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!
==Chaos== *'''Chaos Space Marines:''' These guys play similarly to regular Space Marines, albeit with a bit more of melee flavor. Many of the same tactics that apply to them apply here as well. Have some rules that overlap, tend to also quite like flamers. Specific matchups will depend on their legion, much like their loyalist counterparts. *'''Death Guard:'''Slow and hard to kill, though in a different way to you. They've got a good amount of rerolls they can access, a high toughness characteristic and reduce all the damage they take by 1, along with debuffing anything that gets too close to them. They lack high AP shooting on any of their infantry, with anything remotely good loaded onto their vehicles. Your mortal wound output should help versus their marines and terminators, though if they close the gap then expect your own marines to fold in melee. Having something to screen charges is never an awful idea but it is pretty damn essential versus them. *'''Thousand Sons:''' Scroll back up, read the article and you should have an idea when it comes to strengths and weaknesses. Your ranged weapons are pretty mediocre versus other rubric marines so save those for any chaff that they might've brought instead, try and get some units into melee with their gunlines and save your denies for any sort of buffs or important powers rather than just smites. *'''Chaos Daemons:''' A general rule of thumb with Chaos daemons is that they don't give a crap about AP. Instead of typical invuln saves, Daemons have two values for their Armour saves that cannot be ignored or modified in any way (barring mortal wounds, funnily enough) This is exacerbated by their generally lower toughness (T3 infantry on average, Chaos God dependent). To this end, you should prioritize maximizing the number of shots rather than strength. Coincidentally, your Rubrics can also take flamers which put out a good amount of shots. Your mortal wound output is also a blessing to get around their Daemon Saves and you can easily mess with their psychic shenanigans (particularly against Tzeentch, imagine that). Be warned, there are now little if any penalties for souping Daemons together with the new Codex. Each god tends to have a bit of a different theme **'''Khorne''' - Notably the only daemon faction without Psykers (given how Khorne [[RAGE|hates]] them, this is unsurprising), Khorne daemons are particularly vulnerable to your psykers and mortal wound spam in general. As an army entirely focused on melee units, they are also very vulnerable to being picked off at range, albeit your best option for deleting their hordes requires you to get into charging distance all the same. Do be aware of their AP, even though you've got army-wide invuln saves they're not much better than the standard -3 that they've got almost across the board. **'''Nurgle''' - Their painfully slow movement speed will ensure you will have no trouble playing keep away the entire game. With the update, their Plaguebearers are now T5 with two wounds but are insanely pricey for what they do. Their nurglings lack ObSec, but their improved Beasts of Nurgle will automatically heal back to full wounds unless they're outright destroyed. Like necrons, wiping them in one go is your best bet. **'''Tzeentch''' - A buff to their Daemon save means most of their standard units benefit from a 3+ versus ranged, which is a pain since they don't care about AP at all. However, they'll fold in melee with their pitiful 5+ saves instead. Do keep in mind that their troop daemons can split into smaller ones and can be an absolute pain in the ass to chew through. Focus on their bigger, scary units first. They're much more keen on shooting than the other factions and have more abundant psykers too. Funny how you've both got that in common, isn't it? **'''Slaanesh''' - Much like Khorne, Slaanesh daemons are dedicated melee combatants, but with a heightened emphasis on speed over power. They'll typically throw out more attacks with less AP and damage. This is actually a good thing, as most of those attacks will have less than 2 AP and also do 1 damage, meaning that your marines have a good chance when it comes to standing up to them in combat. Now, they probably won't survive multiple rounds of melee, so still try to dispatch them before they get too close. *'''Chaos Knights''' - Evil Knights that individually are more flexible in their loadout than their imperial counterparts. Similarly, their invulns only apply to ranged attacks and your mortal wound output is going to be a good option versus them.
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