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Doom ii hell on earth wont play
Doom ii hell on earth wont play












doom ii hell on earth wont play

That can also be an issue because while Thousand Sons aren’t entirely glass cannons, they aren’t as durable as Death Guard and can get wiped off the table quickly, especially if they don’t have the support of psychic buffs to durability. You’ll be low on model counts, which can make it difficult to hold large parts of the table. Thousand Sons are an expensive, elite army. This also means you’re going to struggle against armies that can block your psychic powers by having access to lots of Deny the Witch attempts, like Grey Knights, Sisters of Battle, and Black Templars. You can make this tougher by focusing on tough units and those you can protect, but on average Thousand Sons give up 9-10 points for Abhor per game. There’s no way to sugarcoat this: In most of the games you play you’ll be at risk of giving up 15 points for the Abhor the Witch secondary. The faction mechanic for Thousand Sons is reasonably strong, allowing you to do some good tricks and guarantee that key spells go off. And now that Armour of Contempt is a thing of the past, AP-2 is back to being very good. The basic guns most of your marines have are AP-2, which makes them great for tearing through armored targets and forcing enemies to rely on their invulnerable saves. They’re not quite the terrors they were under Armour of Contempt, but they’re still pretty damn good. The 9th edition Codex gives Scarab Occult Terminators the Objective Secured rule, making them a powerful, tough unit for occupying objectives and bullying enemies off them. These are absolutely the backbone of a Thousand Sons army so get used to painting gold trim. While not as durable as their terminator armor-clad brothers, Rubric marines are still a solid troop choice and offer several options to support different playstyles. Want to vomit out a ton of mortal wounds? Yep, you can do that too. Want to bring back dead models? You can do that. Want to teleport around the table? You can do that. The Thousand Sons have a ton of Psychic Powers to choose from, and that gives them an insane amount of versatility. In 9th edition they’ve come into their own as an army, relying less on soup builds with other Chaos Space Marine legions and acting more as a standalone force of muscle wizards, though soup with Chaos Daemons has recently helped re-elevate them in the competitive conversation.Īs with any strategy document, this article represents a specific time and place.

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Since their release as a full army in 7th edition, Thousand Sons have brought a powerful psychic force to the battlefields of the 41st millennium. Their forces are led by sorcerers and primarily composed of Rubricae, the animated suits of armor that once held their less-gifted brothers before they were transformed to dust by the Rubric of Ahriman. The Thousand Sons are a legion of the dreaded Chaos Space Marines, but a legion that specializes in sorcery and the use of arcane relics in their warfare. Be wary of the Warpcraft Secondary Objectives.Create a plan for tracking psychic powers used in-game.

doom ii hell on earth wont play

Think about what your casters will be doing as you build your list.














Doom ii hell on earth wont play