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Thousand Sons 5.X

 Post subject: Re: Thousand Sons 5.X
PostPosted: Mon Feb 27, 2012 5:02 pm 
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novemberrain wrote:
Note the rule currently specifies "rubric units", not "formations containing rubric units".

Yes, I should probably fix that. It's confusing.

When I wrote it, I had in mind the idea that there might be non-Rubric units mixed in and they might find it desirable to Withdraw both times even if the Rubric's cannot, e.g. a Defiler at the front of the formation during a lost assault could use its second withdrawal move to the back of the formation after the Rubric units stop. However, I think clarity is more important than covering all possible options.

==

frogbear wrote:
Well the rule as written makes no sense.

Maybe not in the case of a "hell bent for leather" full speed drive across the board. However, when it comes to mounting and dismounting, it makes sense that the Rubric units would slow everything down.

Also, regardless of the fictional rationale, one mechanical purpose of the Rubric rule was to keep the TSons from being so good at forming a nearly impenetrable, 4+RA/Fearless wall for taking or shielding objectives. Leaving a transport loophole around that limitation pretty much defeats the purpose.


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Mon Feb 27, 2012 9:10 pm 
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That i can understand. It just appears to be a forced rule that makes no sense.

If it is such an issue, price it up rather than create something that falls outside of every other rhino in the game.

Yet a further cost would really make one think. A 60cm move is not really that limiting in respect of the fearless RA line of attack and deny - IMO of course.

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 Post subject: Re: Thousand Sons 5.X
PostPosted: Tue Feb 28, 2012 11:49 am 
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Cool, thanks for the clarification guys :)

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 Post subject: Re: Thousand Sons 5.X
PostPosted: Tue Feb 28, 2012 4:32 pm 
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Frogbear, you're just talking theoryhammer.

Rhinos aren't the problem. With the Rhinos non-Fearless, and 5+ armor, it's practically guaranteed that you'll lose more transport capacity than troops. 90% of the time Rhinos are a disposable, one-time-only method of redeployment in Turn 1. In terms of making the list work, considering fully mobile TSons formations is unimportant.

The Rubric is primarily intended to stop 4+RA Fearless infantry from flying around the board at 60cm per turn because they took a Withdrawal move when they broke, then took a second Withdrawal when they failed to rally. If stopping that means the rule inadvertently scoops up the Rhinos, I don't care.

As far as "pricing it up," the Rubric rule is in because the list abilities feel unfair. As I recall, you found the same problem with all-Fearless formations in the chaos lists you are championing. You didn't just "price it up" because there is no price for something that inherently feels unfair.


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Thu Mar 15, 2012 2:45 pm 
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The easiest is to use SM or CSM models and just cut little headpieces out of card stock. A drop of glue on the forehead, stick the headpiece on and you have TSons.

Someone on the board did egyptian themed power armor troops a while back. Those make good proxies for TSons.

I built my Disc Riders out of Warmaster Screamers and the old Chaos Squat models. The Squats have Tzeentch-style horns on them and the small size keeps the overall model proportionate. With 2 screamers per stand they end up looking about as dense as other mounted units.

Cultists or IG work equally well for Neophytes, imho. There are also plenty of proxy options from Exodus Wars or Dark Realm.


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Fri Mar 16, 2012 11:05 am 
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I cut of the headdresses of Tzeentch Disc Riders and glued them to CSMs
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 Post subject: Re: Thousand Sons 5.X
PostPosted: Fri Mar 16, 2012 2:47 pm 
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lindstrom wrote:
So would it be recommended to pick up a couple of the GW chaos sprues as a base for all of this? I know that pack is very, very diverse, but that's really all there is =).

I'd say it depends on what you are using for the basis of your conversions. If you want some cultists for Neophytes and daemons, you have to get the sprues anyway. I used mostly SM models for the actual conversions, but a mix would be fine.

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What about Warp Palaces, Silver Towers and Greater Spires? I know there are old Silver Tower models on eBay (expensive, of course), but were models ever released for the others? How do others play them, scratch built?

Many years ago I won an auction with lots of silver towers (10+), so I use the actual tower models. I scratch-built everything else.

The Spires I made are on a base made from a plastic flying saucer toy about 40mm across. I topped it with a mix of tower bitz from the Silver Tower models, Megagargant bitz (medieval-looking rooflines that match the Silver Tower styling), and a couple towers that I scratch-built from beads I picked up at a craft store. The base was textured with putty to match the old Tower models and I added some flame pits just to fill in a bit of space.

I had originally used the models as Palaces, but when I increased the DC of Palaces and put the Spires in between Towers and Palaces, the model size was obviously much closer to Spires. I've yet to build larger models for Palaces (I just proxied for test play).

Pics are posted in this thread (which I now realize is in desperate need of updating).


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Fri Apr 27, 2012 2:21 pm 
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The Red Corsairs price is wrong. Just as a quick comparison, Towers are almost as fast as Land Raiders with Skimmer added, pack more firepower than Land Raiders (volume, flexibility and range), have 4+/Invulnerable compared to 4+RA armor and are Fearless. The combination of their range and skimmer pop-up can make them quite effective despite their relatively slow speed. They are, at a bare minimum, equal in value to 75 point Land Raiders.

It's possible that the costs in L&D and TSons are a bit high (I've argued that in the past), but 250 for 4 is clearly out of line.


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Tue May 01, 2012 2:06 pm 
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However you want to play it is fine but I would base them as an infantry unit.


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 Post subject: Re: Thousand Sons 5.X
PostPosted: Fri May 18, 2012 11:39 pm 
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I'm new to epic and have started (amongst other things) a TS army. At first I was using the Epic UK armylist, but I have been tempted over to NET EA recently and I have to say that the current list is pretty hard to get your head around, especially for those of us that haven't read the HH books.

Still looks pretty sweet, Dreadnoughts are sorely missed but I imagine they are gonna show up eventually, some unit descriptions could be more fleshed out to make it more accessible.

It's too bad that the fluff on the current chaos legion hasn't really been expanded since the index astartes articles, it's quite ridiculous how little we actually know about them in the 41st millennium (or is it 42st? You English speakers count so weird! :D )


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