Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 139 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10

Thousand Sons 6.0

 Post subject: Re: Thousand Sons 6.0
PostPosted: Thu Jul 11, 2019 11:54 am 
Brood Brother
Brood Brother

Joined: Tue Sep 11, 2018 4:52 pm
Posts: 14
Hi, all!

I'm about to get a TSs army and i've took a look to this list in order to play them. I don't know well the lore of TSs but i have some doubts about the list (6.2, I think it's the more actual version).

1. TSs Terminators are very expensive. Chaos termies costs 275 vs 400. We have Fearless, ok, but they have that Reaper Cannons instead of Combis. Combis will almost never be used. You want them to get to bc. And thar CC4+ instead CC3+ of Chaos Termies... And ours can't march.

2. Where are the Dreadclaw Entry? Its an upgrade?

3. Greater Spire: Daemonic Focus only applies to summons of the own formation, isn't it? GS don't have acces to Daemonic Pact.

4. I understand that THE RUBRIC is represented with the cannot march rule and Reinforced armour for the infantry, isn't it? If this is like that, I understand that TSs Adeptus, and Sekhmet, neophytes and vehicles are not Rubric troops and they shouldn't be affected by this rule.

Some erratas over ther:
The following special rules apply to Chaos formations and units.
Daemonic PacK,


Top
 Profile Send private message  
 
 Post subject: Re: Thousand Sons 6.0
PostPosted: Thu Jul 11, 2019 9:15 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Aug 31, 2015 4:24 pm
Posts: 237
Location: Galicia
Pencanenas wrote:
Hi, all!

I'm about to get a TSs army and i've took a look to this list in order to play them. I don't know well the lore of TSs but i have some doubts about the list (6.2, I think it's the more actual version).

1. TSs Terminators are very expensive. Chaos termies costs 275 vs 400. We have Fearless, ok, but they have that Reaper Cannons instead of Combis. Combis will almost never be used. You want them to get to bc. And thar CC4+ instead CC3+ of Chaos Termies... And ours can't march.

2. Where are the Dreadclaw Entry? Its an upgrade?

3. Greater Spire: Daemonic Focus only applies to summons of the own formation, isn't it? GS don't have acces to Daemonic Pact.

4. I understand that THE RUBRIC is represented with the cannot march rule and Reinforced armour for the infantry, isn't it? If this is like that, I understand that TSs Adeptus, and Sekhmet, neophytes and vehicles are not Rubric troops and they shouldn't be affected by this rule.

Some erratas over ther:
The following special rules apply to Chaos formations and units.
Daemonic PacK,


Good army choice. Good luck with it!

1. Fearless is a very powerful ability and the main weakness of Terminators. On the other side, the lack of Reaper Cannons, while a drawback is not as important as the big increase in power into assaults they have now with the EA in FF.

2. The Dreadclaw is there as an upgrade, for +5 points per unit.

3. Both Spires and Palaces have access to Daemonic Pact, as an upgrade, and also a Champion of Tzeentch.

_________________
Sculpting Orks thread
Statistics of games for OGBM list


Top
 Profile Send private message  
 
 Post subject: Re: Thousand Sons 6.0
PostPosted: Fri Jul 12, 2019 7:25 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Aug 31, 2015 4:24 pm
Posts: 237
Location: Galicia
Pencanenas, forget what i said about points two and three, i noticed that the last version of the list (6.2) is not on the first page.

2. They have been removed in the last version, so maybe it was a typo of just left there in case they come back, but yeah, right now they have been completely removed from the list, no doubt.

3. Probably again another typo, as they lost the option for Daemonic Pact in the last version, as Ole said.

4. Investigated a bit and, reading this quote by Ole, its seems that it was for only basic Thousand Sons infantry like you say, but that was before the rule was last changed, and now in my opinion the rule seems to say that every formation has it. We would need another opinion on it.

Ole wrote:
The Rubric only effected Thousand sons marines, there always where plenty of formation in this list, who weren’t effected. Scarab Occult, Thousand Sons Armour, Silver Tower Company where always able to march. No less then 3 out of 5 Retinues. And in the support formations Sekhmet Disc Riders and Neophyte Class 2 out of 3 formations. Which means the majority of the army could march. That rule goes way back. And I haven’t read a complain about a fast moving force. Ole

Quote:
TS3 THE RUBRIC
Thousand Sons are noted for their slow, ponderous and methodical advance. To represent this no units can March. All formations in the army receive a +1
modifier to their action test roll when attempting a Marshal action.

_________________
Sculpting Orks thread
Statistics of games for OGBM list


Top
 Profile Send private message  
 
 Post subject: Re: Thousand Sons 6.0
PostPosted: Sat Jul 13, 2019 3:13 pm 
Brood Brother
Brood Brother

Joined: Tue Sep 11, 2018 4:52 pm
Posts: 14
Thank you for your answer.

Let's see if anybody else read us.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 139 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net