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Made in au
Giggling Nurgling



Canberra, ACT, Australia

Hey all

Just read (actually listen to as I painted Orks) A Thousand Sons and loved it. So for fluff reasons created this 1750 list:

HQ:
-Ahriman

Elite: Chaos Terminators (Icon of Tzeentch)
- 6 Terminators (LC, CombiM)
- 3 Terminator Champions (ChF, CombiM)

Troops: 1000 Sons
- 8 1000 Sons (Icon), Aspiring Sorcerer (MB, WarpT), Rhino (DaemonP, DB)
- 8 1000 Sons (Icon), Aspiring Sorcerer (MB, WarpT), Rhino (DaemonP, DB)
- 8 1000 Sons (Icon), Aspiring Sorcerer (MB, WarpT), Rhino (DaemonP)

Ahriman joins up with a squad. Rhinos go across the battlefield ASAP. Termies deep strike next to icon and beat face.

Not evening owning a model, let alone having played CSM before, a few questions:
- Is this competitive? (I think I know the answer)
- The multiples of 9 aside, would it be better to lose a few Termies and put the rest in a Land Raider? (I think only having 3 Rhinos on the board to start with will essentially mean they will die before they get very far.)
- Would it be better to lose a 1000 son troop choice for something else (happy for suggestions).
-Would it be better to lose the Rhinos and have the 1000 Sons in cover for shooting? (They are a shooty army after all from what I can tell)
-If so, would it be better to choose something else besides Termies?

Given the rumours of CSM being a near-new Codex release, and the fact 1000 sons models are metal ATM, I'll probably wait until the new codex comes out before buying anything, but what do you think?

Squig on the Barbie
 
   
Made in gb
Hungry Ghoul






Ok well rather than the normal replies you're bound to get regarding 1ksons i actually noticed the "Fluff" part you wrote.

Personally i think 1ksons are evil on the tabletop and more often than not i've seen them make their points back countless times. AP3 bolters are evil!

A few suggestions, Deep striking termies isn't always a good idea. They are bound to get mostly shot of the table before they get a chance to do much. If you're dead set to making them a DS unit, most people would run them with three combi melta's in groups of three, ala termicide.

Do you really want to use Ahriman? A Demon price with MoT will serve you better and is cheaper, plus being a MC chews tanks and troops from breakfast. Ahriman screams like a girl if anything gets near him in close combat range.... well he just screams full stop as he isn't an eternal warrior melta's, powerfist etc etc will one shot him if he fails his inv save. So that's 250points wasted.

You might want to try and squeeze a normal CSM squad in for some objective campers, or some much needed melta guns. You can always give them a MoT as well.

Drop DP from the rhino's its 60 points you can use elsewhere.

The Melta bombs are.. ok... if you have other anti-tank then drop them. Also warp time has had a really serious nuff so drop that in favour of something else. Personally i've seen Doom bolt used very well against MEQ's, as mixed with the AP3 bolters it can wipe out an entire marine squad in one turn. The bolt of Tz is good for anti tank as well. With your 1ksons you really do not want to get them in Close combat as they just become normal marines, their strength lies in standing back and using the AP3 bolters to full effect.

Don't have my codex to hand so can't give you points costs off the top of my head. But hope the tips help!

Wibble 
   
Made in us
Power-Hungry Cultist of Tzeentch





I agree with Rabidweasel termicide is you better bet for your termies. Split the 6-man into two and give them all combiM. Also think about more antitank, Ahriman can only do so much alone.

I would suggest putting either Havocs or combi weapons on your Rhinos. Also bump down to EA from DP, because you really don't care if your Rhino can shoot or not, as long as it can move.

As for the Aspiring Sorcerers, MB is fine if you are expecting trukks or Venoms/Raiders to be on you on turn two, but then again your bolters are about as effective at that point... so drop it. As for warp time, drop it, you do not want Thousand Sons in cc. Sub it out for Doombolt or even Bolt of Change.

2000
5000
Mordheim Skaven & Shadow Warriors


"Every Dakkanaught gets a 4+ Pinch of Salt save.

