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Kill Team Tactica: Thousand Sons


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Hail!

Havent seen a thread for the Sorcerors of Prospero so here it is.

I just picked up the KT core manual over the weekend for a KT night that my LCS will be hosting.

 

I'm thinking of showing up with the following list, thoughts?

 

 

++ Kill Team List (Thousand Sons) [101pts] ++

 

+ Configuration +

 

List Configuration: Matched Play: Kill Team

 

+ Leader +

 

Aspiring Sorcerer: Inferno bolt pistol

. Leader

 

+ Specialists +

 

Rubric Marine: Inferno boltgun

. Combat

 

Rubric Marine: Inferno boltgun

. Veteran

 

Rubric Marine Gunner: Soulreaper Cannon

. Demolitions

 

+ Non-specialists +

 

Rubric Marine: Inferno boltgun

 

Rubric Marine: Inferno boltgun

 

++ Total: [101pts] ++

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Looks like you're a point over? That aside looks similar to my KT list (such as there is choice..!), the SRC is decent for holding ground and putting out shots - Demolitions is pretty much an auto pick for him. Just as well perhaps, as Sons are limited in what they can do with specialisms unfortunately.

 

Flamers are really nice in KT, being able to advance and shoot as well as avoiding to hit rolls (and any penalties) makes them very potent. D6 shots and with AP-2 means warpflamers are incredibly dangerous so I'd recommend squeezing one in - you'll thank me when you're up against hordes :P

 

As you've just picked up the book does this mean you've not played KT before? It's a magnifying glass on how an army works, and the changes to how the game works makes for some interesting games. The game can change easily on a dice roll, and the missions are varied meaning that you have to play them well. It's good for more elite armies as you feel like it's a more elite force on the table, Sons particularly so as with a bit of Tzeentch's favour you can weather the storm of fire hordes throw at you and pick them off efficiently.

 

I've only recently taken to KT with my Sons, and plans to do so to get them on the table sooner aside I enjoy them a lot. They have some character (unlike the standard Marine armies...) and are good too :smile.: Be sure to learn the morale system as you will need it to break horde lists as you'll find some missions hard to compete on otherwise. I've put my Sons batreps in the KT batrep topic here if you've not read it already for a bit of an introduction :tu:

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Thanks WF! It is my first time playing so I'll keep updating this thread as I go along. First game is thursday next week!

 

So having read your battle reports, did you ever feel like TS were overpowered in this format or did you feel like your opponent could win the games as easily as you? I ask as I hate being the guy with the tough to beat army(or playing against that guy mostly XD) and have the option of using my Blood Angels instead.

Edited by Dolchiate Remembrancer
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I got lucky in those games, generally the Sons played as I had expected but it could have easily gone the other way. They're a strong list with good shooting but weak to melee - and melee can happen very quickly in KT. As a small team it's easy to become overwhelmed so you still need to play well and have some luck on your side same as anyone else :smile.:

 

A horde or more standard Marine list wouldn't be getting stomped by Sons as they have plenty counters of their own and can absorb losses better. You could add some Tzaangors if you want to help shore things up, it'd create a more versatile list though still with individual weaknesses (as in the goats are a bit squishy, but good in combat and useless at shooting) that would be more flexible albeit less cool :tongue.:

 

I'd say the main limitation specific to Sons is the lack of options. There's only so much you can do and it means opponents can counter you more effectively. If you wanted a KT list that really was tough to crack then I'd say Custodes - but even then they have weaknesses.

 

I will be trying out Elites with my new Scarab Occult Sorcerer this week, see how that goes. Probably not great as he's very expensive which limits my options but with Rule of Cool and Tzeentch (plus Tzeentch dice) in my corner I should have good enough odds :wink:

 

Good luck in your game, don't forget to create a batrep for the KT batrep topic too :thumbsup:

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In my opionion, Thousand Sons Kill Teams are strong! Just save your cp for armor rerolls and you´re save. ;)

 

To be more serious: All is dust is the rule that lets TS shine. There aren´t many weapons out there with damage 2 or higher, meaning you´ll get that armor bonus more often than not. And now do the math: rerollable 2+ armor save. On average failing 1 out of 36 rolls!

