Wargear |
| Bionics | They allow you to try and get back up again if you die. They can be quite fun if your a thousand sons player who has finally been killed (I'm fine!) |
| Chaos Hound | A chaos hound is a hound that follows his master around. They are fast and fairly good in combat but lack the survivability of other troops. Very useful for bulking out a squad. |
| CSM bike | A bike means that the model with a bike counts as being on a bike. Therefore a natural advantage is possessed during the shooting phase and, under the 4th Ed rules, you stand a damn good chance of being in combat on turn 2. Free combi bolter to boot! |
| Frag grenades | nuff said. |
| Krak grenades | nuff said. |
| Master crafting | A very useful upgrade, one which I like with lightning claws myself so that I can just reroll away. However, things can get expensive quickly. |
| Melta bombs | Useful for bringing down even the heaviest vehicles. A cheap investment that can go a long way. |
| Personal Icon | Used to summon Daemons, which can really turn around a combat. |
| Spiky Bits | A re-roll. What's not to like about these? |
| Teleport Homer | These are very useful when trying to guide deep striking troops. Seeing as in the new rules there's no double one deep strike, it has become a far safer option. I normally like to put them near vulnerable units that way when they get picked on, a nice unit of terminators makes the unit a lot less vulnerable. Great fun. |
| Terminator Armour | A good armour save, plus an invulnerable, this is a very handy upgrade. The only downside is that your wargear selection is severely limited and characters in terminator armour can't be made a lot faster. |
Psychic Abilities and Equipment |
| Doombolt | A nasty little psychic missile, the doombolt is very useful for taking out fairly low level grunts in fairly large numbers. Could be used against very light vehicles too. |
| Familiar | One of these lets you have an extra psychic power. Plus it lets you create some really freaky stuff modelling wise. |
| Gift of Chaos | Spawn time! Quite a fun psychic power in the sense that you either play thousand sons or you want to turn your enemies general into a quivering mass (can also turn a young gamer into a quivering mass if his character becomes a spawn.) |
| Mass Mutation | Make your own troops better. This is a handy psychic power, but it can sometimes yield no benefits. I personally like it, but I tend to get lucky with this one. |
| Minor psychic powers | Can be nice, but you can't always be guaranteed that the rules for them are being used. |
| Sorcerer | Lets you take psychic powers. Sorry mister world eater. |
| Warp Focus | This and gift of Chaos are fun... |
| Wrap Talisman | Useful in order to help prevent the perils of the warp problem. Unless of course you’re a thousand son. |
| Wind of Chaos | A useful psychic power against big gribblies. Did I mention gribble? |
Daemonic Gifts |
| Daemon Armour | A nice handy improvement in armour, without the restrictions of terminator armour. Useful for fast armies. |
| Daemonic aura | an invulnerable save. Useful for all characters. |
| Daemon chains | Useful if you’re using a greater daemon, otherwise they’re useless. Useful anyway for controlling possession. |
| Daemonic Essence | An extra wound is always useful, especially for expensive characters who want to get stuck in. I personally recommend it as it's cheap and cheerful. |
| Daemonic fire | Absolutely useless. "Look at me! I'm practically a bolt pistol but a tiny bit better. It costs more in points also. Not worth it. |
| Daemonic Flight | Nice if you want to shove your character in a unit of raptors. Note, a unit of raptors containing a character with daemonic flight loses the hit and run ability. |
| Daemonic Mutation | I always like taking an extra attack. The more attacks the better. I recommend this; however, take cheaper upgrades that give the same effect before shelling out on this one. |
| Daemonic Resilience | Useful if you keep getting targeted by lascannon (especially in 4th ed, if you have enough heavy weapons, even if he's in a unit the army general is vulnerable.) |
| Daemonic Rune | I would recommend this heartily, but it costs a fortune! If you want to take it, take it, but it's damn expensive. |
| Daemonic Stature | Anything with this is sick. They may be slow but they don't die easily and the model is great! Give him daemonic flight, daemonic rune and a dread axe and just watch him kill all in his path. I advise however, to only use this upgrade in large games. |
| Daemon Steed | These can be a lot of fun to convert and are nice rules-wise. However, if you don't feel like converting one of these, a CSM bike or daemonic flight is similar enough. |
| Daemon Spawn | Very random but they can be deadly. Get lucky rolling to hit and all should be well. The only problem is they are very slow. Useful if you’re defending, otherwise your character will probably be held up too much. |
| Daemonic Speed | The character moves as cavalry. A fairly nice upgrade, once again making your character faster. |
| Daemonic Strength | The character develops stronger muscles, a pair of shades and an Austrian accent. Useful with great weapons and power fists. |
| Daemonic talons | This upgrade can be useful, but with all the nice weapons out there, it is often overlooked. |
| Daemon Venom | See above. |
| Daemonic Visage | A nice ability that I like giving to entire squads of chosen. Why? It's cheap and it is very useful against all opponents in combat. Definitely worth it |
Special Icons |
| Daemon Icon | A nice upgrade for a generic unit of chosen for summoning daemons. |
| Icon of chaos undivided | Useful for the fearless bonus. |
Veteran Skills |
| Still awake? If so, here's more tactical advice. |
| Counter attack | This skill is very useful for large units, albeit it isn't as good in 4th Ed as it once was. I would still recommend it. |
| Furious charge | An extremely sick ability, especially for world eaters. I recommend this for any combat dedicated unit. Works wonders. |
| Infiltrate | Alpha legion players know all about this skill, infiltrate allows you to set up nearer the enemy. This is particularly useful for fast assaults, daemon summoning and all round cheesiness. In 4th Ed, this skill is sick as infiltrate has been improved and it makes up for the escalation rule. |
| Move through cover | Cheap, but only useful if combined with infiltrate. |
| Night Vision | This is a nice skill that is useful for a fire support squad, especially if they are designated tank hunters and has the tank hunters skill. |
| Siege Specialists | Useful in the right scenario otherwise its crap. |
| Skilled riders | Useful for some bike squads, however, I prefer to move around cover rather than move through it. |
| Tank hunters | I love this skill. Shove it on a unit of havocs and watch the fun. Apparently in 4th Ed it will work with all weapons, which is nice. |
Daemon Weapons |
| Dark Blade | A very nasty all round weapon. They are extremely useful along with daemonic strength. Useful weapon. |
| Dread axe | This is nice against all these "look at me I'm too important to die" characters. This + daemonic stature= fun. |
| Ether lance | I am personally a big fan of the ether lance as it is a nasty weapon, both in the sense of a ranged weapon (die marine die!) and counts as a power weapon in hand to hand combat. |
| Kai Gun | A nice weapon, the Kai gun can fulfil a multitude of roles. Just a shame it can't do anything in combat. |