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Thousand Sons List

 Post subject: Thousand Sons List
PostPosted: Thu Apr 06, 2006 4:51 am 
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Quote (JOHNDRAGON @ 05 April 2006 (18:40))
Hence should a gamer put one together I would like him/her to be rewarded with a highly competitive unit;and to be able to use it in all Epic tournaments.

Which could lead to thousand son army "requiring" said unit to be as good as the other thousand son armies which in turn will require more from players(buy/convert it). One of the reasons why OOP stuff were not given point values in tournament lists in a first place.

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 Post subject: Thousand Sons List
PostPosted: Sun Apr 09, 2006 3:21 pm 
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Warp Palace models:I'd like to see a re lease of a new model or a re- release  of the Man O' War Bane Tower of Tzeentch.

JohnDragon.

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 Post subject: Thousand Sons List
PostPosted: Mon Apr 10, 2006 2:30 pm 
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Ack.  The Bane Tower is horrible.

I really think there is absolutely no chance of a model ever being produced.  I'm going to try to come up with a fairly simple conversion based on existing minis.

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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 4:58 pm 
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Dear Neal,

I have a few further questions after putting together an army for a battle vs the Imperial Guard:

Transport:(Rhinos and Land Raiders)-must the full transport requirements of the formation be taken?

Thrall Wizards:may a formation of two Warp Palaces take 2 Thrall Wizards each for a total of 4,in contradiction to the instruction that each upgrade may only be taken once per formation?If not,is there a formula for how the 2 Warp Palaces split up their 2 Thrall Wizards?

Thousand Sons Retinue:should this be 1+?If not,and I take no Retinues,what happens to the mandatory Thousand Sons Sorcerer Cabal?

Daemon Pool:if I take no Daemonic Pact,do I have no Daemon Pool?If there is no Daemon Pool under this circumstance,what happens if the Strategy Roll is a 6?
May I purchase lesser daemons whilst having no Daemonic Pact (to protect my Thrall Wizards)?
Can I purchase a Daemonic Pact and no daemons in the hope of  rolling a 6 in the Strategy roll-off ,hence adding daemons to my empty Daemon Pool?(Should it exist).

As you can see,I find there are small but important omissions in the daemon summoning rules;I suggest that the summoning rules might be better presented in all 3 lists in a series of short cases pruned of all fluff text.Then ask your playtesters to just test the summoning rules in isolation,not in a game situation.

Happy Easter

JohnDragon.

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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 6:23 pm 
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Dear Neal,

I played 2 games with my Thousand Sons vs the Imperial Guard last night and thought you might liketo know how they went.Unfortunately,my Thousand Sons fared very badly(alas!).

Scenario:3000 points ,Tournament.Terrain was rolling hills,small towns and woods.

TS Army:formation of 9 Land Raiders with Warp Flame;6 Land Raiders and 3 Predators with Warp Flame;Retinue with Daemon Prince, 3 Dreadnoughts,Daemonic Pact and 1 Rhino;1 Warp Palace of Tzeentch with 2 Thrall Wizards;alternate Warhound Titan;2 Fifelord bombers.

Imperial Guard:(Armoured Battalion!)2 tank companies;super-heavy tank company(2Baneblades,1 Leviathan Command Centre)with Leman Russ x 3 and Hydra;3 Manticore batteries;Deathstrike battery.

Game one:As my Firelords took off to attack the Deathstrikes,a question arose-can they be used in a formation of 2?Or must they be used singly?They stayed in formation, destroying 1 Deathstrike and breaking the formation.As the Thousand Sons manoeuvred forward,they were pounded by the Manticores,breaking the Warp Palace and Titan and were slaughtered at range by the super-heavies and Leman Russ who simply out-performed the Land Raiders.Turn 2 and Chaos Strategy roll dr 1 killed the Thrall Wizards.The rallied Deathstrike followed up by rolling 3 straight 6es to destroy the Warp Palace .The pounding of the Chaos armour continued, reducing it to broken fragments,whilst the Thousand Sons infantry,moving aggressively forward,took a bloody nose from a Leman Russ tank  company.The Firelords only accomplish light damage on this turn and next when the Manticores again roar into action.Traditionally,the Imperial tanks secure the victory,against what are now broken fragments.

