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Discussion Starter · #1 ·
What is the Pyschic power to give a Asp Champ in a thousands sons squad, also is it worth giving him melta bombs, and/or an Icon bearer. What sort of tactics would be best for there use of the choice of powers and weapons?

Thanx in advance.
 

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In all honestly, it depends on your opponent. If it's Eldar, take gift of chaos, because then you can turn all the exarchs into gibbering chaos spawns. If it's Marines or MEQ's, Doombolt, because then you can just laugh at them as they can't take their saves. If it's Tau, I'd go either Bolt of change for their vehicles, of Warptime, to make the most of you Thousand sons shots. If it's Orks, then, I don't know :p

That is just one man's opinion, but I hope it helps!
 

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Thousand sons primary target is MeW so take a psychic power that compliments their intended role (Otherwise you will waste them fighting in CC, or wasting them trying to one shot a tank). So winds of chaos, or the mediocre doombolt are probably the best choices.
 

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Are they one of many troop types or your only type?

If you are running a mixed force then Thousand Sons are best loaded anti-infantry, and are unlikely to get stranded alone in combat with a walker they cannot hurt so Melta bombs are at best an option and at worst a temptation to make the squad do something for which it was not designed.

If you are running a pure Tzeentch force (i.e. not filing your Heavy slots with Obliterators) then the lack of anti-vehicle is more pressing, and there is less in the rest of your force that can rescue the Thousand Sons form combat if they get stranded, so Bolt of Change is useful enough to make it less of a waste of the rest of the squad, and Melta bombs become almost required.
 

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Gift of Chaos. Seriously. Its the only thing that will help you if you get into close combat. And you will get into close combat, cause my ass is not going to dance around while getting double-tapped by inferno bolts.

Watch a space wolf player get really scared about sending his close combat god into combat knowing that on a 5 or 6 he just wasted 200+ points. And its not a shooting power so it can be used twice. The added bonus is with the 4+ invulnerable there is little likelihood of dieing in the first round to those godlike assault squads.
 

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Discussion Starter · #9 ·
Watch a space wolf player get really scared about sending his close combat god into combat knowing that on a 5 or 6 he just wasted 200+ points. And its not a shooting power so it can be used twice.
How can you use a power twice? i thought you could only cast 1 a turn with each sourcerer, libby etc?:scratchhead:
 

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MoT allows the use of two powers per turn, so you can either double-gift, or gift and force weapon
 

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Gift of Chaos. Seriously. Its the only thing that will help you if you get into close combat. And you will get into close combat, cause my ass is not going to dance around while getting double-tapped by inferno bolts.
The downsides to gift of Chaos are:
(i) the range - you are almost certainly trying to avoid close combat, so might want a power that lets you stay out of charge range if you do not shred your target.
(ii) the power becomes less effective as your target becomes more scary - as it is resisted with Toughness so MEq are resisting more often than not, and characters/combat specialists are more likely to have a high toughness.

However - unless your opponent constantly messes with your psychic powers - the aspiring champion will not get the benefit of two powers per turn with a shooting power.
 

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Careful if your playing kill points though, each new spawn is a new potential kill point, and they die fairly easily.

Don't take Bolt of change on them though, your then wasting all your lovely ap3 shots in the hope that 1 shot will pass the test then do damage to the vehicle

Generally I find its best to stick to doombolt or wind of chaos.
 

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Discussion Starter · #14 ·
So if its pure Tzeentch i should take bolt of change and wind of chaos, otherwise there is no point in these powers. If its a mixed force im going to want doom bolt and gift of chaos to support the rest of the army?
 

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In pure Tzeentch, I think you should still shy away from BoC. Wind of Chaos is great if you have the points, and Doombolt is a good budget option.

For a Thousand Sons fluffy army, I think you could go for Havocs, Preds, or other Heavy supports to pop tanks.
 

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For a Thousand Sons fluffy army, I think you could go for Havocs, Preds, or other Heavy supports to pop tanks.
Depends on how fluffy you are: purest of the pure Thousand Sons have a choice of Defilers, Predators, or Land Raiders, as both Obliterators and Havocs are non-Rubric non-Sorcerer marines.

If you are taking laxer approach to what fits within Thousand Sons then you can put more anti-armour in your Heavy Support.

What happens when you come up a against a mech list though? TSons w/o BoC become pretty useless and it's not like you're sacrificing a huge amount of anti-infantry fire for a semi-decent chance to actual damage a vehicle.
My experience falls somewhere in the middle; when I run Thousand Sons against mech guard without Bolt of Change I need all of my other choices to do slightly better than average, which usually needs my opponent to make an error.
 

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I think Oblits still work in a Thousand Sons army. They are their own individual cult that sells their skills to any chaos warlord. So I don't see why you couldn't take them and maintain the fluff. Just don't paint them blue and gold! :victory: That way you can have lots of firepower to down walkers and other mech that will give you trouble.

I really like Wind of Chaos. It gives you a template weapon that is super useful vs swarm armies and MEQ. Combined with the fact the T Sons are relentless and can always rapid fire or shoot normaly and still assualt if they have to I think Wind gives them the best chance to thin the enemy unit before doing assualting. Something they are terrible at except the sorcerer.
 

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Discussion Starter · #19 ·
I think im going to go for a WoC and GoC load out they seem to be the better ones against Meq and also seem to be more Tzeentch fitting. As for the Oblits i might give them a miss, i dont wanna spend to much money and fall into the Gw trap.
 

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They are their own individual cult that sells their skills to any chaos warlord.
Noise Marines are also cult marines. Even if you argue that they are less likely to sell their services they can still be tricked by the Great Manipulator's minions.

Also if you are allowing allied powers, I cannot see an argument to keep out unmarked CSM or even some marked CSM.

Once you allow one cult as bought/tricked allies the only limits I can see are on Plague Marines due to the hatred of Nurgle and Tzeentch and Berserkers due to the hatred of psykers.
 
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