Switch Theme:

1500 Thousand Sons going Nurgle  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Fixture of Dakka






Wiltshire, UK

Hi I'm looking at taking a pure fluffy Thousand Sons list to a tournament next month and wanted your advice on the below list. I've been mulling it over for a while as it has quite a few weaknesses and will make me play the defender rather than my normal attacker role which will make things more interesting. I'll be playing this list a week after what could be the release date for the new codex so it wont be allowed.

Here's my thoughts

All psychic powers will be taken from the 40k rule book.
I was going to use the Havocs to man the quad gun but the unit is light on the ground so if I'm playing defensively I could use the Raptors with the Librarian, they then would make a good back up unit for the TSons if they get into trouble.
I could replace the Havocs with Obliterators but that would reduce my heavy weapons by two although Obliterators have Heavy Plasma for taking out terminators.
The Daemon Prince could be replaced if I'm sitting at the back of the field, I was going to jump him up with the Raptors.
Next thought do I run the Quad Gun or just try and ignore flyers
Defilers will stay as they are as they are the main focus of the army both due to their weapons and they are specially converted for my TSons to fit the theme.

Daemon Prince
Wings
Mark of Tzeentch
Doombolt
160

Chaos Sorcerer
Jump Pack
Mark of Tzeentch
Doombolt
Bolt of Change
Melta Bonbs
190

Chaos Havocs 5 man squad
Lascannon x2
Missle Launcher x2
185

Thousand Sons 5 man squad + Sorcerer
Melta Bombs
Doombolt
190

Thousand Sons 5 man squad + Sorcerer
Melta Bombs
Doombolt
190

Chaos Raptors 5 man squad
Flamer
Champion
Power Fist
145

Chaos Defiler
Twin-linked Lascannon
170

Chaos Defiler
Twin-linked Lascannon
170

Ageis Defence Line
Quad Gun
100

Total 1500

This message was edited 1 time. Last update was at 2012/08/22 17:46:11


   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

Pretty sure Tzeentch Daemon Prince has to take a second power.

Read Bloghammer!

My Grey Knights plog
My Chaos Space Marines plog
My Eldar plog

Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Nurgle Predator Driver with an Infestation




california

Says "may take 2" so your good on the prince.
Personally I'd say get rid of the Raptors and Quad gun. If your worried about the AA get another havoc squad, same set up and you should still have points to give the Prince another psycher power.
If your worried about CC run 2 princes and not a Sorc. I run a Sorc with a normal squad of CSM. They can take the plasma guns if you want those.
If you want something to charge but not CC go Bikes. I like the better fire power and toughness.
I don't know what fluff your going by so I can't say if bikes fit but I don't know where Raptors fit into a TS fluff either.
No matter what, I vote to lose the Quad Gun. The Flakk shot the ML get is enough imo.

This message was edited 1 time. Last update was at 2012/08/21 21:33:30


currently run
my eldar at 2000 pts
chaos space marine at 3000+ pts
working on dark eldar aiming for 2k
Had a 1k Tau and a 2k Ork and 3k BA. 
   
Made in us
Grovelin' Grot




Alvin,Tx

dude small number units mean they are easy to kill with any kinda shooting. plus what are they doing with melta bombs, basically this army will get torn apart by any kinda decent shooty army

Da biggest and da best 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Do you need the quad gun? Otherwise the AGL is kind of redundant. 1000 Sons all have a 4++ save.

As a thought, how about 1 huge 1000 sons squad with a sorcerer with doombolt

277 points with a mobile defense shield for everybody behind them. Also I don't think any marine wants to get out of his rhino and face 20 to 40 AP3 shots...

Then you can back them up with standard CSM with say 2 Plasmas and a champ with PW and PP. This covers for the achilles heel of 1000 sons, CC.

Chaos has a good alternative to an AGL by taking a havoc squad with 4 autocannons. That should be 1 hit per turn if you have to go at a flyer. If they don't have a flyer, great! Then you have 4 can openers vs rhiinos and razorbacks.


2000
2000
WIP
3000
8000 
   
Made in gb
Fixture of Dakka






Wiltshire, UK

Thanks for all the replies how does this look.

