Saturday, September 7, 2013

Chaos Supplements Inbound

I hope these are true.. faeit 212 posted that all of the major chaos legions would be getting full supplement support and these supplements would actually have more rules content to them.  The rumor also stated that all of these are being worked on at the same time and they should be released either at the same time or right after the other.  I don't know about you guys but this was the news I have been waiting to hear especially after seeing all of the customization that vanilla marines have now with there new book.  The rumor also stated that these books will bring the flavor back to the legions like never before.  This I certainly will take with a lot of salt as I have been let down so far by book chaos space marine books.  Don't get me wrong, the 2 books are definitely fun to play and offer some options but not to the extent that I would like too see them.   I really hope these new supplements are the real deal and bring with it the options that all csm players have been waiting for.  Some quick points on what I would like to see per my chaos armies..

Nightlords - bikes and raptors as troops at least.  New special characters.  Army wide stealth and ways to miss with leadership - terror tactics.  A way to make standard csms stubborn.

Thousand sons - better aspiring sorcerers, we are currently paying the same price for these guys as your book standard hq sorcerer.  Able to pick other spell lores other than tzeentch like chaos daemons.  Ways to increase the strength of thousand sons bolt guns.  Better psychic defense.  Actual rubric termies.

Iron Warriors/Dark mech - changes to force org.  Actual warsmiths.  Army wide Tank hunters. New dark mechanicus units.   Way to make standard csms stubborn.  New special characters

On my painting station currently im working on some screamers, and of course the required Riptide.  Let me know what you think.

Monday, September 2, 2013

Continuing with Thousand Sons talk

Hey guys.  So lately I have been thinking more on how to run a Thousand Sons list in 6th edition and not be the laughing stock of my gaming group.  Like I talked about in my last post, I love the army and feel that if played correctly, can be a viable option in today's meta.   I just recently signed up for an escalation league at the local flgs and had the pleasure of playing a fellow chaos player who is playing thousand sons in the league.  My opponent shared a lot of tips on how to play the army that I have never thought of before.  Below are some key points that he shared with me.

1.  Maximizing thousand son shooting and survivability by taking large squads - to be honest I was thinking of doing this but found the cost prohibited  but my opponent showed me some of the strengths of running a 18 man squad.  For starters, shooting 17 - 18 ap3 shots from 24 inches is a lot scarier then 8 shots coming from that range. Add in a herald of tzeentch with prescience and the squad will put out the hurt.  Lose a couple of models in a turn and the squad is still scary.  Cast prescience and the squad is re-rolling  hits.  The main weakness of course is close combat however with invisibility and forewarning the unit is going to pull through eventually especially if you are rocking one or two characters. 

2.  Take Ahriman - ok so this I would never consider due to his price tag.  He clocks in at 230 points and in an army where your average points cost per guy is 23 points, makes him a hard pill to swallow.  Lets look at what he brings to the table.  He unlocks thousand sons as troops, he is a level 4 psycher so you are going to get 3 rolls on telepathy or biomancy.  Most importantly though, he automatically gives you master of deception which my opponent used to great effect.  He rolled a 2,and was ableto infiltrate both Ahriman and the 18 man block of thousand sons 24 inches away on my left flank which forced me to have to devote a lot of army to counter it.

3.  Take Tzeentch Daemon allies - I started tinkering with this before my game with my opponent however never realized how good these allies could be.  My opponent took a herald of tzeentch at level 3 and basically maxed his rolls on divination.  He got foreboding which on the surface wouldn't make sense as thousand sons have a 4 up invulnerable but then it hit me... the mark of tzeentch gives you a plus 1 to your invul save... my opponents 18 man blob squad was now rocking a 3 up invul save now!! Imagine this as the unit makes it way up the field..  pretty crazy...The fact that heralds have access to divination open up  a lot of synergy combos that thousand sons never had before. 

I actually played a list similar to what I wrote above and it was a blast to play. I actually ended up losing the game but it was a great game...  I might have to tinker some more to get it just right.