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Tactics - Thousand Sons
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==Why Play Thousand Sons== * You absolutely love TS lore and want to play an army of evil space Egyptian sorcerers and undead that aren't Necrons * You want to utterly dominate Psychic phase. * You want to rape MEQ armies. * You're MTG player, and want to set game-breaking magic combos in 40k * You like to troll people by ruining their plans ===Pros=== * All your character are psykers, and they are much more effective then most other Psyker in the game with entire page worth of special rules, and another page of upgrades, specifically designed for further altering your psy phase. * Jetbike psykers. In squads. With in-built <s>meat</s>dustshields. * Your Psychic powers are generally better than other armies get. * Everything have an invuln and AP3 bolt weapons. MEQs can eat dirt and die if they find themselves out of cover. * Your entire army is Fearless. ===Cons=== * High points cost means you're going to be outnumbered by everything but Grey Knights. * Eldar with Seer Councils will WRECK YOUR SHIT simply by throwing a nigh-infinite number of Warp Charges into Denying. * You don't have some of the most broken BRB spells, like Invisibility. * That pages of special rules, upgrades, and psychic powers are complicated and require a lot of memorization. You're gonna need a sheet of paper to make a lot of notes during the game. * Enough in-game Bookkeeping to make an IRS auditor sweat. * Invuln and AP3 don't help against things like Guardsmen or Dark Eldar. Cheap hordes are your kryptonite. * In close combat your guys are worse than regular tactical marines, despite being much more expensive, unless you pump a lot of points into CC upgrades. The fact that equal points of Fire Warriors can actually wipe your golems in melee should tell you everything. * Your entire army is Fearless. This means no going to ground and no retreats, unless you spend warp charges on it. And you need every fucking one of those charges for something more useful. * Anti-Psychic units, like Culexus assassins, ML3 Librarians with Adamantium Will or Tyranid Shadow in the Warp will fuck you up. * Codex: Knights Inductor is your Antithesis as far as fandexes come. Silencers make whatever unit they're attached to immune to psychic powers, and the only way of getting around this is with Pavonis Lightning and Rockfall. In addition, the surge of null charges each KI army will have will make casting any psychic powers difficult unless you're running High Sorcery for classic psykery(At which point you'll be even more vulnerable to leadership debuffs).
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