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Thousand Sons 6.0

 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun May 01, 2016 11:44 am 
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Battle report up

viewtopic.php?f=84&t=31215

Necrons (NetEA Tournament Pack 2013) and Thousand Sons (6.0.2)...

Enjoy..Sorry pile in with other reports...

P.s..PFE100 has started a spread sheet tracking want force we use when testing the TS6.0.2

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun May 01, 2016 12:24 pm 
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Thank you very much Trent and congratulations on the 50th game this year.

Your army was very low on activations but it worked quite good none the less.

Cheers,

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sat Jun 25, 2016 3:32 am 
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Hi ole,

Another AAR done..

http://pfe100.blogspot.com.au/2016/06/g ... netea.html

I have arrange another game using vassal to test out daemons... ;D and that hopefully it will get played next week.. :)

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun Jul 17, 2016 9:29 pm 
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Hi Guys and Dolls,

there is my first one:

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=85&t=31450

Please enjoy the read and leave comments!

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Mon Jul 18, 2016 1:12 am 
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Hi Ole

Yes corner deployment is not the best option for TS...which remind me.. Here's another report, testing demons on mass i guess, pretty one side..

http://pfe100.blogspot.com.au/2016/07/g ... netea.html

We may try it again and see if we get a different result. :)

PS...you may want to ask the moderator to move the report from the net epic battle reports section to the EA Battle Reports...

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Mon Jul 18, 2016 8:34 am 
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Great, Thank you.

Using two Greater Daemons is quite complicated, is it not? I would assume that you should summon the first one in early game to loss him in mid game. So in late game you have a chance to summon the second, since you can only have one at a time on the field.

Fighting against that many planes without proper air cover wasn't much fun I expect?

Cheers

Ole

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Last edited by Ole on Sat Jul 23, 2016 7:22 pm, edited 1 time in total.

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sat Jul 23, 2016 7:30 am 
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Ole wrote:
Great, Thank you.

Using to Greater Daemons is quite complicated, is it not? I would assume that you should summon the first one in early game to loss him in mid game. So in late game you have a chance to summon the second, since you can only have one at a time on the field.

Fighting against that many planes without proper air cover wasn't much fun I expect?

Cheers

Ole

Hi Ole,

Yeah the game from my perspective was that he need to get the great Demon asap out on the table and into combat..But that was going to be hard, if he was been hammer straight up with the air power and reply of the dice god...So in the end, I think spamming Demons will be hard since you want to have AA cover and other stuff in the army...

OH, Trent is doing a list of tweaks, suggestions for the List..I should know he been in my left ear about it.. ;D ;D . So please be patient, he send it to you , when it's done..

Sorry Greg here, I have the ability to login now as PFE200 now..Till they get the issue sorted, that happen on the 15th of Feb 2016...

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sat Jul 23, 2016 7:21 pm 
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Thanks you comments.

Yes Trent told me to wait, but don't worry i have still some batreps to sort out on my side of the world.

You did one more batrep!

here we go:
http://pfe100.blogspot.de/2016/06/thousand-sons-602-vs-emperors-children.html

is quite interesting to see two formations of terminators. As them being quite expensive for probably the worst Chaos terminators out there.

Unit then

ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun Jul 31, 2016 2:35 pm 
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I managed to get another report done:

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=31486

Cheers

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun Jul 31, 2016 3:02 pm 
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Trent and I where discussing a couple of changes within the List:

i would like to change the following:

the summoning part:

At the Moment it is not just quite expensive but difficult as well to summon daemons particular the greater Daemon. What Neal wanted to achieve is fluffy but expensive.

Old:
Thralls +20 points each up to 3
CH n/a n/a n/a n/a Sacrificial Power (bc) Assault Weapons, EA (+1), MW Expendable, Augmented Summoning (+1d3, One Shot), One Shot - Thralls are disposable and
you get ones +1d3 for 20 only one of their abilities or attacks may be used each game. Both abilities are also One Shot.

