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Greater Daemons and Daemon Princes are also scoring units now.
I have to disagree with you here my friend. While they may not be as tactically flexible as some of the other cults, Tsons are still incredibly hard to kill thanks to that 4+ save vs most marine killer weapons (plasma, etc). And they are just as effective vs Tau as marines as Tau have a 4+ save vs normal bolters. Don't forget that the 4+ save applies to things like rending claws, power weapons, monstrous creature hits, etc. This is an incredibly huge advantage.Here's why Thousand Sons are 23 points apiece. Against a solid 80% of the weapons in the game, your 4+ invulnerable save counts for a whole lot of nothing. AP3 is just as good as AP5 against quite a few things as well-- only against Space Marines are the Inferno Bolts valuable, and while there are still a disproportionate number of Space Marines running around tabletops, there are a drastically increasing number of Imperial Guard and Tau players.
Also, Thousand Sons are tactically inflexible, which makes them far less useful in a tournament setting particularly than their entry in the Codex would otherwise suggest. The sorcerer's inability to take any equipment is, to put it mildly, removing one of the squad's testicles, and giving them such specialized abilities (basically, Space Marine hunters) at the expense of tactical flexibility means that if there's nothing for them to specifically go after, they're not really doing anything useful for you, and they're a lot of points to be effectively a dead weight.
Words_of_Truth said:I'm interested in getting back into Warhammer 40k and was going to start a word bearers army since they have such a dynamic amount models to choose from (was gonna convert huron into my dark apostle) but now it seems they will be useless. Is Thousand sons the way to go now?