Ikarus - the fact that they are slow but resilient is the tactically challenging part. You have to play your game as though you're going to move slow - you can't rely on moving 6 every turn. You have to play as though you're expecting to roll a double 1 on your next turn for movement.
Slavetothemachine - My 1,000 points list is as follows: Daemon Prince
Mark of Tzeentch; Bolt of Change; Close Combat Weapon; Dreadaxe; Spiky Bits; Daemonic Stature/Flight/Essence/Strength/Aura Unit White 9 Marines w/ Mark of Tzeentch
Champion w/ Power Fist; Bolt Pistol; Bolt of Change
8 w/ Bolters Unit Green 9 Marines w/ Mark of Tzeentch
Champion w/ Power Fist; Bolt Pistol; Bolt of Change
8 w/ Bolters Unit Red 9 Marines w/ Mark of Tzeentch
Champion w/ Power Fist; Combi-flamer; Bolt of Change
8 w/ Bolters
That's 1,000 points, and a total of 55 wounds. It rarely ever loses. To take it to 1,700 - add another two units (Yellow + Purple, same as White) plus a Defiler with Indirect Fire. That is 89 wounds and a Defiler who can hide behind cover and bomb the enemy. Not many armies will be able to stand in its path.
I'm not a fan of Tzeentchian Daemons - they fall too quickly and don't pay for themselves. I REFUSE to take Rhinos because to me, I don't care about the speed of the units. I want them to footslog it across the board and shoot at the same time.
A Lord on his own won't do much unless you give him FLight or Speed, Dark Blade, and a Daemonic Rune. That's not many Daemonic Gifts, I know, but he'll be able to charge in and withstand most firepower. The Dreadnought is useful, as is the Lord of Change, although I don't use it.
MarkedbyChaos - the CSM upgrade to terminators is horrific. CHosen and Possessed are the biggest no-nos in a Thousand Sons list, but having 17 wounds in terminator armour that can rapid fire with twin linked weapons and assault with power weapons - not much stands before them. I intend on running a unit in my next 2,000 points battle.
Tactical Difference - I play Thousand Sons and Emperor's CHildren. The two armies are so completely different that it's almost laughable.
My Thousand Sons, as I said in this post, run with 3 units and a Daemon Prince in 1,000 points. The trick is to not rely on anything. All of my units are capable of destroying any other unit in the game - strength 8 bolt of change and strength 8 power fists can make a mess of most things, and even Wraithlords have difficulty against me sometimes. The Daemon Prince hides in cover and is used to strike out at stronger units such as Terminators, who he doesn't give any save. Never wounding on worse than 4+ and being a Monstrous Creature is helpful against Wraithlords and Dreadnoughts.
I don't rely on him though - there have been games where I have NEEDED a unit to survive the next round of shooting, and the only way to do that was to throw my Daemon Prince into the midst of enemy fire. He fell, and never made a single point back - at least, not directly. The unit proceeded to survive and be the unit that won the battle for me (because they were scoring).
Daemons, I'm not a big fan of. If I ever took them, though, I would take them as units of 5 flamers/4 Horrors. The Horrors soak up the wounds for the Flamers rather than losing the precious models. Though they have 2 wounds each, remember that they have a 5+ invulnerable save and are toughness 3 - so things like Starcannons are likely to hammer them down, as anything strength 6 would. Stay away from things that ignore your invulnerable save and stay far far away from combat (even though you only have an 18" range).
There are three things in a Thousand Sons army that I consider taboo. One is the Chosen. CHosen are expensive, and most people will pay 50+ points per model - for 48 points, you can instead get 2 rubric marines, or you could spend 42 points and get a 2-wound terminator.
The second is Possessed for the same reason. Without even giving them Psychic Powers or a Gift, they're 32 points with the mark.
The third is Inferno bolts on Lords and Aspiring Champions in power armour. They will do nothing that a Wind of Chaos can't fix, and will probably fix better.
Any other specific questions?
__________________ Lurking in the Shadows of 40k Terra. |