The sorcerer goes in the Chosen unit

Chaos Sorcerer
Mark of Tzeentch
Doombolt (Telepathy)
Bolt of Change (Telepathy)
Melta Bombs
170

Chaos Havocs 5 man squad
Lascannon x2
Missile Launcher x2
185

Thousand Sons 7 man squad + Sorcerer
Melta Bombs
Doombolt (Telepathy)
236

Thousand Sons 7 man squad + Sorcerer
Melta Bombs
Doombolt (Telepathy)
236

Chosen 7 man squad
4 Plasma
Icon of Tzeentch
211

Chaos Dreadnought
Missile Launcher
Close Combat Arm
Heavy Flamer
105

Chaos Defiler
Twin-linked Lascannon
170

Chaos Defiler
Twin-linked Lascannon
170

1483

   
Made in us
Nurgle Predator Driver with an Infestation




california

Sadely I've never run Chosen or a Dread. If the Dread Rages you lose a good defender.
Still gotta say, lose the Melta bombs, They're only good if you assault a tank, and no one is gonna drive a tank into that mess.
If your willing to drop the Bolt of Change, it's not necessary unless you REALLY need a second power since you're not taking a familiar, and the Dread you can field a second Sorc (or something else but nothing would really fit in strat or fluff wise)

currently run
my eldar at 2000 pts
chaos space marine at 3000+ pts
working on dark eldar aiming for 2k
Had a 1k Tau and a 2k Ork and 3k BA. 
   
Made in us
Power-Hungry Cultist of Tzeentch





You have two scoring units, that are too slow to be walking around. Maybe get some Rhinos, drop the Dread for another Sorcerer or drop the Dread and take melta on the chosen for a Daemon Prince. Honestly IMHO I would pass on the twin las on the Dephys for two reasons; 1) two twin-linked Str 7 shots vs 1 twin-linked Str 9 is more versatile especially with the new fliers and 2) You save enough for a Rhino. See where I'm going with this?

To be honest, a fluffy Thousand Sons list has to have a lot of stuff happening every turn: deepstriking termies from banners or icons while chosen are outflanking and if you are lucky Thousand Sons squads "gating" to soft targets or close to objectives, again, if you are lucky. But, if you don't roll gate on anything you still have crush for just about anything, objuration for haywire on vehicles, dome for your vehicles, and vortex for s%!*$ and giggles. (NOTE: if you get vortex against eldar wait to use it until you are super close to a vehicle or wraith lord... really funny and quite tragic)

This message was edited 1 time. Last update was at 2012/08/22 08:23:37


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
Fixture of Dakka






Wiltshire, UK

hmm well my other option is to invite papa Nurgle in for some fun then it looks like this


Daemon Prince
Wings
Mark of Nurgle
Doombolt (Telepathy)
160

Daemon Prince
Wings
Mark of Tzeentch
Bolt of Change (Telepathy)
Doombolt (Telepathy)
185

Plague Marines  5 man squad
2 Melta Guns 
Rhino 
Champion
Powerfist
210

Plague Marines  5 man squad
2 Melta Guns 
Rhino 
Champion
Powerfist
210

Plague Marines  5 man squad
2 Plasma Guns 
145

Obilterators 3 man squad
150

Chaos Defiler
Twin-linked Lascannon
170

Chaos Defiler
Twin-linked Lascannon
170

Total 1475

   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

CSMs do not need Rhinos in 6th Ed. Just walk and get more bodies.
   
Made in us
Nurgle Predator Driver with an Infestation




california

 Brometheus wrote:
CSMs do not need Rhinos in 6th Ed. Just walk and get more bodies.

Yup. Lose the rhinos.
Also. Since FNP changed Plague are nicer than TS imo.Up to two saves with t5 vs one save at 3+ or 4++. And Fearless.
I like Oblits but I'd prefer a Havoc squad right now since they have AA. Or drop the Oblit and put in another Defiler.

This message was edited 2 times. Last update was at 2012/08/22 18:51:40


currently run
my eldar at 2000 pts
chaos space marine at 3000+ pts
working on dark eldar aiming for 2k
Had a 1k Tau and a 2k Ork and 3k BA. 
   
Made in gb
Fixture of Dakka






Wiltshire, UK

ok so dropping the rhinos gives me three more Plague Marines, one for each unit.

The havoc squad don't have access to Flakk missiles so aren't an AA unit really.

Another Defiler would be nice but I don't have time to model and paint a third by mid next month, still painting my second at the moment.

