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Thousand Sons 5.X

 Post subject: Re: Thousand Sons 5.X
PostPosted: Wed Dec 22, 2010 6:04 pm 
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Evil and Chaos wrote:
Can you change the Deciever's name to something that isn't the name of the notable unit in the Necron list?

I'm not opposed, but the name fits the Tzeentch theme rather well. Got any ideas for alternatives?


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Wed Dec 22, 2010 6:13 pm 
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 Post subject: Re: Thousand Sons 5.X
PostPosted: Wed Dec 22, 2010 7:04 pm 
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Oh, come on now. You know you have to stick with the "D" theme as well. :P

Distorter might work, as might Deviator (though that sounds a bit more Slaaneshi - deviant).


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Wed Dec 22, 2010 7:19 pm 
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 Post subject: Re: Thousand Sons 5.X
PostPosted: Wed Dec 22, 2010 9:44 pm 
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BlackLegion wrote:
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My Vote: Distorter, Disorientator


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Sun Dec 26, 2010 2:32 am 
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I actually think that most people could distinguish between The Deceiver and a Deceiver, so I vote no change. Deceiver just has the right ring to it in terms of the Thousand Sons and Tzeentch.


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Sun Dec 26, 2010 4:10 am 
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 Post subject: Re: Thousand Sons 5.X
PostPosted: Mon Dec 27, 2010 3:33 pm 
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Distorter for me, although the name change isn't really neccesary


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Tue Dec 28, 2010 5:11 pm 
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 Post subject: Re: Thousand Sons 5.X
PostPosted: Tue Dec 28, 2010 6:09 pm 
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Athmospheric wrote:
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The "Stan Lee" doesn't ring true for me :D


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Wed Dec 29, 2010 2:31 am 
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 Post subject: Re: Thousand Sons 5.X
PostPosted: Wed Feb 02, 2011 5:12 pm 
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Back to the Defiler AA version...

In brainstorming ideas about new Tzeentch daemon engines, the idea of a scarab-based engine popped into my head. So, rather than stick with a minor mod for a Defiler variant, just changing out weapons to add AA, I am mulling over the idea of a more extensive mod that makes the Defiler into a Scarab-shaped vehicle. Forward claws would be exchanged for pincers. The Defiler torso would be gone and the chassis expanded to look more like a beetle abdomen. A cannon would be centerline, undermounted or possibly between the pincers. The torso/abdomen would have the AA weapons and they could be more substantial, in keeping with downgrading some of the other weaponry to give it better AA for a more defined role.

Defiler Scarab
AV, 20cm, 4+, 4+, 4+
Tzeentch Cannon, 45cm, AP4/AT4
Ether Cannons, 45cm, 2xAA5
Warp Flame, +1EA, First Strike
Fearless, Invulnerable Save, Walker

Optional configurations to consider:
15cm move (allows garrison, but takes out the possible use with armor formations)
25cm move (improves utility with armor formations)
Adding a CC attack from the pincers - possibly MW, possibly with a lower CC value if that's too tough
Adding back in the Flamer weapon (AP/ICFF)

===

Possibly adding a Defiler formation:
Defilers - 4 Defilers or Defiler Scarabs in any combination - 300 points

===

Thoughts?


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Wed Feb 02, 2011 10:11 pm 
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My thoughts are that the AA for Tzeentch would be in the form of either a Marine tank or off their titan. Maybe even off their daemons!

Slaanesh have the AA defiler as does Nurgle. Khorne merely has their aircraft for AA.

I think Tzeench should be different and consider even the lesser daemons (disks) or a greater daemon having AA much like gargoyles for the nids. It would promote these units and not re-invent the wheel. I would even go as far as having character stands (certain champion mages) having an AA ability rather than make the defiler.

Failing the above, AA on their greater titans to promote their use much like the Eldar.

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 Post subject: Re: Thousand Sons 5.X
PostPosted: Thu Feb 03, 2011 4:34 pm 
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All those options have been discussed repeatedly and the Defiler variant stacks up well against all of them.


On a side note, because it is a pet peeve of mine...
frogbear wrote:
I think Tzeench should be different and consider even the lesser daemons (disks) or a greater daemon having AA much like gargoyles for the nids.

Absolutely not. I've been adamantly opposed to this concept since it was first done with Gargoyles. The idea of a winged beast intercepting a jet is clearly silly, so the premise used to justify it is based on hundreds of pre-positioned troops above the battlefield. That idea doesn't make a bit of sense, even in Epic's normal abstraction. If there were such huge hordes of the enemy over the battlefield that there is even a chance they could flap over and intercept a jet, air cover would be a non-issue. The ground forces would have already been massacred.

Way back when Jervis came out with the original rough draft of the Nid list, he pretty much said the same thing and explained that, historically, Gargoyle AA was just tacked on because the thought was Nids absolutely had to have something even though everyone knew it was a ridiculous idea.

</pet peeve>


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Mon Feb 07, 2011 5:42 pm 
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Interesting tidbit foundin Imperial Armour 10 about the Land Raider Achilles:
Quote:
At the time of the Horus Heresy the pattern's use had not extended far beyond spearhead units of the Imperial Fists themselves with quantities delivered in gift to the Dark Angels, [b]Thousand Sons[(b] and Salamanders Legions.

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