Tactics - Thousand Sons: Difference between revisions

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* Everything have an invuln and AP3 bolt weapons. MEQs can eat dirt and die if they find themselves out of cover.
* Everything have an invuln and AP3 bolt weapons. MEQs can eat dirt and die if they find themselves out of cover.
===Cons===
===Cons===
* Points cost meant you're going to be outnumbered by everything but Grey Knights.
* High points cost means you're going to be outnumbered by everything but Grey Knights.
* You don't have some of the most broken BRB spells, like Invisibility.
* You don't have some of the most broken BRB spells, like Invisibility.
* That pages of special rules, upgrades, and psychic powers are complicated and require a lot of memorization. You're gonna need a sheet of paper to make a lot of notes during the game.
* That pages of special rules, upgrades, and psychic powers are complicated and require a lot of memorization. You're gonna need a sheet of paper to make a lot of notes during the game.

Revision as of 16:18, 30 June 2015

This is the Tactics Page for Thousand Sons fandex

Why Play Thousand Sons

  • You absolutely love TS lore and want to play an army of evil space Egyptian sorcerers and undead that aren't Necrons
  • You want to utterly dominate Psychic phase.
  • You want to rape MEQ armies.
  • You're MTG player, and want to set game-breaking magic combos in 40k
  • You like to troll people by ruining their plans

Pros and Cons

Pros

  • All your character are psykers, and they are much more effective that most other Psyker in the game with entire page worth of special rules, and another page of upgrades, specifically designed for further altering your psy phase.
  • Jetbike psykers. In squads. With in-built meatdustshields.
  • Your Psychic powers are generally better than other armies get.
  • Everything have an invuln and AP3 bolt weapons. MEQs can eat dirt and die if they find themselves out of cover.

Cons

  • High points cost means you're going to be outnumbered by everything but Grey Knights.
  • You don't have some of the most broken BRB spells, like Invisibility.
  • That pages of special rules, upgrades, and psychic powers are complicated and require a lot of memorization. You're gonna need a sheet of paper to make a lot of notes during the game.
  • Invuln and AP3 don't help against things like Guardsmen or Dark Eldar. Cheap hordes are your cryptonite.
  • In close combat your guys are worse than regular tactical marines, despite being much more expensive, unless you pump a lot of points into CC upgrades. The fact that equal points of Fire Warriors can actually wipe your golems in melee should tell you everything.
  • Anti-Psychic units, like Culexus assassins, ML3 Librarians with Adamantium Will or Tyranid Shadow in the Warp will fuck you up.

Special Abilities

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Unit Analysis

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Building an Army

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Tactics

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Counter-Tactics

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Common Playstyles

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