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++Thousand Sons Unit of the Week++


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++Daemon Prince++



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 former key unit for most Chaos Builds, the Daemon Prince. You don't see too much of this guy in Thousand Sons lists, despite being perhaps the best melee option available to us.



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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I've seen a couple of solid builds for this one. I think the Sword is the best option by far, keeping him alive, the Conniving plate is a great choice as you can pick and choose your combats with enough move to engage so you receive minimal return attacks. The -1D WLT (Undying Form) is also great at making him a bit tankier, halving the effectiveness of things like fists and khopesh. Aetherstride turns him into a super mobile monster.

 

In terms of cults, he benefits from Time regarding Immaterial Echo, which might let him get off an undenyable swelled or twist, Hourglass is great also, though I generally don't like stuff that relies on you being hurt. It does combo well with Temporal Manipulation to get some more wounds back. 

 

Any more ideas? 

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I haven't got much to add. The sword is by far the best option. It gets you to that all important S8, and with swelled he'll oneshot gravis marines on a 2+ to wound.

 

Conniving plate+undying form+temporal manipulation certainly makes for one tough nut to crack.

 

Depending on the opponent, Twist of Fate has its uses.

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I think of the Hourglass of Manat as a backup for the (inevitable?) death of your beat stick character, as that's the better use for it. A Daemon Prince is a good candidate for the role for obvious reasons, and will get the attention in return so the ability to jump back up (and heal yourself if you're lucky) is valuable.

 

I feel too wedded to the Marines for my Sons for one, but perhaps as a modelling/conversion challenge one day? I've got great use from my Prince in my CSM/Daemons lists as it's an all round good HQ unit. Wings are a must as that extra movement can go very far, though there are options like Aetherstride as noted (not sure if you'd really need both, although this could be quite amusing?).

 

With the Sons codex being big on characters/HQs and having good boons for them including the available psychic powers I think there's a lot of mileage for Princes. However as mentioned his best role is as a combat monster, as much as he can zip around casting powers this isn't a unique feat and others are better for it. Better to get stuck in and focus on buffing himself up? Not like Sons have many combat monster options.

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