 3 obliterators in there but took one out so i could fit in the 2 5-man squads of terminators, but the lord and the sorc both have the meltabombs and the terminators can take out some tanks if they get close, so hopefully that would be enough AT, i tried putting as much in as i could but dont know how i would fit more in.

something i was considering was taking off 1 of the power fists and adding a melta gun to one of the bikes.
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Marc
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Sat Sep 08, 2007 9:48 pm

Drop..

Terminator Squad-Elites
-4 Terminators(2 with power fists)
-1 Terminator Champion(Duel Lightning Claws,Icon of Tzeentch)

Add..

Chaos Obliterators-Heavy Support
-2 Obliterators

I'd be more at ease with redundant Oblits than Termies.
When enemy armour is eliminated you still have Linked Plasma.
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Matt
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Sat Sep 08, 2007 11:04 pm

I don't mind Marc's suggestion, but your big punch becomes a lot less of a big punch with the # of terminators halved.

_________________
Dark Angels 1750 win/loss Record
Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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Marc
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Sat Sep 08, 2007 11:29 pm

Agreed, but he needs to be able to take on multiple threats.
Running 3 Oblits in three single "units" would work as well.

Maybe squeeze out a biker and some wargear Question
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Matt
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Sat Sep 08, 2007 11:43 pm

Yeah, I dunno. It's hard.


I thnk this is a good example of why the single god lists are on the way out

_________________
Dark Angels 1750 win/loss Record
Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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PostSubject: Re: Thousand Sons Army *UPDATED 9/8*   Today at 2:47 pm

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