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Warhammer 40,000/8th Edition Tactics/Thousand Sons
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===Dedicated Transports=== *'''Chaos Rhino''' - With Webway Strike, sadly these aren't very useful for Thousand Sons. At 67 pts they're expensive in an army that is already struggling to fit things in. Their main use is to get assault troops safely forward, but Thousand Sons assault infantry (Tzaangors) are too cheap to be worth a Chaos Rhino, plus you want to take more than 10 of those. Mean-whilst you want your tanky Rubrics on the field so that their Sorcerors can cast their psychic powers. ** If you ''do'' take one, then add on a Havoc Launcher and Combi-Bolter. This at least puts out a decent amount of small arms fire, to make the price of the METAL BOX feel a bit better. ** For some players, 67 points a piece is a decent price to protect your expensive rubric squads from a harsh Alpha Strike, as any opponent worth his salt (or dust), will know they are going to have to throw a hefty amount of firepower at them. Due to this, think of the Rhino as a disposable bunker, if it dies, so be it, if it doesn't it still served its purpose considering it moves twice as fast as the rubrics. ====Forge World==== *'''Termite Assault Drill:''' It's a neither a drop pod or a rhino, but something of both. Like a drop pod, the Termite can be deployed at the end of a movement phase close to enemy. Once deployed, however, the termite acts like a slow Rhino. At 8 inches, this thing isn't going anywhere fast. Not to mention the Melta Cutter is an Assault D3 Melta Gun. So why bother? Well the termite has some neat little things going for it. First is the transport capacity. At 12 '''HERETIC ASTARTES''' models (not Terminator, Jump Pack or Cult of Destruction), making this little drill is quite the metal box. Add in that it can deep-strike and who cares if this thing only moves 8 Inches a turn? And then there is the subject of the two Combi-Bolters (always take Combi-Bolters and never the heavy flamers) but maybe look into the Twin Volkite Chargers. Additionally, it's equipped with a Termite Drill, it's a Double Strength AP-4 and Damage 3 melee weapon. After you make all of your melee attacks, roll a D6 for every model that suffered damage but was not slain by this weapon, on a 2+ the model suffers a mortal wound. And if the target is STILL not dead, roll again, on a 3+ it takes another mortal wound. Keep doing this, with every roll requirement being one higher than the last, until you fail the roll, or the target dies. 8 Mortal Wounds on average
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