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Hey everyone, hope there's no taboo on digging up old posts!
I'm starting up a Chaos army painted as Thousand Sons and would like to continue the work on this list. Always had a soft spot for them, and now am getting a chance to put an army together. Never piloted daemon-summoning Chaos and only played against them twice, so at present I can only extrapolate from my experience playing Iron Warriors or loyalist marine armies.
But some thoughts:
- Flamers and Minor Daemons
Flamers seem to strictly dominate the Daemon section. Even for Black Legion with other minor daemon choices, they dominate, and Thousand Sons ones go from a 3+ FF to 2x4+, which is even stronger. The Tzeentch horrors are great too, with better durability and melee.
I would worry that the list will skew very hard towards spamming flamers/horrors at the expense of everything else. Should these be rolled together into one unit, possibly just the Black Legion profile flamer, which is itself very strong?
- Other units
Silver Towers are 325, when for the official Red Corsairs they're 300. Given the same SR, a price reduction to match seems to make sense.
Losing spacecraft and drop pods is a big blow to maneuverability. (Changed from 6.1.2 to 6.2)
Going down from SR5 to SR4 in an army which probably needs to deliver a decisive blow from Teleporters also hurts. Though you will mostly firefight assault, so you can probably avoid getting base-contacted.
Is the army meant to fit multiple playstyles? I could imagine one where you focus on garrisoning infantry forwards plus Teleporting, and another which is a more conventional "mechanized units drive forward, augmented by teleporters", but think the force might struggle with one or the other in this format.
- Rubric rule
Does this apply to every formation in the army? The rally bonus is OK, but in a slow army that needs to assault you'll never really want to Marshal. Losing March will be painful and is a pretty hefty debuff.
If that is being kept, what about allowing some route up to SR5? Giving a strong shot at going first could combine interestingly with reduced mobility. Requires you to really get in the mind of a sorcerer and always think a turn ahead.
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Anyways, I'm excited to get the army painted and playing, and definitely hope development can be revived!
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