Lots of time left,so we swap table edges for a re-match.
Turn one sees a more Gung-ho approach by Chaos to cover the distance between the armies more quickly.The Warp Palace is singled out for destruction by the artillery and the Titan smashed by combined fire.
Turn two and the tanks slug it out.Chaos infantry are battered and broken by the super-heavies.
Turn three and the Manticores return to add their weight to the tank battle.Imperial tanks prevail over the Land Raiders,who,once broken,are easy meat for Manticore disruption attacks.Examination of  Victory goals gives the Imperium a 3-0 win.

Should anyone question 9-strong basic Thousand Sons formations,may I refer them to the Imperial Guard Tank Company with its 40 attacks!

I fear that the Thousand Sons may proove to be a one unit(Retinue) army-I hope I'm wrong!

Hope you have more success with them than I did.

JohnDragon

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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 6:53 pm 
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Transport:(Rhinos and Land Raiders)-must the full transport requirements of the formation be taken?


The intent is that if you are buying transport, you can only buy enough to carry the formation, so no extras.  The idea of buying Rhinos as AT "meat sheilds" should be out.  I don't have a problem with buying Land Raiders as fire support without transporting the whole formation.

That will, obviously, be quite tricky to describe...

Thrall Wizards:may a formation of two Warp Palaces take 2 Thrall Wizards each for a total of 4,in contradiction to the instruction that each upgrade may only be taken once per formation?If not,is there a formula for how the 2 Warp Palaces split up their 2 Thrall Wizards?


It's one upgrade for the formation as a whole.  At the moment, the Thrall Wizards don't need to be divided up because they are not specifically assigned to a unit, just to a formation.  Either Palace could use them.  If I end up making them Characters as has been suggested, you would just assign them to a particular unit like any other character.

Thousand Sons Retinue:should this be 1+?If not,and I take no Retinues,what happens to the mandatory Thousand Sons Sorcerer Cabal?

To be honest, it never occured to me that someone might not want to take the TSons retinue in a Thousand Sons army.  I think that the 1+ minimum would probably be best.

Daemon Pool:if I take no Daemonic Pact,do I have no Daemon Pool?If there is no Daemon Pool under this circumstance,what happens if the Strategy Roll is a 6?

You would get 1d3 daemons in the pool, whether you could use them or not.

May I purchase lesser daemons whilst having no Daemonic Pact (to protect my Thrall Wizards)?

Sounds kind of expensive, but nothing prohibits it.  I would actually think that if people thought spending 60 points or so for contingency protection of Thralls was a good plan that the Thralls were probably overpowered.

Can I purchase a Daemonic Pact and no daemons in the hope of  rolling a 6 in the Strategy roll-off ,hence adding daemons to my empty Daemon Pool?(Should it exist).

Nothing in the daemonic pact rules require a daemon pool, so yes.  I don't think it would be terribly efficient.

As my Firelords took off to attack the Deathstrikes,a question arose-can they be used in a formation of 2?Or must they be used singly?

The 1-3 is not a total-army restriction, it's just the designation for the makeup of a formation.  Each formation consists of 1-3 Firelords at the owning player's option.


Good questions.  I will save some of those for the Chaos FAQ.

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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 7:07 pm 
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I played 2 games with my Thousand Sons vs the Imperial Guard last night and thought you might liketo know how they went.Unfortunately,my Thousand Sons fared very badly(alas!).


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.

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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 8:10 pm 
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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.


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...

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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 8:26 pm 
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Honda:  Thanks for the tip.  With a bit of Googling, it looks just like the Necron battlefield teleport abilities.

