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Old 01-13-2007   #1 (permalink)
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Default First Games

Earlier today, I played my first games with my Thousand Sons!

My First game was 2000 points with nids. The nids player had 120 models at the start of the game. I won the roll and opted to go second. After his first turn of shooting, I used doombolt on my sorcerors with a thrall wizard apiece and really thinned the larger broods. I did end up losing the game due to his larger stuff making it into combat and it was barely a win for him. Minor Victory for the nids.

My second game was against necrons who had the deceiver but he sat in the back until my demon prince came up and he killed my demon prince, but not before the prince killed an entire unit of immortals by beating them in combat and running them down. I then made himn phase out. His survivors were 6 warriors, deceiver, a lord, and a monolith whereas i only lost 2 units of thousand sons, my prince, and my unit of screamers. In the end, a Solid Victory for the thousand sons. I had a killer time and am really looking forward to playing more with my army!
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Old 01-13-2007   #2 (permalink)
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great... but, this seems more like a mini battle report sorta thing doesn't it?
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Old 01-13-2007   #3 (permalink)
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I would have written a full and proper report, but i didnt keep well enough notes and dont have the lists. Ill make sure i have them next time!
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Old 01-13-2007   #4 (permalink)
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I would have written a full and proper report, but i didnt keep well enough notes and dont have the lists. Ill make sure i have them next time!
Do that, I'd love to read it!
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Old 01-14-2007   #5 (permalink)
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One think you should learn is..... Never let the tyranids have the first turn!!!!

you need that extra turn at the start to soften them up, and not let them get too close. Most hormagaunts could move up to 12" in their turn, and that means less turns to shoot at them before you enter CC.
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Old 01-14-2007   #6 (permalink)
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One think you should learn is..... Never let the tyranids have the first turn!!!!

you need that extra turn at the start to soften them up, and not let them get too close. Most hormagaunts could move up to 12" in their turn, and that means less turns to shoot at them before you enter CC.
24" if you include charge (that's 2 FT!)
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Old 01-14-2007   #7 (permalink)
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24" if you include charge (that's 2 FT!)
Yea, but not on the first turn, unless you have a really small tabble top, or the enemy have Deep striked/Infiltrated.
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Old 01-14-2007   #8 (permalink)
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which hormagaunts cant. usually tyranids will only be able to assault first turn if you go first and move toward them. and then, they will only be able to hit you with hormagaunts, infiltrating broodlords and their retinues, and ravaners.
if the nid player has alot of these, or manages to infiltrate his broodlord 12 inches away, take first turn and back off. unless you are khorne or orks then throw yourselves screaming onto them =]
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Old 01-14-2007   #9 (permalink)
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Hormagaunts charging the first turn can happen! The stanard deployment puts you (generally) 24" away from enemies. If gaunts move 6, fleet 6, and then charge 12, they can get you. It's nasty.
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Old 01-14-2007   #10 (permalink)
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I went second because if i would have gone first, i wouldnt have been able to shoot at all, everything would have been out of range and i would have been out of luck.
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Old 01-22-2007   #11 (permalink)
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Quote:
Originally Posted by Inquisitor Rosenadel View Post
Hormagaunts charging the first turn can happen! The stanard deployment puts you (generally) 24" away from enemies. If gaunts move 6, fleet 6, and then charge 12, they can get you. It's nasty.
Don't forget there are missions such as cleanse.

Read the "Cleanse" rules and it will tell you that you can't deploy within 6" of the centre of the table... or within 18" of the opponent

First turn charge, here we come!
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