Tactics - Thousand Sons: Difference between revisions
Jump to navigation
Jump to search
1d4chan>Mezmerro |
1d4chan>Mezmerro |
||
Line 13: | Line 13: | ||
* Your Psychic powers are generally better than other armies get. | * 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. | * Everything have an invuln and AP3 bolt weapons. MEQs can eat dirt and die if they find themselves out of cover. | ||
* Your entire army is Fearless. | |||
===Cons=== | ===Cons=== | ||
* High points cost means 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. | ||
Line 18: | Line 19: | ||
* 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. | ||
* Invuln and AP3 don't help against things like Guardsmen or Dark Eldar. Cheap hordes are your cryptonite. | * 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. | * 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. And that Fearless thing combined with a lack of grenades means any walker with AV better than 10 would tarpit your forever (or until it kills them). | ||
* Anti-Psychic units, like Culexus assassins, ML3 Librarians with Adamantium Will or Tyranid Shadow in the Warp will fuck you up. | * Anti-Psychic units, like Culexus assassins, ML3 Librarians with Adamantium Will or Tyranid Shadow in the Warp will fuck you up. | ||
Revision as of 20:24, 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
- 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.
- Your entire army is Fearless.
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. And that Fearless thing combined with a lack of grenades means any walker with AV better than 10 would tarpit your forever (or until it kills them).
- Anti-Psychic units, like Culexus assassins, ML3 Librarians with Adamantium Will or Tyranid Shadow in the Warp will fuck you up.
Special Abilities
Placeholder
Unit Analysis
Placeholder
Building an Army
Placeholder
Tactics
Placeholder
Counter-Tactics
Placeholder
Common Playstyles
Placeholder