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Old 03-02-2007   #1 (permalink)
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Default you guys are all so quiete

whats the matter Tzeentch mutate your tongues?

anyway .. I'm kind of curious if I'm the only guy who has wondered why obliterators can't be in a thousand sons army ..I mean honestly ..whats more Tzeentchy than a chaos marine mutated and bonded with his armor, weapons, and a demon? ... and no my mother is not an acceptable answer .. she's more Khornate.

so how do you folks cover up the heavy weapons gap? ..I mean rubric termis stomp major butt , however a land raider is going to make you have a very long day ..or a basilisk or pretty much any vehicle or heavy weapons troop sittin over 24 inchs away.

I'm currently using an indirect fire modified defiler but that still seems somehow a little risky one good shot and it's pick off the Thousand sons with sniper rifles time.
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Old 03-02-2007   #2 (permalink)
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well its probably just a balancing issue. they already have 2 wounds each and can be very powerful. along with the fearless, stubborn, and true grit rules and most models haveing 2 wounds it would just over due it to give them obliterators
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Old 03-03-2007   #3 (permalink)
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Being that hard to kill do Thousand sons really need the mega-tough obliterators?
But yeah, Obliterators do seem to fit in nicely with the fluff of a Tzeentch army.
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Old 03-03-2007   #4 (permalink)
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I personally dont see oblits fitting in with thousand sons. It says specifically that the thousand sons rely on their sorcerous powers more than heavy weaponry to win the day. That is said so the oblits just dont fit in!
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Old 03-03-2007   #5 (permalink)
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yes but that particular saying was far more accurate in 3rd edition .. with the flame of Tzeentch power ..which was for all intents and purposes a psychic lascannon

but what now? .. last time I theorized the numbers bolters and combibolters didn't have a high probability of scoring a penetrating hit on a land raider .. now the best psychic power is bolt of change and it's a bit less powerful than a lascannon

so your left with vehicles .... I'm hard pressed to think of anything less Tzeentchy than your average vehicle .. well again except my mother ... "blood for the blood Mom" and all that

so what is a good plan to deal with a landraider.. other than throwing a sorcerer under it and hoping his blood rusts the tracks solid ... while still maintaining a nice egyptian Thousand Sons feel to an army?
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Old 03-03-2007   #6 (permalink)
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well what to do is you get a sorcerer with a melta and teleport that sucker next to the land raider and blow it up at point blank or get a dread and just pray you take it out with a multimelta or something.
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Old 03-06-2007   #7 (permalink)
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fluff wise i don't see any type of mutation fitting in with the thousand sons background. tzeench yes but 1k sons no. the reason? the rubric of ahriman. the whole reason for the casting of that spell was to stop the mutation that was rife within the legion. it always struck me as a little weird that while tzeench likes to mutate, the sons don't.
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Old 03-06-2007   #8 (permalink)
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The sorcerers mutate, but the marines are just dust. And Thousand Sons oblits would be destroyed because their skin-fused-to-armour would turn to ash! I think obliterators are probably exacly the kind of mutation Ahriman abhorred! Thus, the Rubric.

As for tank busting, am I mistaken in the thought that sons can take Predators?
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Old 03-06-2007   #9 (permalink)
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Those would probably be possessed though right? If not, then would you have crew shaken or stunned results given that automatons are basically driving them?
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Old 03-06-2007   #10 (permalink)
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well it would take automitons a few mins to recalibrate trajectory and coordinates after taking a lascannon up the arse.
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Old 03-06-2007   #11 (permalink)
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I run a predator in my Thousand Sons army, it fits in well with a tzeentchy paint job with purple warp Flames all up and down the Hull!
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Old 03-07-2007   #12 (permalink)
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Quote:
Originally Posted by hairyyahoo View Post
fluff wise i don't see any type of mutation fitting in with the thousand sons background. tzeench yes but 1k sons no. the reason? the rubric of ahriman. the whole reason for the casting of that spell was to stop the mutation that was rife within the legion. it always struck me as a little weird that while tzeench likes to mutate, the sons don't.
Actually, I explain it off in... other ways

For example. My Aspiring Champion Sorcerers all have Daemonic Mutation - while it isn't physical, I use a "counts as" kind of rule.

They all have minor time-bending abilities. They lash out once, twice, three times, and then fold time back on itself as they make the fourth strike, so that they're millimetres away after they've only just made a third attack.
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Old 03-07-2007   #13 (permalink)
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I guess thats a good way of seeing it, so are we all in agreement that oblits dont fit?
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Old 03-07-2007   #14 (permalink)
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all who agree say aye all that oppose DIE
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Old 03-07-2007   #15 (permalink)
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Please Elaborate!
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