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Made in gb
Stitch Counter





The North

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

This message was edited 3 times. Last update was at 2013/11/24 12:51:55


Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
 
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