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Made in us
Speed Drybrushing





TN

Ok this is the other list I'm building a Thousand sons list that surpasses it with more units than I originally thought would or could be packed into it. The Obliterators or havocs are both up in the air, with missle launchers sporting AA options it leaves me with breathing room. I can also squeeze out 50 more points by dropping bolt of change (its a psyhic missle launcher!) for pyromancy options.

Old list
Ahriman 250 pts
2x 5 man Termie squads, PF with HFlamer, MoK, 4 champs with TLLC 550 pts
2x 10 man Thousand Sons squad, bolt of change 594 pts
1x 7 man Raptor squad, PW MB, MoK
1x 6 man Raptor squad, PF, Mok
1x 5 man Havoc squad, 4 ML

2,000 point list, 1,999 points used in total coming out to 50 models in total. Thoughts?

New List****
Ahriman - 250pts
Daemon Prince - 155 pts
3x Thousand Sons 10 man - 831 pts
3x Obliterators - 225 pts
5 man Termi squad - 250 pts
----2 combi melta, 2 mauls, 1 ChF, 1 HFlamer, 2 TL LC (champs) MoK
6 man Termi Squad - 285 pts
----3 combi melta, 3 mauls, 1 ChF, 1 HFlamer, 2 TL LC (Champs) MoK

Pure Sons list***
Ahriman 250pts
Daemon Prince 155pts
3x squads 8 man, chaos rhino combi melta, MBS (for 2 squads)
3x squads 7 man, chaos rhino combi melta.

6 Chaos Rhinos with combi meltas seems like a nice bus army but i fear due to my local meta they would be nailed to the table and move no where.

Side note Ive also considered using Chaos bikers with MoN as well.

Yes I know I lack rhinos but due to the lists in my area the rhinos never really survive past turn 3 or even turn 2, but I may drop Ahriman to save the points to give the sons rides and a daemon or chaos sorceror to lead or something, I'm not exactly sure currently.

This message was edited 3 times. Last update was at 2012/09/07 18:05:11


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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Hi. I use a 2k Thousand Sons list with no rhinos at all. I also run Ahriman, and have been using him in every list I make by default.

Try taking Doombolt on the Aspiring Sorcerers and swapping it out pre-game for a roll on Telepathy. Rumor has it they won't be ML:2 for long, so try to get Invisibility and Hallucination. They would be instrumental in buffing the Terminators.

If you haven't bought the raptors, I would advise against using them. You have terminators for combat already. Raptors are good Melta (or Plasmagun) platforms in 6th Ed, since they can double up on special weapons with only 5 marines.

When using Thousand Sons as your only Troops, they are most effective when taking 3 units or more. If you only take two, you need a screen unit to soak up charges to keep the Sons out of combat. Consider Lesser Demons (i would even drop the havocs for them)

As far as Pyromancy goes, Ahriman is best with it. My usual power generation for Ahriman goes like this:
1. Roll on Telepathy, and see what I get. If I get Invis or Hallucination, I take it and roll again on Telepathy. If I get a crappy one at that point, I trade it in for Shriek.
2. The 3rd power is always on Pyromancy, to take advantage of Ahriman being able to use multiple witchfire powers per turn. Telepathy has some Level 2 powers, so a simple one from Pyromancy that's only Level 1 would be welcome.
3. If you roll Fire Shield as your 3rd power and you already have Invis, keep it... 2+ Cover save, yes please! (Because of Mastery Level 3 you can use both of them)

Little sorcerers don't need Pyromancy, and they would not contribute much to your list if they select those powers. I'd rather my 70pt sorcerers get a spell that makes 10man TH/SS terminator units attack themselves, or just stand there saying "erm" for my turn and his. Or making a unit of Tsons Invisible in cover to get a 2+ save. Puppetmaster is almost better than Molten Beam.... Why kill that Land Raider if you can make it shoot its own side?

Hope this helps. With only 3 psykers on the board, Mastery Level: 3 on your HQ makes a HUGE difference, my friend. Consider keeping him in the list.

This message was edited 4 times. Last update was at 2012/09/07 00:07:24


 
   
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TN

Should I bump the Sons down a couple of positions to help fit a third matching squad in then to spread them around?

With my terminators mostly sporting LC's (one PF per squad) then what should I get as a support unit for heavies, obliterators?

I've fought obliterators before using my guard and they obsorb a stupidly large amount of fire even in 2k games (it took 3 turns to kill them and over 180 various guns, a p. psyker rolling 16 wounds off psykic shriek FINALLY killed them, they won witch rolls twice)

This message was edited 1 time. Last update was at 2012/09/07 00:22:05


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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I would use 9man squads because you need a nice wall to protect that expensive lil' leader. Some people use 7, but with snap shots, I find myself taking more small arms fire in 6th ed (and sometimes you want to charge, so then its overwatch)

If you even consider Oblits, then you should be takin' 'em. They rock. I've just been bored with them since 2007 so have phased them out of my lists.

Psychic Shriek is a bitch. Maybe you should now be the one using it.

If you think about it, the best choice is to drop the havocs AND raptors to get lots of Oblits. That would be a solid list.
   
Made in us
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TN

I was the one using it, that is the sad part, he denied the witch twice from it.

Here is the new revised list

Ahriman 250pts
2x 5 man termie squads, PF HFlamer MoK, 594 pts
3x 10 man Son squads, MBS 846 pts
3x Obliterators 225 pts
2x 6 thing lesser daemon squads 156 pts

I was even able to sneak in bubble wrap!

