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Thousand Sons 6.0

 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun Aug 07, 2016 1:18 pm 
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A guy in our group is now paiting up several thousand points worth of a TS army.

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun Aug 07, 2016 4:08 pm 
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mordoten wrote:
A guy in our group is now paiting up several thousand points worth of a TS army.


That' great news!

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Fri Aug 19, 2016 12:01 am 
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Hi Ole,

Hoping for a game tonight

Trent testing Terminator, Silver Tower and Thousand Sons Neophyte changes..

As always report will follow...

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Aug 24, 2016 9:20 am 
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Thanks for the games, guys.

Lets put the attention to the silver tower as you mentioned them in the battle report against DKoK.

For some reasons the silver tower in our current list are more expensive than in the Chaos Cultist list. They even activate on a 2+.

The Chaos Cultist ones are 325 for 4.
The 1KSons are 360 for 4 and 90 per unit up to 9

I would not like to change the stats because they are the glas cannons they need to be. But how about:

325 for 4 and 75 per unit up to 9.

Trent may I ask you to use two units of 6 or something similar in one of your next reports.

Cheers,

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Aug 24, 2016 11:03 pm 
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Hi Ole,

Spoke to Trent and our next game we will try the above points cost for silver towers..and two formations of them..

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun Aug 28, 2016 12:52 pm 
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I did another report checking the changes me made precious the price drop of the silver towers.

Feels good.

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=31558

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Aug 31, 2016 3:23 am 
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Hi Ole,

Another report..testing the Silver tower points change..

viewtopic.php?f=84&t=31565

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Aug 31, 2016 5:49 am 
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The Neophytes are quite set now. The only question is if they even out an weakness in the listbiuld. And I thing not. The 1Ksons are still slow and they have still trouble to prep assaults.

I will change the Army Builder App and change the pdf in the first post later this week.

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Sep 21, 2016 1:00 am 
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Only two weeks later, but another battle report

viewtopic.php?f=84&t=31626

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Sep 21, 2016 12:15 pm 
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Great Thank you.

I wonder what would have happened if the silver tower didn't fail in turn 2.

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Sep 21, 2016 12:20 pm 
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List building looks soiled for now.

Has anyone used the armians chosen lately?

I will give them a go next time. And trying some droppods as well.

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Sep 21, 2016 2:36 pm 
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Ole wrote:
Great Thank you.

I wonder what would have happened if the silver tower didn't fail in turn 2.

Ole


I gather he would have the GARGANT on the back foot and most likely broken, and who knows about the other flank....

As to armians chosen, that was at least 4 games ago, I think..They didn't last long..

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Sep 21, 2016 7:38 pm 
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PFE200 wrote:

As to armians chosen, that was at least 4 games ago, I think..They didn't last long..



Found it. That was in your first battle report against knight world.

"Knights do a engage action, with the Errants and target the AHRIMAN'S CHOSEN(Photo1).The dice are rolled and the Errants win the combat and the AHRIMAN'S CHOSEN are wiped from the board(Photo2). The ERRANTS consolidate 5(Photo3)…This was done to deny the objective to thousand son."

I will give them a shoot anyway ;D

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Sep 28, 2016 3:13 am 
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another battle report..

viewtopic.php?f=84&t=31651

;D ;D

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Oct 05, 2016 9:59 am 
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HI Guys,

I just uploaded the current List 6.1.1 in the first post for downloading.

Enjoy

Ole

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