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Prot's Forgefiend Experiment + Strategy vs. SoB!


Prot

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Hey guys,

I just thought I'd add this in here to hopefully get some conversation going!

First off I started a topic on what to do with my Forgefiends in the Heretic Astartes forum, but since I've magnetized them and had time to think, I believe they will most likely go in my Thousand Sons army.

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I drilled my thumb a bit on one pass... ouch. And no, all was not dust... there was a bit of blood. lol

All is good though. As I was uploading this picture I found an ooooold picture of one of my earlier Thousand Sons army Forgefiends (this army sold a long time ago.)

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Hrmm... I will have to beat this attempt with a better paint job. Ugh, probably going to be very time consuming!

I might be crazy to do this, but I have also lined a game up vs a new Sisters of Battle army. Although the player is not experienced with SoB, let's be honest, they are some top tier stuff.

I will discuss the list strategy in the Thousand Sons section so I don't muddy up this project thread, but how crazy am I to attempt this match up? Pre new codex I might just be in for a world of hurt!

The game is tomorrow and my opponent says he has no problem if I bring Magnus. Yea, I'm sure he doesn't! I don't think he would list tailor, however, it doesn't feel like Magnus is a good choice... .anyway, I think the Fiends will be Thousand Sons, but I will test them in this game first.

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Does anyone have any input for me on Magnus or not Magnus?

So far I don't like taking him because he's not able to take a Cult power, and I've been enjoying dual Cult lists, just to get some fun powers in there. Duplicity for competitive utility, Magic for competitive damage, and Cult of Time for fun, because I LOVE having a DP that can come back from the dead, and Scarab occult that can resurrect!

Thoughts? Or should I throw up the basics of a list I'm using? Feedback appreciated on the match up as well.

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Throw up the basics. As a Sisters player, his inexperience WILL work against him. SoB have a high skill ceiling but also take some figuring out, and screwing up is quite possible. 

 

That having been said, you're probably aware being Thousand Sons will somewhat work against you because Thousand Sons generally rely on their Psychic Phase working at least decently well, and the Sisters have a lot of potential tools that can make your Psychic Phase a very frustrating experience just by things selected as the battle begins. 

 

E.g. an All Comers list that sees Aegis of the Emperor picked as Sacred Rite, its Imagifier picking Tale of the Faithful, and suddenly a list with barely any anti-Psyker tools looks like a lot dicier prospect even before CP are being spent.

 

As for Magnus... he's potentially a good force multiplier, but I'm guessing your opponent isn't too worried because he's likely to eat a lot of Meltaguns that don't have a better target if he sticks his neck out. I'd consider him a viable choice, especially since he's likely to get those really helpful powers off. Best to expect your ability to use his Close Combat abilities to be severely curtailed though.

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Thanks.

 

I've decided to leave Magnus out of the list. He's just too easy to kill right now, and while he is an asset, I find it too hard to come back from his early departures. :)

 

In essence I've gone back to an old favourite list because of comfort I suppose. My only real changes are the addition of the 2 Forgefiends with Hades Autocannons which represent the majority of the lists heavy shooting...

 

Cult of Duplicity:

Ahriman

Exalt. Sorc on Disk

 

10 Rubrics

5 Rubrics

10 Cultists

 

1 Helbrute Plasma

1 Shaman

 

3 Tzaangor Enlightened

2 Spawn

 

2 x Forgefiends

 

Patrol:

Cult of Time

DP. w/Wings

Termie Sorc

 

10 Tzaangors

 

10 Scarab Occult

 

Like I said, it's my old utility list. It's not the strongest way to play Thousand Sons, but I'm trying to find a strong middle ground where good play may keep me in the mix. I really have no idea what to expect. 

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Yea, I'm finding a massive blow to Thousand Sons (aside from that secondary that is moderately fixed) is the way Psychics work now.... cast all in a row from each caster, and then the nerf to picking before the game.

 

Not to complain, but the reality of this in game (that I found anyway) is that you tend to just pick flat out defense, and flat out damage. The 'funner' powers that were more fringe in nature just don't even get a second glance now. Our group rarely knows who their playing in advance, and we never list tailor to keep us sharper for competitive play. It's just another dimension that got removed in 9th from this army.

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