The list is now looking like this.


Daemon Prince
Wings
Mark of Nurgle
Doombolt (Telepathy)
160

Daemon Prince
Wings
Mark of Tzeentch
Bolt of Change (Telepathy)
Doombolt (Telepathy)
185

Plague Marines  6 man squad
2 Melta Guns 
Champion
Powerfist
198

Plague Marines  6 man squad
2 Melta Guns 
Champion
Powerfist
198

Plague Marines  6 man squad
2 Plasma Guns 
168

Obilterators 3 man squad
225

Chaos Defiler
Twin-linked Lascannon
170

Chaos Defiler
Twin-linked Lascannon
170

Total 1474

This message was edited 2 times. Last update was at 2012/08/22 19:46:13


   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I'd like to clarify that you should play what you wanna play, and I feel that in 6th Ed Rhinos are more of a personal preference, whereas they were required in 5th.

All of your lists look effective, I haven't really felt the need to comment much.
   
Made in gb
Fixture of Dakka






Wiltshire, UK

Thats cool Brometheus. I played the Nurgle boys with the rhinos in a tournament this month. The rhinos did ok but being worth a victory point for being destroyed in some missions it can hurt as I nearly lost a game due to loosing one.

Pure foot has to be tried I'm all for taking advice.

I would like to run all my chaos armies by themselves as individual armies Thousand Sons, Death Guard, World Eaters and Emperors Children thats what I'm building up too. I think it may be best waiting for our new codex to try that. I have tournaments in October and November so will concentrate on the TSons for them if the codex comes out in time.

I'm more into painting and modelling and aim for best painted army but being able to wins games is also a bonus

This message was edited 1 time. Last update was at 2012/08/22 20:02:26


   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I played a 2500pt pseudo-Ard-Boyz event last weekend and came in 3rd with 4 Squads of Tsons on foot. Objectives where not a problem.

1st place was DoC with 27 Screamers
2nd place was Ultramarines

I have turned my Rhinos into Predators. If I still had my DG, I would have ran all plague marines on foot with plasma fo' sho'

This message was edited 2 times. Last update was at 2012/08/22 20:06:37


 
   
Made in gb
Fixture of Dakka






Wiltshire, UK

Sounds good what did you use for AA / AV14 targets?

27 Screamers does sound fun, they are excellent.

   
Made in us
Nurgle Predator Driver with an Infestation




california

How don't the ML have Flakk? The rule book states that ML can shoot Frag, Krack, and Flakk.

Also, it's all on preference. Use what you want to like Bro said.

This message was edited 1 time. Last update was at 2012/08/22 20:31:59


currently run
my eldar at 2000 pts
chaos space marine at 3000+ pts
working on dark eldar aiming for 2k
Had a 1k Tau and a 2k Ork and 3k BA. 
   
Made in gb
Fixture of Dakka






Wiltshire, UK

They need to be a purchasable option in your codex to be able to use them, they don't come as standard.

   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I ignored them for the most part, and did bait-and switch tactics on Land Raiders with deathstar units inside them.

Without going into to much detail, I'd fly Fateweaver near a Land Raider along with 9 Screamers and just sit them there, if I couldn't charge it.

As far as AA/Anti-Air goes..

Puppet Master is really fun when people put Multi-Meltas on their land raider.

With as good as Telepathy is for ML:2 psykers, why have anti-tank? Telepathy + The Changeling means I make the enemy shoot themselves. The better your guns are, the better I can kill you.. because likely your meltas will just make me laugh.

"Me" as in, anyone using the above tactics.

This message was edited 3 times. Last update was at 2012/08/22 23:56:54


 
   
Made in ca
Lesser Daemon of Chaos





Toronto, Canada

ML don't have Flakk as a free option, contrary to what the rulebook might elude to. Flakk is a +5 point per model upgrade and REPLACES Krak and Frag. So either AA or Anti-Infantry, but not both.

In the embrace of great Chaos, I am no longer afraid, for with its power and favor, I shall become the embodiment of that which I once most feared.....Death

Chaos Space Marines: W50, L23, D17
Warriors of Chaos: W15, L2, D0
CSM 6th Edition: W19, L6, D3
CSM 7th Edition: W17, L2, D2
Kill Team: W2, L0, D0 
   
 
Forum Index » 40K Army Lists
Go to: