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 Thousand Sons - with or without daemons?

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spunkybass
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PostSubject: Thousand Sons - with or without daemons?   Mon Jun 16, 2014 11:41 am

What do you guys think? I tried this list couple weeks ago, and the next time I try it, I'll actually use conjuration:

HQ:
Ahriman

TROOPS:
Thousand Sons (9)
Thousand Sons (9) - w Rhino

FAST ATTACK:
Heldrake - baleflamer

HEAVY SUPPORT:
Land Raider - w dirgecaster, dozer blades
Predator - autocannon, heavy bolters, dozer blades
Defiler - warpflame gargoyles

ALLIED HQ:
Lord Ka'Kaa, Lord of Change - 1 lesser, 2 greater rewards, ML3
ALLIED TROOPS:
Horrors (10)

Or, if I go all-Thousand Sons, then it will look like this:

HQ:
Ahriman
Sorcerer - MoTz, ML3

TROOPS:
Thousand Sons (9)
Thousand Sons (9) - w Rhino
Thousand Sons (9) - w Rhino

FAST ATTACK:
Heldrake - baleflamer

HEAVY SUPPORT:
Land Raider - dozer blades
Predator - autocannon, heaby bolter, dozer blades
Defiler

Both have 10+d6 warp charge. both have same heavy and air support. The Thousand Sons one has more mobile Troops. The one with Lord Ka'Kaa has the FMC though, which is extremely flexible when it comes to claiming objectives.

Thoughts?
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PostSubject: Re: Thousand Sons - with or without daemons?   Tue Jun 17, 2014 3:22 pm

test against mine this Friday night la.
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PostSubject: Re: Thousand Sons - with or without daemons?   Tue Jun 17, 2014 7:57 pm

I like the list with Lord Ka'kaa better. Stronger but not OP. Looks like fun to play with.

I may not be able to drop by this Friday bro Spunkybass. So our game has to hold.
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PostSubject: Re: Thousand Sons - with or without daemons?   Thu Jun 19, 2014 11:48 am

Lord Ka'Kaa is always a good laugh. The daemons list looks better because it breaks up the uniformity of the all-Thousand Sons list. See how la. Now suddenly I feel like playing my old windrider Eldar and ranger Eldar. See how they work (or not) in 7th
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