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Thousand Sons List |
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tneva82 |
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Joined: Mon Oct 25, 2004 12:17 pm Posts: 606 |
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JOHNDRAGON |
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Joined: Tue Apr 04, 2006 3:22 pm Posts: 13 |
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nealhunt |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA |
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JOHNDRAGON |
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Joined: Tue Apr 04, 2006 3:22 pm Posts: 13 |
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JOHNDRAGON |
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Joined: Tue Apr 04, 2006 3:22 pm Posts: 13 |
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nealhunt |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA |
That sounds very much like most of my playtests recently. Despite the abundance of 4+RA, against high quality fire that mitigates the good armor (MW, TK, disrupt) the low number of models means that the TSons just evaporate. Ork, IG, or Eldar (the three armies I fight most) just chew up the TSons before they get close. My typical result is that the enemy pounds the fire support units (towers, palaces, armor) while the infantry close range. By the time the infantry is close enough to engage, the firepower units are gutted and cannot properly prep the targets for assaults by the TSons who are then picked apart with fire and counter-assaults. By all means, please keep reporting results. Up to now, most of the reports that have been posted stated that the TSons firepower just romped all over the enemy and then the infantry finished them off. I am beginning to wonder if this is not a tactics issue. Concentrating on the TSons infantry at first will waste a lot of firepower on units that will come back relatively strongly while the fire support pounds away. _________________ Neal |
Honda |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas |
Neal, Something you might want to look into to help out the infantry movement is the idea of teleporting them or some of them. In one of the not too distant WD's, there was a new type of of unit/character called Ahriman's Chosen. What this character allowed the TS to do is deep strike one infantry unit (if memory serves me correctly) because of the newly discovered secrets that allowed them to use the webway portals. So, perhaps an upgrade of a character to one of these "chosen" would allow some of the infantry to get closer sooner. Just a thought... _________________ Honda "Remember Taros? We do" - 23rd Elysian Drop Regiment |
nealhunt |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA |
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Honda |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas |
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Lord Inquisitor |
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Joined: Wed Jul 06, 2005 7:20 pm Posts: 1216 Location: Norfolk VA USA |
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nealhunt |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA |
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Lord Inquisitor |
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Joined: Wed Jul 06, 2005 7:20 pm Posts: 1216 Location: Norfolk VA USA |
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Honda |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas |
Agreed. This has nothing to do with spacecraft. Re: Full capabilities of Chosen You are right, Neal, it is nasty. I know that it wasn't approved for tournament use (which caused a fair amount of lamentations from the TS crowd), but it is a small indication of where the TS could end up in the new codex. So, I agree, it is nasty as the TS are easy to handle as long as you can keep them at arms reach, but if they could get close to you and rapid fire (using 40K speak), then that suddenly gives you options for ruining peoples' day that you didn't have before. So, I'd start it at 75 points, based on your body count, make it one formation, then if you want to, rachet up the formation count until it's operating the way you want it to. _________________ Honda "Remember Taros? We do" - 23rd Elysian Drop Regiment |
JOHNDRAGON |
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Joined: Tue Apr 04, 2006 3:22 pm Posts: 13 |
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