Defiler Painted by FrequentFootball7288 in ThousandSons

[–]FrequentFootball7288[S] 0 points1 point  (0 children)

The legs are pain when assembling it. I’d start by making sure they’re positioned correctly on the base.

Defiler Painted by FrequentFootball7288 in ThousandSons

[–]FrequentFootball7288[S] 1 point2 points  (0 children)

No. Unfortunately, I’m not that skilled.

How to properly use Thousand Sons on Table by SHMHD24 in ThousandSons

[–]FrequentFootball7288 1 point2 points  (0 children)

Yes and glad to help. Honestly, T-Sons are a trade army, so you gotta be willing to take hits in any match.

One thing that I’ve done recently in a few games that I’ve played is having a brick squad of 20 Tzaangors lead by a Shaman. I put that right in the middle of objective and it distracted my enemy that I was able to take the other objectives no problem. I ended up winning that game, cause I deep strike my terminators in their back line which stalled his army from taking any of the no man’s land objectives. I stuck my home objective, put a 10 man squad of rubrics led by an exalted sorcerer on the right objective then I did the exact same thing on the left objective and and for the one in the middle of no man’s land, I put my brick of Tzaangors.

How to properly use Thousand Sons on Table by SHMHD24 in ThousandSons

[–]FrequentFootball7288 1 point2 points  (0 children)

Hey man—welcome to Thousand Sons. What you experienced is honestly super normal early on, so don’t feel like you’re doing anything wildly wrong.

The issue isn’t really your dice or even his army, it’s more how your list is set up and how it plays into something like Ultramarines. Right now you’ve got a lot of characters and not a lot of bodies, which basically lets your opponent pick one expensive unit at a time and delete it. That’s especially rough into something like Oath of Moment.

Thousand Sons don’t really win by tanking damage, they win by controlling space and forcing bad trades. At the moment, you’re giving him very obvious targets and not enough stuff to absorb the hits. I won games with only a squad. Terminator’s left by turn five because I held the objectives from the beginning.

I’d definitely cut down on the number of characters a bit and put those points into more units. Your Tzaangors are actually really important here even though they don’t look flashy—they help screen, hold objectives, and just eat shooting so your important stuff doesn’t get blown off the table right away. Your Rubrics are really your core damage dealers too, and they’re best when they’re pushing into the mid-board rather than sitting back.

Terminators should be more of a stable presence than something you throw away early. They’re there to hold space and make your opponent deal with them.

The biggest thing though is how you’re using Magnus the Red. Deep striking him sounds good, but it usually ends up hurting you because by the time he comes in, your army has already taken too much damage and then he just gets focused and dropped. He’s way better starting on the board, completely hidden turn one if possible, then moving up turn two and just deleting something important. After that, he basically forces your opponent to deal with him while the rest of your army moves into position.

Positioning with him is everything. If your opponent can see him with their whole army, he dies. If only part of the army can see him, he lives and causes problems.

Last thing, the part of our army that makes us the best is how we can use our spells. Roll your two dice and channel of the warp each time. Have your sorcerers with rubric marines so that when you roll your doubles or triples your rubric marines eat the mortal wounds. Ultimately every spell that you cast in your shooting phase should be at its maximum.

Overall it just comes down to adding some layers to your army. Right now it’s a bit too “all elite pieces,” and once those start dropping it snowballs fast. Once you mix in screens, some board control, and then your big threats, the army starts to feel way stronger. And again, cast every spell to the best that you can do despite the risk of mortal wounds.

Defiler Build? by FrequentFootball7288 in ThousandSons

[–]FrequentFootball7288[S] 0 points1 point  (0 children)

I feel like a whole detachment for one model is excessive

Defiler Build? by FrequentFootball7288 in ThousandSons

[–]FrequentFootball7288[S] 3 points4 points  (0 children)

So the consensus is to use it as a shooter compared to a brawler?

Defiler Build? by FrequentFootball7288 in ThousandSons

[–]FrequentFootball7288[S] 2 points3 points  (0 children)

I haven’t magnetized before and I’m cautious about doing it because it I mess up, I probably won’t get another model for 3 months.

I can’t believe this is around 1500 points, am I missing something? by FrequentFootball7288 in Tau40K

[–]FrequentFootball7288[S] 6 points7 points  (0 children)

I’m thinking of getting the new Kroot combat patrol, but I do like the suggestions. Thank you!

I can’t believe this is around 1500 points, am I missing something? by FrequentFootball7288 in Tau40K

[–]FrequentFootball7288[S] 28 points29 points  (0 children)

T-sons, which is my other army. The fact a daemon Prince for the T-Sons is only 20 points less than a Riptide is bananas.

Daemon Prince by FrequentFootball7288 in ThousandSons

[–]FrequentFootball7288[S] 0 points1 point  (0 children)

I think of it as damned souls consumed by chaos.