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Made in ca
Tzeentch Veteran Marine with Psychic Potential






Victoria, B.C. Canada

I've been running a heavily Tzeentch themed 1500 army for a while and was thinking of expanding a bit to 1750. Wouldn't mind some thoughts. Almost everyone around here seems to play a Marine army of some sort, with a few Ork players.

Headquarters

Daemon Prince 200 points
Mark of Tzeentch, Warptime, Bolt of Change

Chaos Sorceror 185pts
Mark of Tzeentch, Wind of Chaos, Warptime

Troops
9 Thousand Sons Ghost Legionnaires 304pts
With Aspiring Sorceror with Wind of Chaos and Personal Icon
Rhino with Havoc Launcher

9 Thousand Sons Ghost Legionnaires 309pts
With Aspiring Sorceror with Wind of Chaos, Meltabombs and Personal Icon
Rhino with Havoc Launcher

10 Chaos Space Marines 285pts
With Aspiring Champion with Power Fist
2 Meltaguns
Icon of Tzeentch
Rhino with Havoc Launcher

9 Summoned Lesser Daemons of Tzeentch 117 points

Heavy Support

Predator Tank 130 points
With Autocannon and Lascannon Sponsons

Predator Tank 130 points
With Autocannon and Lascannon Sponsons

Obliterator 75 points

1750pts total.


Thousand Sons are huge jerks to Marines of all kinds and the Predators have the job of murdering transports so I can shoot up the Marines within. I really like Lesser Daemons with Thousand Sons who hate close combat around since their 'speedbump' function is invaluable. Obliterator fills out the points to 1750 and can generally make himself useful anywhere.



Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.

No game of chess can be won without pawns, and this may prove to be a very long game.


http://www.youtube.com/watch?v=xLnIFn-iROE 
   
Made in us
Foolproof Falcon Pilot





thousand sons used to be a lot better but still are a fun and fluffy army, the list looks good although I would try to stick with the winds of chaos on all models especially the princes since they can warptime and shoot the template.

I have always also liked having 2 squads of sons in landraiders, drive up, rapid fire and charge!

Might wana try something like that as their anti tank isn't great and is very much helped by landraiders =). Should be a fun list though.

Jesus Christ changed my life, He can do the same for you!

My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/

My WIP Tyranid Fandex:
http://www.dakkadakka.com/dakkaforum/posts/list/576691.page#6486415 
   
Made in us
Perfect Shot Dark Angels Predator Pilot




FoCo

I personally really like the list. You might have trouble with horde and that's about it. Us Tzeentch players are so uncommon I knew it was you just reading the title.I want to see a Bat Rep!

1850!
For the Emperor!  
   
Made in ca
Storm Trooper with Maglight





Vancouver

I would say try to get Ahriman In there some where he is a ex-thousand son and, DUDE he has 5 psychic powers which he can use three of in the same shooting phase!

Link to my Gaurd blog, PLease Coment!: http://www.dakkadakka.com/dakkaforum/posts/list/497565.page#0  
   
Made in us
Warplord Titan Princeps of Tzeentch





Pat that askala, O-H-I hate this stupid state

Looks solid enough for Tzeentch CSMs. I agree with mortetvie and using winds for your prince. Your preds. and oblit. should be able to take out tanks for you better than Bolt has ever done for me even with reroll due to warptime.

Then it comes to be that the soothing light at the end of your tunnel, its just a freight train coming your way!
Thousand Sons 10000
Grey knights 3000
Sisters of battle 3000
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Made in ca
Tzeentch Veteran Marine with Psychic Potential






Victoria, B.C. Canada

Vindicator#9 wrote:Looks solid enough for Tzeentch CSMs. I agree with mortetvie and using winds for your prince. Your preds. and oblit. should be able to take out tanks for you better than Bolt has ever done for me even with reroll due to warptime.


The reason I don't have wind has been because if you kill yourself out of assault range with Wind your Prince will die to shooting the next turn instead of being safely in close combat.



Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.

No game of chess can be won without pawns, and this may prove to be a very long game.


http://www.youtube.com/watch?v=xLnIFn-iROE 
   
 
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