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CP requirement for Thousand Sons

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#1
Dolchiate Remembrancer

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Hail Sorcerous Brethren!
I wanted to discuss with you all what the belief was around how much CP a 2000 point TS army would need to function adequately.

I ask because the consensus seems to be that the more detachments we bring, the more power and versatility we bring. So, would an army composed of nothing but Patrols be viable? Well to answer that, the title of this thread should be answered first.
I leave the floor to you who have played games and know which stratagems are beyond a shadow of any doubt: required.
-DR

Segmentum Ultima::Dolchiate Sector ++Tales of Warfare in a Sector of the 41st Millennium++
IA: Crimson Sons of Vengeance(BA Successor) ++ IT: Thrallband Tusmah(TS Thrallband)

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#2
GreenPlasma

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I think it depends on how much ability you have to smooth out your psychic phase. If Gaze of Fate goes off 6/6 times, it's basically like 6CP for rerolls. If you can mitigate Perils 3 times in a match, it's like 3 uses of the stratagem. If you can ensure Temporal Manipulation goes off, it's like 1CP for Infusion each time.

So maybe that's a complicated answer -- but I really don't know! Maybe having an Aux detachment with the Capricious Crest is better than a CP battery? It's hard to say.



#3
Zodd1888

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I think it depends on how much ability you have to smooth out your psychic phase. If Gaze of Fate goes off 6/6 times, it's basically like 6CP for rerolls. If you can mitigate Perils 3 times in a match, it's like 3 uses of the stratagem. If you can ensure Temporal Manipulation goes off, it's like 1CP for Infusion each time.

So maybe that's a complicated answer -- but I really don't know! Maybe having an Aux detachment with the Capricious Crest is better than a CP battery? It's hard to say.


This is what I've been thinking. Glad I'm not the only one, but I'd love to see someone run the numbers. I'm just lazy.




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