When you suffer a Falling Sky hit, roll a D6 - on a 4+ the hit is ignored as per the Pinch of Salt save. On a 1-3 panic insues - you automatically fail common sense tests for the next 2 weeks and get +7 to your negativity stat. "


GENERATION 12: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in gb
Space Marine Scout with Sniper Rifle




Personally I run my aspiring Sorcerers with doombolt, it allows them to shoot with the rest of the squad (which i simply use as marine killers)..

However I also walk my 1k sons... slow and purposeful is not that bad it allows them to advance towards the lethal rapid fire range while still laying down a nice amount of fire power.

Also if your willing to do some cool conversion work some Obliterators might be useful (make some terminator armour sorcerers look like they are doing some magical blasts, maybe even resembling members of the cult of Pyrae... fire )
   
Made in lt
Sneaky Sniper Drone




Lithuania

I would suggest Daemon Prince instead of Ahriman if you want list more competitive. Wind of Chaos + Bolt of Change is quite nice, other setups could work too..

4000
700  
   
Made in gb
Hungry Ghoul






fatrobin wrote: However I also walk my 1k sons... slow and purposeful is not that bad it allows them to advance towards the lethal rapid fire range while still laying down a nice amount of fire power.



It sounds crazy to walk troops in this day and age, but i play against a 1ksons player quite often and he often walks his 1ksons up the board as well and it is, as you say, lethal for anything that gets in rapid fire range. Sure pie plates are scary but that's what the inv save is for! It's usually a 50/50 fight between his 1ksons and my EC's. I've also got a lot of AP3 weapons in the flavour of Blastmasters and Doom sirens, and obviously if i get into CC i'll be hitting first.... but... he still has that infernal inv save!!!

Most people on these forums play in tourny's so will often dismiss full fluff armies, and there is also very little love for 1ksons squads, but i myself find them very fun to play in a non competitive environment and have seen 1ksons squads bring a lot of pain and hurt!

Wibble 
   
Made in gb
Space Marine Scout with Sniper Rifle




Personally I don't rate Rhinos that Highly, relatively slow moving cardboard boxes with little fire power.

I am tempted to go to a tourny at some point... plenty of dakka in my 1k sons and noise marines... just need to find a bit more anti tank that I like... and that will open enough cardboard boxes for those ap3 shots to have full effect I too love blastmasters
   
Made in gb
Hungry Ghoul






My fluff armies tend to have at least one CSM squad with whatever icon the army is, in a rhino with two meltaguns.

People are put off by the cost of blastmasters, i usually run two squads of 5 with a blastmaster in each and 4 sonic blasters if i hae the points, i use them as a cut down havoc squad, but it's scoring so can camp objectives unlike the havocs! The str8 ap3 blast can still glance AV14, and unlike plasma doesn't get hot. Not to mention it insta kills marines due to AP3 and double toughness.

Anyway, back on topic with 1ksons! Not the best list in the world, but it's relatively fluffy for 1ksons and everything in the list has at least a 5+ inv.

HQ
Demon Price, wings, MoT, Wind of Chaos, BoC, 205pts
Demon Price, wings, MoT, Wind of Chaos, BoC, 205pts

Elites
3x terminators, 3x Combi-melta, 1x Chainfist 155pts

Troops

10x CSM, MoT, Rhino with combi-melta, 2x meltaguns 255pts
9x 1ksons, Scorcerer Doombolt, Rhino 312pts
9x 1ksons, Scorcerer Doombolt, Rhino 312pts

Heavy
2x Obliterators
2x Obliterators

Total 1744

I've included rhino's as footslogging isn't everyone's cup of tea.
And i've included the termicide unit as you seem to like termiators and a chain fist which could be removed to save points. Personally, i don't like Deep striking units as it always goes wrong for me, but other people swear by it!

The two demon princes are pricey, however with wings and BoC you've got some fast anti-tank plus 2d6 armour pen if the prince gets into close combat with said tank. Wind is there to flame the contents of transports before charging the squad.
The CSM squad are tank hunters but could be used to grab objectives.

I've gone with oblits, normally i'm not a huge fan of them as i prefer the mind games demonicly possessed Vindicators cause to who i'm playing, but i wasn't entirely sure if Vindicators are 1ksons fluff friendly? In fact i'm not even sure oblits are!

Either way it still gives you a nice 1ksons core plus plenty of Anti-tank!

Wibble 
   
 
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