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Old 11-02-2007   #1 (permalink)
Imperial Commander Gent
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Default Thousand Sons Tactica

This has been in the making for a long while for me and after over a month of research and play testing, I have compiled this list of dos and donts for our most venerable Legion.

I shall start from the top!
HQ:

Ahriman, with his force weapoin, 5 attacks on the charge, and 3 psychic powers per turn, this guy is a monster! His biggest frailty is a krak rocket or a large swarm of tyranids. To protect him, I would throw him in either a close combat oriented chosen squad, or a sit back and shoot basic squad. He will add some serious assault punch to whichever unit he adds and some major ranged additions with his psychic powers.

Demon Prince, the demon prince is very generic now, but I still use him in my games, for relatively cheap you have one fairly effective combat monster who will more than likely die, but will at least kick some ass in the process. Either give him wings for static defense of your line, or keep him on foot and attach him to some termies and watch your opponent cry!

Chaos Lord, Fairly effective for a very low points cost if you want some cheap mindless killing machine. While I will not personally use him unless for fluff purposes, for a cheap 120 points, you can get 4-5 power weapon attacks at I 5 and WS 6, nothing to laugh at.

Chaos Sorceror Lord, you can dump a LOT of points into this guy and make him very effective. Stick him on a disc of tzeentch give him warp time and watch your opponent cry with your 6 force weapon attacks on the charge! With that 18" charge range, you also make your opponent think, should I kill him?

Daemon Weapon; I wouldnt use this tzeentch daemon weapon, I would rather use doombolt or bolt of change instead (and for less points)

Elites:
Chosen, when you want some assault punch in this army, chosen are the way to go. With good options for assault weapons and some fairly powerful cclose combat HQ choices, this unit can be VERY useful, if used correctly and in conjunction with a powerful sorceror lord or Ahriman. My Personally favorite set up is this (the unit is joined by Ahriman)

7 Chosen, Icon of Tzeentch, Meltagun, 1 Powerfist, 2 Pairs of Lightning Claws, 3 Bolters
Aspiring Champion, Power Fist
TOTAL: 284 Points, yes it is expensive points wise, but in a big game, this unit is very effective at smashing whatever gets too close to your gun line!

Terminators, With an icon of Tzeentch, 2+ 4+ saves are so nice and makes these guys VERY durable on the field. Also at a fairly light points cost, this unit is worth it! I would like to take at least one every game and watch my opponent cringe at their assault capabilities.

Possessed, An interesting choice, though I will leave them at home, too expensive for the already expensive marines in our legion, I dont find them useful enough for us.

Dreadnought, LEAVE IT AT HOME! You dont need them to go crazy and blast your own units! I leave them at home every time now because of bad experiences each game.

Troops:

Thousand Sons, I LOVE THESE GUYS! At 2000 points I will field 6 units of 9 of these guys and watch my power armored opponets cry when they receive no saves. They are awesome now, though A LOT MORE FRAGILE! Dont send them charging in blindly anymore hoping their 2 wounds will keep them alive, cus they only have 1 wound now. That 4+ invulnerable save is very sweet, but remember, YOU AREN'T invincible!!!

Fast Attack:

Chaos Bikers, very interesting choice with the new rules, but unless you are Khorne or Nurgle, almost useless! A 5+ invulnerable for guys who turbo boost to get a 3+, yeah, doesnt help much. I would advise leaving these guys at home.

Raptors, I like raptors, but not as much anymore, though Khorne Raptors are awesome! Still, I will include a unit of them in my army because of their ability to support your firing line. Keep them in reserve and launch swift counter-assaults.

Chaos Havocs, I like that we CAN use them, but I will leave them at home in favor of more basic troopies with their sorcerors. If you do use them, have them for ONE purpose, either anti-infantry or anti-tank. Dont waste your weapons choices.

Obliterators, yes, 2 wound models with a 2+ 4+ save is cool, but i say leave them at home, I cant really see them fitting in well with the rest of tzeentches plan and so I find thm unfluffly in our forces. They are useful if you want them, but I personally wont use them.

Chaos Predator, these things are a little too expensive, but an anti-infantry one is very useful because the amount of supressing fire there is.

Chaos Vindicator, I wouldnt mind having one, but I prefer infantry in these forces, though not a bad choice for a mere 125 points.

Chaos Defiler, Equip it with 4 arms and it is EVIL! It is fun to add in this army as a backup assault unit to defend your gun line, though there are other things that will be more effective.

Chaos Land Raider, not as cool as it used to be, but if you want something to ride around in style, this is the way to go! DO daemonically possess it, I know BS 3, but still, it has all Twin Linked Weapons.

FORGET ALL ABOUT DAEMONS FOR NOW!!!!!!!!!

So that about sums it up guys. May the changer of ways bring you glorious victory in battle and may all your enemies burst in flame!
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