I like to change that to a classic Champion of Chaos. Fluff wise it is ok to get the Augmented Summoning as long as is with out the sacrifice part. And even that is just the problem of Armiman. There might be magus left in the legion who see it differently ;D

new
Champion of Tzeentch +50 points
CH n/a n/a n/a n/a Daemonic Bolt (15cm) Small Arms, EA (+1), FS Augmented Summoning (+2D3), Invulnerable Save.
you get 3 Turns +2d3 for 50

This way it will be an old rule that has been tested a thousand times over.


About the Neophytes:

These guys don't have a real role on the Battlefield. And since there are not a proper GW invention I would like them to be more like a vanguard who are skirmishing the Battlefield. There for I like to give them scout but since they are loosing there transport option the 175 Points seams to be ok for now.
Old:
Thousand Sons Neophyte

INF 15cm 6+ 6+ 5+ Psychic Abilities (15cm) Small Arms

new
Thousand Sons Neophyte

INF 15cm 6+ 6+ 5+ Psychic Abilities (15cm) Small Arms Scout

About TERMINATORS:

they always have been kind of a stepchild. Because you get most of it with the rubric fellowship anyway.
but Trent suggested adding an extra fire fight attack und losing the extra CC attack. It makes perfectly sense because they have as well dust in there eyes and are slow and stuff. And we don't have to thing about fearless super Terminator like the Death Guard are thinking about at the moment.
Old:
Thousand Sons Terminators

INF 15cm 4+ 4+ 3+ Sorcerous Powers 30cm 2x AP4+/AT6+ Reinforced Armour. Thick Rear Armour. Fearless, Teleport, Rubric
Combi-Bolters (15cm) Small Arms
Power Weapons (bc) Assault Weapons, EA (+1), MW


New:
Thousand Sons Terminators

INF 15cm 4+ 4+ 3+ Sorcerous Powers 30cm 2x AP4+/AT6+ Reinforced Armour. Thick Rear Armour. Fearless, Teleport, Rubric
Combi-Bolters (15cm) Small Arms, EA (+1)
Power Weapons (bc) Assault Weapons, MW

Silver Tower:

lets change the size of the towers 4 - 9 to fit Tzeentch number

Fire Bombers:
In the UK list they are 2 for 250 Points and the third one for 100 extra. In this list they are 150 for up to 3.

i like the UK price better because they are needed and iconic in an 1KSons list.

I'm open to discuss these changes so please leave comments.

Cheers

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Mon Aug 01, 2016 1:22 pm 
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Here we go:
Attachment:
Thousand_Sons_Army_Liste_6.1.0.pdf [67.49 KiB]
Downloaded 169 times

I put the changes in Place. But I wouldn't put in the front post till some of us used it a bit.

Cheers

Ole

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Aug 03, 2016 9:13 pm 
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i welcome the idea of foregoing thralls in favour of a well tested unit (chaos champion)

also the scout on neophytes makes them a real valid choice now.

i'm not so sure on the terminators though. losing 1x4+ bc attack but gaining a 1x3+ ff attack makes them rather a bit powerfull. especially when they come in at 6 stands and combined with some flamers. it's a massive wall of ff that puts many titans to shame. but let's see how they test.


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 Post subject: Re: Thousand Sons 6.0
PostPosted: Wed Aug 03, 2016 9:34 pm 
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+1 on the above comment

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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun Aug 07, 2016 12:13 am 
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Whats the status on this list? Development? and how far to Approved?


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 Post subject: Re: Thousand Sons 6.0
PostPosted: Sun Aug 07, 2016 10:13 am 
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Corran_dk wrote:
Whats the status on this list? Development? and how far to Approved?



It's "Development" at the moment. I'm collecting batreps at the moment but there will be small changes along the way. I'm aiming for approval around this time next year. But I need at least one other group that produces batraps.

If you like to participate I would be delighted.

Cheers,

Ole

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