Editing
Warhammer 40,000/9th Edition Tactics/Thousand Sons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Not Marines==== *'''Astra Militarum''': We used to bully Guardsmen because their lasguns [[Troll|only made our armor stronger]], but now Guardsmen are actually poised to outshoot Space Marines, a just reward given by their Adamantium Balls. Their default Regimental Tactic lets them autowound on 6s to hit, which given their proclivity for [[DAKKA|massed fire]], is going to be a lot; most of those autowounds actually have a chance of punching through now, because all Guardsmen can be ordered with +1 to hit and an additional point of AP; the very special and unique Kasrkin can get up to AP-4, autowounding on 5s to hit, and causing up to 6 Mortal Wounds ''with'' every one of those autowounds. What took your sorcerer decades to master in the arcane arts a group of ten cadians did with a volley of extra-spicy lasgun fire, and even then he's subject to RNG (3+D3 MW v 6). Custodes weep salty tears that their Emperor-given S5 T5 alchemically-enhanced physique is not as tough as -1 Damage Ogryns wearing Tank Tracks; if you get your terminators into melee with them, it's actually a going to be a long fight that you may need to spend CP on. Guard Vehicles are a bigger problem for you now, because they copped All is Dust with Armoured Tracks and have received army-wide Toughness and Armor buffs. All their tanks are 2+, and the new Rogal Dorn has a T9 2+ profile like the CSM's ([[Fail|but not yours]]) Landraider, ''but'' with one wound higher. Killing armor has always been difficult for Thousand Sons, and because they can reduce damage with a CP and shoot out of combat with their main weapons ''naturally'', you can't cheese your way through with Tzaangors or Khopeshes. **The quick and dirty solution against Guard is to kill their officers and watch them flail around without orders. Targeted spells from Ahriman or from deepstrike will really hurt their top characters and deplete their Command Squads; they are also the ideal targets for Tzaangor Enlightened. Guardsmen shooting is now actually a threat, but guardsmen themselves aren't, so continue to bully and wipe whole squads with Rubric Flamers and Scarabs; so long as you have ObSec and they don't, you have the advantage. *'''Adepta Sororitas''': An army that wants to get in close to mess with you - bolters, flamers and meltas tend to be their big three ranged options but they're more than happy to close the distance proper and get into melee. The Nuns learned well from the Templars, having an inbuilt deny the witch in most of their army on a 1d6. It only really matters if they roll a 6, which automatically denies the power, though combined with Valorous Heart this can present a challenge. The Condemnor Boltgun can deal mortal wounds to your basic Infantry, and can be found on most Squad leaders. However, their main weakness comes in the fact that they're ultimately squishy T3 single-wound bodies in power armour, meaning that your standard guns are more than equipped to chew on through them. They also don't have much in the way of bodies much like marines, meaning you can wreak havoc on 'em with mortal wounds too. *'''Imperial Knights''': Big mechs that tend to pack a lot of firepower, meaning you can't really outshoot them. They are however, quite large and your opponent won't have many models on the board. Abusing Terrain will help a lot, and throwing psychic powers at them is the most efficient way to get around their invuln saves. Remember the invuln only works against gunfire, so a Maulerfiend that is blessed enough to get into melee will fight toe to toe with a knight, assuming it lives that long. Play the objective and you'll be fine.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information