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Made in us
Grey Knight Psionic Stormraven Pilot




California

Deffinitely a better list , however drop the lesser daemons they are useless. especially at those numbers,
you need like a unit of at least 10-15 to draw some eyes over and see them as a useful, because they are easily shot up, dont have hellblades, and cant assault out of deepstrike.

exchange them for a lasp dp or lash sorcerer to protect him in a squad, so that you can pull out your oponent to shoot at him from out of cover, for any person with a descent set of brains knows to stay in cover when fighting trip TS xD

the termis are fine however if you're running the 5 man play
put a cup combi meltas on em for when they DS, if you choose to, it allows a strong chance for you to possibly get a pop on a LR or other heavy vehicle, MOK is great as pw dont cut through termi armor anymore so, no need for slaanesh

GL HF with your list however you decide to go about it =)

2500pts 2000 
   
Made in us
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TN

I can buff the five man squads easily. So I can add more termies with the lesser bubble wrap of chaos dropped, but since their my primary assault response would I not just denefit from using them to maul enemy vehicles? Instead of tank hunting as I already have 3 obliterators?

This message was edited 1 time. Last update was at 2012/09/07 01:29:54


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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Pretty sure they can assault out of deepstrike, and Ahriman comes with a personal icon, making them highly useful to Thousand Sons armies, but not as useful in others..
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

Well lets take this from the perspective of your oppononet

I see 2 terminator squads coming for me I should
a. move out of the way.
b. shoot them.
c. move away and shoot them

with meltas your opponent has more to worry about in matter of running out of space and you closing the gap between him and the tank, becuase either way there going to be shot up quite a bit. nobody just lets a squad of terminators roam unharassed skipping across the board xD

So that's why
I just said take a lash dp to pull out some of the squads use him to blow up tanks as he move 12" without run( with wings that is), and overall bring out the full effectiveness of your ap3 bolters on sorry squads pulled out of there cover as you ( move up with your entire army to get into the most feared rapid fire range)
and put some meltas on the termis to keep his tanks on the move by (Forced Play) rather than his own. It's truly a game of chess in that you want to force your opponents to make certain plays, and that's where your ready for them as you bring them to the tableknowingly before the match even starts.
the fewer amount of options you leave for your opponent , the less chance there is for you to be suprised by his.

This message was edited 3 times. Last update was at 2012/09/07 02:20:14


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TN

You can't assault out of deepstrike anymore according to 6th rules, sadly. So adding a couple of termies a piece with combi meltas may be good, they will both probably have power mauls as well.

Though this seems redundent when Obliterators also carry TL MG and MM as well.

As it stands now, I have upped my termies to seven per squad, but I can drop it back down to five per squad again only by removing 2 TLLC's so I retain my combi meltas. and issuing possibly mauls. (For that +2 strength and concussive)

By picking up the DP with LoS and wings, my roster has become this.

Ahriman - 250pts
Daemon Prince - 155 pts
3x Thousand Sons 10 man - 831 pts
3x Obliterators - 225 pts
5 man Termi squad - 250 pts
----2 combi melta, 2 mauls, 1 ChF, 1 HFlamer, 2 TL LC (champs) MoK
6 man Termi Squad - 285 pts
----3 combi melta, 3 mauls, 1 ChF, 1 HFlamer, 2 TL LC (Champs) MoK

Squeezing that prince in did better for me than I thought, I was able to upgrade to Chain fists and made up for the lost of the LC's with mauls. I have 4 points left over and I can't use it. not a bad list though.

This message was edited 3 times. Last update was at 2012/09/07 03:16:41


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Made in ca
Lesser Daemon of Chaos





Toronto, Canada

 BunkerBob wrote:
You can't assault out of deepstrike anymore according to 6th rules, sadly. So adding a couple of termies a piece with combi meltas may be good, they will both probably have power mauls as well.

Lesser Daemons were not corrected in the 6th Edition CSM FAQ, which means they still operate as written. They can still assault the turn they arrive from Deep Strike.

Regarding the list, I worry about you being light on Troops. The general rule of thumb is 1 Troop unit for every 500 points, so to me you're a Squad shy. They probably don't need to be 10-men each, so points could be converted to something else by dropping them down to 7+Sorc. They are pretty durable with that 4++. The more Squads, the more Aspiring Sorcerers on the table. I'd take a Squad with a Sorcerer over a Squad of Terminators. You could have up to 7 Sorcerers on the board (6 Squad Sorcs + Ahriman) for 1636 points. That's enough Psychic powers and AP3 bolters to make anyone's day go to hell in a handbasket.

I'm also worried about mobility. Being that the Thousand Sons are SaP, they don't exactly boogie on their own. If anyone needed a bus ride to the battle it's these blue monkeys. I would have every unit in Rhinos (with Pintle-Mounted Combi-Meltas if you can find the points).

If you insist on keeping the Terminators, give them a Reaper instead of the Heavy Flamer. That way you can at least shoot something while you stroll across the battlefield.

Oblits are certainly a solid Heavy Support choice. Can't go wrong with them. Defilers seem to be doing better in 6th edition, and can be considered as an alternate choice.

As always, just my 2ยข

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 
   
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TN

Defilers are guard fodder, I can mow down defilers with guard squads sporting an autocannon and I've done it. (The defiler was climbing up a building LITERALLY to go after some of my guard and I just used all of my autocannons to glance it to death).

I'm largely playing to my own local meta with termies as I want consistent and viable can-openers and something that can skirmish while my blue monkeys boogie across the battlefield.

Now I have 5 sorcerors instead of 3, not a bad tweak and serious armour chewing.


Automatically Appended Next Post:
Well following that advice, I can mount 6 squads, 3 squads with 8 Sons, and 3 squads with 6 Sons. Each Rhino is fitted with a combi melta as well. Tag in Ahriman and a DP with LoS and it rounds out to 1991 points in total.

This message was edited 3 times. Last update was at 2012/09/07 14:13:15


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