That could be a good upgrade.  Something like:

Ahriman's Chosen
A formation of only Thousand Sons and TSons characters gain Teleport ability.

Possibly with a 1 formation-per-army limit.  But what would be a good point value - 100?

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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 9:01 pm 
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Availability: I think this was 0-1 Elite slots, 1-3 Chosen. Each Chosen could join a separate unit as a character, so it was a decent number of units that could take advantage of the ability.

Cost: This is kind of tricky because you need to evaluate what the ability + formation capabilities would allow you to do. Now it seems like TS units aren't going to be CC monsters, but they should be reasonable in FF, so if this is going to allow you to be better at FF, then see what that is worth to you.

Something else that just occurred to me is, other armies have Coordinated assaults, the Tau have Coordinated fire, maybe the Chosen formation/unit would allow X number of formations to Coordinated teleport if within X cms?

If you took that approach, then you'd probably have to fiddle with the cost as you'd only get that right by playtesting.

So, maybe as a starting point, consider how much should I pay to be able to transport up to three units if they are within 10 cms of the Chosen unit?

100 pts seems a little high as that is the equivalent of a SC, but maybe 50 - 75 points is close.

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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 9:04 pm 
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You could make it an upgrade to one of the starships in the list - I did this for my GK list - so the upgrade cost is part of the Spacecraft. So up the cost of the spacecraft by a bit and give the special rule "one thousand sons retinue transported by the craft gains the teleport ability".

It's an option, anyway.

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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 9:22 pm 
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Honda:  According to the forums I turned up, you could have up to 3 Ahriman's Chosen and each could teleport their formation and one other formation.  So, a total of 6 formations could teleport in 3 batches (54 troopers if you go with 9 per squad).  Seems pretty nasty to me for 40K, but it's essentially a single formation in Epic.

As far as cost, 5 rhinos is 50 points.  This doesn't have subsequent mobility but it has Teleport and keeps the formation from having AT or non-Fearless targets.  To that extent I figured it was better than Rhinos.  Maybe 75 is the place to start and adjust from there.


LordI:  That mechanic sounds good but this is actually driven by the powers of the sorcerers on the field.  If we are going to include it, I don't want to link it to a spacecraft.

====

And thanks again to everyone participating.  I haven't been as excited about developing the list in a long time. :D

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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 10:08 pm 
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Oh right - they were using the Webway or something, weren't they?

P.S. Should T-sons be able to summon Daemonic Beasts? If you aren't going to put the 'classic' daemons into the list they'd do as proxies for them (perhaps furies could proxy screamers?)

EDIT - I'll shut up (I'm just not with it today), Furies aren't in the main list anyway.






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 Post subject: Thousand Sons List
PostPosted: Fri Apr 14, 2006 11:42 pm 
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LordI:  That mechanic sounds good but this is actually driven by the powers of the sorcerers on the field.  If we are going to include it, I don't want to link it to a spacecraft.


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.

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 Post subject: Thousand Sons List
PostPosted: Sat Apr 15, 2006 7:54 pm 
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Dear Neal,

Thank you for answering my questions;the ones on daemon summoning were areas of uncertainty that can disrupt play flow.

Can I refer you to the last page of the Thousand Sons list,subhead "Suns of Damnation and Aerospace Units"?I think it should be changed to"Suns of Damnation and Aerospace Formations".At my games club,the wording of the number of Warhound Titans available to an Imperial Guard army on rules page 135,bottom right,"Titan Legion Battlegroups"is a source of contention and its link to Firelord availability led to my question.

After my mind was focused by my recent defeats, an idea came to me concerning Thousand Sons formations and the Holy Number of 9.Basically,formations selected at exactly 9 units would be eligible for a benefit.For example,Armour would be blessed with Fearless;or a Retinue of 6 infantry and three transports would all be Fearless.

JohnDragon.

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