Dear Dakka-peeps
Please find below my list for a 2,500 army list based on the Thousand Sons army. I'm aware this army list isn't super competitive like some builds, but that wasn't the goal. I'm going for a balance between effectiveness and the storyline of the
40K universe.
With this in mind, I would love to hear suggestions and ideas from the community on how to improve this army / suggest what works well and what doesn't. I've taken the liberty of writing down explanations for my choices (as a couple will seem a little odd considering theme) but there is a method behind the madness.
Thousand Sons
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HQ
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Ahriman
Dark Apostle
- Black Mace
- Mark of Nurgle (T5)
(Dark Apostle attached to Cultists, the
MoN - while not Tzeentchian, is to stop him being insta-gibbed. I figured this would be a nicer pay-off compared to a 1 in 6 chance of an
Inv. save)
Sorcerer
- +1 Mastery
- Mark of Tzeentch
- Terminator Armour
- Force Axe, Combi-Bolter
- Spell Familiar
- (2+ Save/ 4++
Inv. Save)
(Sorcerer attached to Terminators)
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Troops
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Thousand Sons Squad (x8 and x1 aspiring sorcerer)
- Chaos Rhino transport
Thousand Sons Squad (x8 and x1 aspiring sorcerer)
- Chaos Rhino transport
Chaos Space Marines (x9 and x1 aspiring champion)
- x2 Plasma Gun
Cultists (x29 and x1 aspiring champion)
- x3 flamers
- Shotgun on aspiring champion
Cultists (x29 and x1 aspiring champion)
- x3 flamers
- Shotgun on aspiring champion
(Ahriman's Warlord trait allows D3 units to infiltrate at the start of the game - get the cultists right up in the enemy's face. One squad run with the Dark Apostle. The idea is to force the enemy to make one of two bad decisions - either target the cultists on their doorstep, allowing my rhinos to rumble forwards unopposed OR target the rhinos and be swamped by lots of attacks from the cultists next turn)
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Elites
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Obliterator Squad (x2 Obliterators)
- x2 Mark of Nurgle (T5)
(Note: Deep Strike for either vehicle killing or Troop killing. Has
MoN to avoid instant gib out of necessity (but will be painted as Thousand Sons)
Chaos Terminators (x4 Terminators and x1 Terminator Champion)
- x1 Chain Fist
- x1 Power Fist
- x2 Power Axes
- x1 Power Maul
- x5 Mark of Tzeentch
(2+ Save / 4++
Inv. Save)
(Note: Deep Strike for either vehicle or troop killing. Tzeentch willing, the attached Sorcerer Lord will roll Doombolt)
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Fast Attack
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Heldrake
- Baleflamer
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Heavy Support
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Maulerfiend
- Magma cutters
(I feel the Maulerfiend gets a bit of bad press. These things with the magma cutters, beast and siege crawler rules cause much terror and players seem to focus on running away from them. The Maulerfiend runs at the same time as the Cultists forwards into the enemy ranks aiming for their biggest vehicles (Landraiders etc) as it's more than capable of shattering them with the x3 Powerfist + x3 potential instant hit
Str 8 AP1 magma cutter strikes). Plus I love the model
Havoc Squad (x4 havocs and x1 aspiring champion)
- x4 missile launchers
(Havocs sit back in the Aegis defence line, aspiring champion on the Quad Gun)
Note: Sit back and shoot - if needed can be upgraded to have flakk missiles with a little points shuffling.
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Fortifications
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(100pts)
Aegis Defence Line
Quad Gun
The majority of the army (Thousand Sons, Sorcerers, Terminators) have silly invulnerable saves (3+ and 4+) and good standard saves (2+ and 3+) while other units are just tough to kill while being able to fire armour piercing rounds. A number of them (D3) will be able to infiltrate due to Ahriman's Warlord Trait.
Cultists infiltrate (x60) with Dark Apostle and charge into
CC as quickly as possible. Aspiring champions challenging the enemy
IC's / leader units with the Apostle using heroic intervention and mace of rip-and-tear. (total of x177 attacks on the charge if we pretend no casualties and overwatch gets banned over night).
Rhinos with Thousand Sons roll up to shoot those units not engaged with the swarm with their AP3 guns and Sorcerer spells
Ahriman does, what Ahriman wants to do with his 3 witchfire-per-turn +1 other spell abilities
Heldrake uses torrent AP3 baleflamer to melt faces while also using meteoric descent to rip-and-tear fliers / tanks / what ever is in the way.
Obliterators deep strike to take out enemy armour / plug and gaps
Maulerfiend runs with the 'light-brigade' cultists towards the enemy turn 1, targetting enemy armour (something expensive or scary)
Terminators go Elite/
HQ/
IC/Tank hunting with their Sorcerer buddy
Havocs have a cup of tea and take pot-shots at vehicles / fliers
The tacticals are there for a wander around the board - maybe combat squad them for objectives and general shooting
EDIT: I should also point out that this list will be used for 5,000 point Apocalypse games. The cultists as the 'Lost and Damned' formation which has caused plenty of headaches for opponents in the past. On top of this, making up the other 2,500 points, I aim to finish building my Thousand Sons Warlord Titan.
EDIT 2: Because there are so many spells, I've made Tzeentch spell markers out of cast PVC using a laser cutter found here:
http://www.dakkadakka.com/gallery/images-62169-37702_Laser%20Cuttings.html (If you like them, please comment / rate

)
So, ideas? opinions? suggestions?
Regards,
Wulfmar