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Old 1 Week Ago   #1 (permalink)
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Default thousand sons

hi i was wondering what are the advantages and disadvantes of having a chaos marine army dedecated to Tzeentch because i might be thinking of getting some
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Old 1 Week Ago   #2 (permalink)
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Default Re: thousand sons

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Originally Posted by knight-of-nurgle View Post
hi i was wondering what are the advantages and disadvantes of having a chaos marine army dedecated to Tzeentch because i might be thinking of getting some
well, actual thousand sons squad are jolly expensive pts-wise, but they're one of the best - if not the best anti-space marine troops in the chaos codex!
hard to kill with their nice invulnerable save, ap3 bolters combined with 'slow and purposeful' gives them a big reach, and their sorcerer champions come with pointy death sticks & a choice of nifty psychic powers!

as for tzeentch-dedicated squads;
- termies become godly with a 4+ invulnerable save! again, an expensive unit as the icon isn't cheap, but they're damn hard to knock down with that 2+/4+ save.

- havocs are alot harder to shift... again, you don't need to rely on cover nearly as much. (which will be a HUGE! asset come 5th edition!) combined with many of their long ranged weapons, it can take quite a bit of effort for any opponent to deal with them unless they commit elites units like deep strikers who can get in close and pump out lots of shots!

- sorcerers with the mark of tzeentch gain more psychic powers + they can also make upto 2 psychic tests/turn! so that means powers like warptime become increadably deadly as you can also use that shiny, pointy death stick too!


basically, while all your squads will become ungodly pts-heavy, your army will be fairly resilient as most of it will have a good invulnerable save!
again, it's a real toss-up as to which chaos army has the better staying power; the T5 of nurgle, or the invulnerable saves of tzeentch? against alot of basic arms like lasguns, bolters or pulse rifles, nurgle wins out as you won't take nearly as many wounding hits... but, against most armies that have been designed to kill space marines, the tzeentch army can take alot of that punishment that would maim even plague marines and still keep coming!

cheers!
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Old 1 Week Ago   #3 (permalink)
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Default Re: thousand sons

the thousand sons are sorcerers. the advantage is they fire inferno bolts, which basicly kills regulars, the AP is 3 instead of the normal 5. the disadvantge if there sorcerer dies the slow down, alot.
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Old 1 Week Ago   #4 (permalink)
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Default Re: thousand sons

Love Tzeentch. I just took 2nd place at a local tourny with them. Stitch there covered most of it. I love my DP with Warptime and Wind of Chaos. 5 Attacks on the charge re-rolling hits and wounds, and it is a Monstrous Creature! so Yummy.

Not to mention the Deamonic Steed for Tzeentch gives you +1 attack so if you throw a sorcerer Lord on one he gets a decent amount of attacks with a force weapon (or pointy stick as Stitch so lovingly calls them).

If any other specific questions pop up, go ahead and ask.

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Old 1 Week Ago   #5 (permalink)
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Default Re: thousand sons

bear in mind that with the Thousand Sons squad, whilst they excel at killing marines in short range fire fights, if they get into combat, that could be their downfall - with only 1 attack whether they charge or receive (other than the Sorceror), it is liekely that a marine squad is going to wipe you out before you wipe them out - and the ksons will just sit there and take it rather than run away!
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Old 1 Week Ago   #6 (permalink)
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Default Re: thousand sons

I agree with Drax on this one. The T-sons are a great fire based unit, so should be well supported at all times. As soon as your enemy aproacheth, they are toasteth. The points cost for a unit of 9 is rather high and will normally be out #ed. Although the AP 3 inferno bolts are great for marines and the aspects, most standard units in all other races could care less about AP 3 as the armour saves are usually 5 or 6. "Dark eldar, eldar guadians, fire warriors, orks, nids, etc."
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Old 5 Days Ago   #7 (permalink)
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Default Re: thousand sons

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Originally Posted by Prince of the Night View Post
Although the AP 3 inferno bolts are great for marines and the aspects, most standard units in all other races could care less about AP 3 as the armour saves are usually 5 or 6. "Dark eldar, eldar guadians, fire warriors, orks, nids, etc."

well, the likes of fire warriors, 'nid warriors, ork nobs, 'ard boyz, storm troopers/grenadiers, carapaced guard and other 4+ save will care about your ap3 bolters as they are still losing out quite badly!
typically, you will also kill most of these units on 3's too, so always make sure you bring some close combat support for your thousand sons squads!

cheers!
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Old 5 Days Ago   #8 (permalink)
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Default Re: thousand sons

Unless I miss read the rules, Slow & Purposeful means that the sons can always fire their bolters at 24" and move which definately gives them an edge against other units.
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Old 5 Days Ago   #9 (permalink)
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Default Re: thousand sons

that is correct, however since they move d6" they don't necessarily move quick enough!
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Old 5 Days Ago   #10 (permalink)
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Default Re: thousand sons

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Originally Posted by Drax View Post
that is correct, however since they move d6" they don't necessarily move quick enough!
That is why you buy them a rhino!

Any ways, my list breaks down to 2 squads of Lessar Deamons, a DP, Sorcerer Lord (surprisingly good in Combat! ), and raptors for support. Raptors by themsleves are quite fragile, esspecially if you only take them in squads of 5 like I do, but they are definately the answer to giving you a little support to your 1k Sons in close combat.

My two cents,
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Old 4 Days Ago   #11 (permalink)
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Default Re: thousand sons

lol - i was thinking more along the lines of keeping out of charge range at close quarters, but yeah, i agree - take a rhino
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