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++Thousand Sons Unit of the Week++


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++Predator Annihilator/Destructor++



New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time!



This week, we will be discussing the combined datasheets of the Predator Annihilator and Predator Destructor. Former mainstays of Thousand Sons armies for their ability to bring long ranged anti tank, they now have got better with a 5++, however is this enough in an edition that is unfair to tanks? We don't see them in many armies at all, so:



What are you thoughts, and how best would you use the unit?


  • To compliment a list, or to build a list around?
  • Will you be running multiples?
  • What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices?
  • Are you buffing this unit, and if so, how?
  • Are you building as a damage dealer or buff-provider?
  • Uses in Matched, Narrative and Open Play
  • How have they fared for you in-game?

Over to you.



++Thousand Sons Unit of the Week Index Link++


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No thoughts on these guys?

 

I made and basecoated one in preparation for the codex drop, and have used it in one game. It survived, and did some decent damage, but purely as it could hang back and stay out of range of the army I was facing. Maybe it survived as it wasn't really a threat anymore, like Predatord used to be in editions past?

 

~200pts for 2 lascannons and ~4 D3 autocannon shots really isnt all that much these days. The 5++ is great.

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As has been discussed elsewhere, the 5++ on vehicles is a notable boon but not so much that it radically alters their prospects - you're still looking at the overall package and it's not like a 5++ is that reliable in helping armour out (where it's not a brilliant edition). Lascannons are nice but the D6 damage can be harsh if Tzeentch is displeased, I think a Destructor is nice for a bit of reliability as well as avoiding the big "shoot me" sign all lascannons has.

 

Add to this that Sons are lacking in AT, especially at long range, and I think it puts Preds in a bit of a funny position. The more you need them the higher their priority will be for opponents. So that means you need a bit of armour saturation to help, maybe Dread support could be another options as a ranged AT vehicle? Maybe there is some wiggle room from Sons infantry pressing on the enemy but I'm not sure how much that could help if your opponent has long ranged AT of their own?

 

I'm more focused on infantry for my Sons (and probably Dreads, because they're cool) but as a devoted treadhead I'd like to see more tanks in the field so will be interested in hearing of positive experiences :thumbsup:

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I've got a trio of destructors (two AC/LC and one AC/HB/launcher), but I need to get more games in to make a good judgement call on them. After running the numbers the anti-tank destructor is barely behind a dakkafiend (two hades, one ectoplasma) in terms of damage output against medium and heavy vehicles (T7/3+sv and T8/2+sv), but with much longer range and a pretty comparable points cost. Considering how much our infantry lacks ranged punch, I could see them being useful, but not vital.
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I love my predators, but tend not to use them that much in this edition.   having 2 in my backfield give that long range punch that we need as an army.   Because we're at the same time pushing forward with my psykers, this helps their durability (since your opponent is likely to need to deal with them instead).

 

I have always loved the look of the tank, but in my blood angels army, I find they never fit.  In thousand sons, I do get use out of them.

 

Usually when I play them, one will get taken out if the opponent focuses on them, but the other ususally survives and gives that potential punch where it may be needed. 

 

Would be great to have a strategy to be able to buff the D6 damage when needed (Tzeench is a fickle master as others have noted above).

 

Do you guys tend to field the Annihilator, or the destructor?  I've never really been happy with the auto cannon, though on paper it should be decent.

 

 

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