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Posted: Sun Sep 04, 2005 8:39 pm
See, this is what I'm talking about. Give up. Nobody likes you.
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Posted: Mon Sep 05, 2005 1:03 am
Ophiuchus I fail to see how Thousand Sons are "crap" and "the same as the others" - Anything that is not a basic marine troops choice or fast attack unit is a sorceror. - Each sorceror can take thralls to sacrifice for psychic powers - Their basic troop has full shooting range when moving and a free daemonic ability - Their basic troop is immune to TWO chaos mutation types due to having no body - Chosen squads are ALL sorcerors That to me is NOT a normal chaos army. Thats a big reason I like them. They are so different. Throw their daemons in there, and you have a sweet army. While the Marines are slower than normal, they can lay down some heavy fire. Where they lose heavy weapons, they gain Sorcerors with powers capable of almost rivaling most heavy weapons. While they cost mucho points, they are tactically fun for me. I have played a normal marine army for sometime, and these are not like normal marines. They play so much differently. And, adding on to the list of making them awesome... - Possesed are ALL sorcerors - Auto pass ALL psychic tests. And they have a sweet list of minor psychic powers, its surprisingly fun to roll for them and see what you get each game. Its like... opening a booster of magic cards every time. Thousand Sons are over looked by some, including me, which I sat down, and read them over with an open mind. One fun thing, that would work well against some armies, and would be pretty cool. Deep strike Chosen Terminators behind an enemy unit, like some heavy weapons of some kind. While you cannot assualt, ave a Chosen armed with the Twisting Path. If it succeeds, enemies squad is not only pinned, but also you gain 50 victory points. And, because all Chosen are sorcerors, and dont get the cool, 2 wounds a model. You can upgrade any Thousand Son marine to a terminator for 18 points a model. Two wound termies for the win. (Made elites if upgraded this way.) And worried about enemy heavy armor? Just take a Pred, or a Defiler. Anyways, Thousand Sons are a TON of fun. I dont care if I lose a lot playing them, having fun is why I play.
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Posted: Mon Sep 05, 2005 1:22 pm
whatever man play your army how you like it, but they did get nurfed in the new rules. i would like to play a thousand sons player though, that way i can see how they opperate other than just wat other people say and what ive seen in the dex
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Posted: Mon Sep 05, 2005 1:24 pm
Ophiuchus I fail to see how Thousand Sons are "crap" and "the same as the others" - Anything that is not a basic marine troops choice or fast attack unit is a sorceror. - Each sorceror can take thralls to sacrifice for psychic powers - Their basic troop has full shooting range when moving and a free daemonic ability - Their basic troop is immune to TWO chaos mutation types due to having no body - Chosen squads are ALL sorcerors That to me is NOT a normal chaos army. where did i say same as others?
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Posted: Mon Sep 05, 2005 2:28 pm
heavyflamer well they didnt lose it but now everyone else has it too. I think it was here when you said it. Emphasis on the everyone else has it too, meaning they're all the same. Thousand Sons are totally unique in the way they operate.
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Posted: Mon Sep 05, 2005 3:44 pm
The only thing that really changed is that everyone can move and rapid fire, which used to be the only advantage the thousand sons had (in the shitty mid codex) but I don't really think that that's valid anymore since the new codex came out...I think they're one of the most flavorful 40k armies out there right now.
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Posted: Mon Sep 05, 2005 4:04 pm
Speaking of which, I'm about to start a Thousands sons army, can any one give me any pointers as I start?
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Posted: Mon Sep 05, 2005 4:06 pm
Jerhien The only thing that really changed is that everyone can move and rapid fire, which used to be the only advantage the thousand sons had (in the shitty mid codex) but I don't really think that that's valid anymore since the new codex came out...I think they're one of the most flavorful 40k armies out there right now. yes, but now they count as being stationary, meaning if need be, they have 24 inch range instead of 12.
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Posted: Mon Sep 05, 2005 4:22 pm
I was pretty sure Thousand Sons could do that before via the slow and purposeful rule, but I could be wrong.
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Posted: Mon Sep 05, 2005 4:44 pm
i'm just emphasising that they are UNIQUE and not "the same", as heavyflamer suggested. I'd suggest some squads of posessed in a thousand sons army.
They're ******** deadly. EACH ONE IS A SORCEROR. And you can give them all daemonic talons at +5 points each. That makes them a force not to be ******** with.
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Posted: Mon Sep 05, 2005 4:48 pm
Excellent! Thanks!....They're all sorcerors!?!?!? gonk Wait....wind of change....or the s 8 ap 2 one.....wings......CRIPES!
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Posted: Mon Sep 05, 2005 4:59 pm
yep, page 59 of the chaos codex states Independent Characters, Chosen and Posessed Chaos Space Marines All models automatically have the Sorcerer ability without having to select the upgrade from their list entry. In addition they will automatically pass any Psychic Test they are required to take. The main list limits Chosen to one Sorcerer per unit, but if the unit has the Mark of Tzeentch, every model hs the Sorcerer ability. Sorcerers may select from the Psychic Powers and Equipment section of the Armoury.
Now, it says that in a posessed squad, all models have the Sorcerer ability. Posessed can't HAVE sorcerers normally. Thus, this means they MUST have an ENTIRE squad of Sorcerers, no?
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Posted: Tue Sep 06, 2005 12:18 am
tinytim4 s it just me, or are there not so many chaos players here?? Oh well... So what do you think is going to happen with the 14th black crusade... will Abadon FINALLY break through the Cadian Gate? Will he wreak some havoc on the Imperuim? Or will it be exactly like the other 13... kinda getting old, ya know? If you have any info or opinions concerning the Black Crusades at all, post it here. There's a few. Cagalli is loyal to nurgle... So as her tactical advisor, I too must dabble with their forces (sculpt, paint, know the rules) No, we will NEVER break the gate, as it would crush an already decimated Imperium, and as the game is centralised on the Imperium's survival, the game would end, and that means no more money for GW.
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Posted: Tue Sep 06, 2005 9:57 am
The what if scenarios that some people come up with, while 'cool' sounding are impractical! People come up with these plots but they are worthless! Indeed, GW would no longer make any money. Besides, 40k is meant as a never ending story.
IF Cadia is to be destroyed, you might as well scrap the Cadian regiments (not the plastics)
IF the Emperor dies, then the Imperium is nothing, it would crumble and fall into ruin
IF the Tyranids eat the current galaxy, then what? Nothing to fight anymore
And the list could go on and on, people are not that bright when coming up with those ideas.
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Posted: Tue Sep 06, 2005 1:51 pm
Lt_Brookman The what if scenarios that some people come up with, while 'cool' sounding are impractical! People come up with these plots but they are worthless! Indeed, GW would no longer make any money. Besides, 40k is meant as a never ending story. IF Cadia is to be destroyed, you might as well scrap the Cadian regiments (not the plastics) IF the Emperor dies, then the Imperium is nothing, it would crumble and fall into ruin IF the Tyranids eat the current galaxy, then what? Nothing to fight anymore And the list could go on and on, people are not that bright when coming up with those ideas. Sadly, GW have ******** themselves in the a**. Hard. They said "For every hive fleet that has been seen, there are a dozen coming" We've seen THREE so far. That means THIRTY SIX are coming AT THE LEAST. We took down the first, took heavy losses. By the time the SECOND was destroyed, less than half of the Imperium's strength survived. Using those estimates, by the thime the THIRD is gone, the Imperium will be more endangered than the Eldar. Even if they managed to repel the fourth by some miracle, the fifth would be sufficient in mopping up what's left.
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