 

This tactic also forces you to neutralize every single weapon with high rend or high damage as soon as possible.

 

Some Tzaangors might be useful just to get some protection against smites as well as get more bodies on the ground. In addition, Tzaangors offer some specialists upgrades Rubrics can´t get.

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@Hannibal, what do you mean a 2+ re-rollable save?

 

This:

 

Most likely using the method mentioned at the beginning of Hannibal's post, namely keeping CP for armour save re-rolls. :thumbsup:

 

All is dust is a special rule of 1000Sons. Basically gives you +1 on saves if the damage characteristic of the weapon used is 1. And in Kill Team, that´s about 80-90% of all weapons, giving you essentially a 2+ armour save.

And there is a stratagem you can use to gain a reroll on one armour save for the cost of one cp (command point), making your saves 2+ rerollable.

 

Offensively the 1000Sons offer psibolt, essentially a mortal wound to the nearest opponent on a 2+ (it´s mathematically the same as 5+ on 2d6) as well as a standard that causes a mortal wound on a 6+ (which rather is a gamble, but if you have the points...).

 

Their shooting weapons all offer at least -2 rend, which is outstanding, especially on a d6 auto hits flamer.

 

Overall 1000Sons offer good ressilence, good offense and also somewhat cheap troops (Tzaangors) with good weapon options.

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  • 2 weeks later...

Total domination by the Sons today!

 

Handily walked away with the win and only suffered 1 injured rubric against a buddy's drukhari in the prisoner mission.

 

4-0 sons. Captured his leader and a member of his KT.

 

Did a second game against my own BA squad and used no CP tactics(was tired lol) on the behind enemy lines mission.

 

Lost 5-4. But gained someone who wants to start a KT of their own.

 

Thoughts: I need my own tokens and tactics cards. I wonder what could beat my sons. I find cc to be rather weak, is it just me?

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I recently picked up about 20 Sons and the Sorcerers boxed set to add to my Black Legion, and  using them as a KT as well seems like a no brainer. I've read through the thread, and I know I didn't post the topic originally, but there is some great stuff here, and I appreciate it. So, another move for me was to potentially purchase some Rubric Termies for KT as most of the time my local group and store play Elites and Commanders.

 

Is there any advice you all can give here? I know the Sons have very limited options so I was wondering what you all's recommendation would be for these game types. 

 

Sorry to hijack the thread. 

Edited by Brother Eleysium
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Sons need to stick to their strengths - while this might seem obvious enough it's more that it's all they can do. There's no tricks you can pull, or fancy builds - just the bread and butter doing their thing! Their trait bonus is a bit lacklustre unfortunately, but again would be wise to take advantage of it and get a couple of psykers to fling some slightly longer range smites around.

 

Combat is something to be avoided and being light on numbers you need to stick relatively close together. A Rubric is tough but anything isolated in KT short of a Big Bad is in trouble! Mutual support is good anyway, but in particular adds some protection against combat as you can fall back and fire in with other models if needed.

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  • 2 weeks later...

I recently picked up about 20 Sons and the Sorcerers boxed set to add to my Black Legion, and  using them as a KT as well seems like a no brainer. I've read through the thread, and I know I didn't post the topic originally, but there is some great stuff here, and I appreciate it. So, another move for me was to potentially purchase some Rubric Termies for KT as most of the time my local group and store play Elites and Commanders.

 

Is there any advice you all can give here? I know the Sons have very limited options so I was wondering what you all's recommendation would be for these game types. 

 

Sorry to hijack the thread.

 

if you are playing friendly games then that should be enough.

 

if you are playing with competitive games then you will have to pick up some tzangors (for holding objective and CC blockers)

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