I was checking out Warseer for some new rumours and I came across this post regarding the Thousand Sons legion:
Now is it just me or has this guy hit the nail on the head with this post? I don't think I could sum up my feelings about the playability of the Tsons any better in all honesty and I am one of the many who is desperately hoping that the new Chaos codex coming out this year will finally fix their rules. And for pete's sake GW, if you do put the Chosen of Ahriman in the book, please specify if the sorcerer can teleport with the Rubric squad he is part of or not!!!They suck. But with a lot of effort they can be made to work. Let's do a list, shall we?
1) Heavy weapons only on vehicles. This means that you have to spend a lot of points on fragile Predators and Dreadnoughts in order to take down enemy vehicles.
2) Slow. Very slow. You can choose between buying Deathtrap-pattern Rhinos or trying to make it to the objective at an average speed of 4.5" per turn. Coupled with the fact that a very clumsy butcher could count the number of scoring units you can fit in 1500 pts on one hand, you can see that they do not lend themselves well to objective-based missions.
3) Expensive. As if having to spend all those points on Heavy Support and Transports wasn't enough, your basic trooper costs 24 points. For what? A move-and-fire bolter with two wounds. You'd be far, far better off with the equivalent number of regular Marines.
4) Insta-kill. You pay through the nose for that extra wound only to have it ignored by almost everything except basic rifles. A single on-traget ordnance blast is likely to wipe out 25% of your infantry.
5) Psychic Powers. These effectively replace squad-based heavy and special weapons. Except that you can only have one per unit, it costs twice as much as a comparable weapon, does less and has a 33% chance of being shut down by a Librarian hiding in the corner of the table some where. Not that you'd have much chance of killing him even if he wasn't hiding.
6) Low Offensive Power. Even if you manage to make it to where you need to be, you'll find it difficult to actually do anything. People say massed bolters are good, and they are. The problem is, you don't HAVE massed bolters. You'll be lucky to fit 30 of them in 1500 pts. The only one doing any real damage is the Sorcerer with Wind of Chaos - a power available to any Chaos army - and power fist.
7) Power fists. And I mean power fists on both sides. With their shooting being so ineffective, many Thousand Sons players prefer to equip their Sorcerers for melee and duke it out in close combat. An army that's supposed to be shooty is forced to rush into combat if it wants to deal any real damage. The game becomes a slugging match with the Thousand Sons player hoping that his Sorcerer can fist enough of the enemy before he loses his 16 ablative wounds. Of course, those 24-pt models go down just as fast anyone else against enemy power fists.
To sum up: Slow, expensive, inflexible, ineffective and overpriced.