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![[Post New]](/s/i/i.gif) 2012/10/07 05:25:23
Subject: New CSM codex 1750 list
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Long-Range Land Speeder Pilot
Schofield Barracks Hawaii
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Ahriman 230pts
Terminator Sorcerer with mark of tzeentch, spell familiar, lvl 3 mastery. 175 points
20 CSM's with ccw's, flamer, heavy bolter, gift of mutations. 315 points
Thousand sons 8 man with sorcerer and gift of mutation 267 points x3
Defiler with havoc launcher and extra armor 210 points
total 1731
thoughts?
for my 3 thousand sons sorcerers i would take psychic scream and for one of my terminators powers id take that as well along with one tzeentch power and id roll on the telekinesis table for the last power for the terminatior.
played with a simular list before the new codex only difference is i had a demon prince instead of a terminator sorcerer.
i Also have
Abbadon the dispoiler
Kranon The Relentless (dark vengeance)
2x Demon Prince both with wings
Several Chaos Sorcerers
Chaos Lord in terminator armour with demon weapon
6 Chosen (dark vengence)
Chaos Dreadnought with plasma canon
Chaos Dreadnought with Multimelta (dark vengence)
5 chaos raptors ( one with lightning claws)
6 havocs, 2 with heavy bolther, 2 with lascannon, 1 with missle launcher, 1 with autocannon
40 Chaos cultist (Dark Vengence)
For allies I have chaos demons
Skulltaker
9 Bloodletters
If you have anythoughts or suggestions l'd love to hear it, i made this army using all the rules from the new codex
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Into the fires of battle, unto the anvil of war!
DS:90S++G++MB-I+Pw40k11+D++A+++/fWDR+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2012/10/07 05:41:23
Subject: New CSM codex 1750 list
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Hey. Played lots of games with the new rules.
Defilers are best when taken in pairs and a single one offers "First Blood" to the enemy faster than Space Wolf eats a chicken leg. Think of all the cultists you could get for 210 points. Normally one Defiler is okay, because a list would have other pieces of Armor to spread enemy shooting. Smart opponents will not shoot heavy weapons at Thousand Sons. They'll shoot bolters at them, and put the heavies into that one Defiler.
Ahriman is 100% rockin', however I feel that the 2nd HQ sorcerer in a Tsons list should be super cheap. Try to stick with ML: 3 and Spell Familiar.
The 20 CSMs are nice, but don't have focus. Let's face it, they don't need heavy bolters or flamers. They'll do fine with regular bolter fire in the shooting phase and also Overwatch. I would outfit them with Extra CCW/Icon of Vengeance and just call it quits.
Aspiring Sorcerers can only generate powers from Tzeentch. Thousand Sons units don't need Gift of Mutation, but they do need Melta Bombs in this list because Walkers are going to hurt if you don't roll lots of Doombolt.
Don't be afraid to run the Thousand Sons fellas in two large units, but that works best if you can fit in cultists to screen them from melee.
Your original list is solid and has lots of good points but also has a couple unnecessary upgrades that, overall, don't offer much besides thematic tricks to a Thousand Sons warband.
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This message was edited 9 times. Last update was at 2012/10/07 05:52:33
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![[Post New]](/s/i/i.gif) 2012/10/07 05:58:39
Subject: New CSM codex 1750 list
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Long-Range Land Speeder Pilot
Schofield Barracks Hawaii
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Brometheus wrote:Hey.
Defilers are best when taken in pairs and a single one offers "First Blood" to the enemy faster than Space Wolf eats a chicken leg. Think of all the cultists you could get for 210 points.
Ahriman is 100% rockin', however I feel that the 2nd HQ sorcerer in a Tsons list should be super cheap. Try to stick with ML: 3 and Spell Familiar.
The 20 CSMs are nice, but don't have focus. Let's face it, they don't need heavy bolters or flamers. They'll do fine with regular bolter fire in the shooting phase and also Overwatch. I would outfit them with Extra CCW/Icon of Vengeance and just call it quits.
Aspiring Sorcerers can only generate powers from Tzeentch. Thousand Sons units don't need Gift of Mutation, but they do need Melta Bombs in this list because Walkers are going to hurt if you don't roll lots of Doombolt.
Your original list is solid and has lots of good points but also has a couple unnecessary upgrades that, overall, don't offer much besides thematic tricks to a Thousand Sons warband.
the CSM's have both bolter and CCW's, and mark of tzeentch for a 6+ invuln save and the icon for tzeentch that sets the other guys on fire. forgot to mention or clarify
and ok i must have over seen that they have to have the tzeentch spell,before i had them all with psychic scream, still no big deal and i have points to give them melta bombs, and the gift of mutation is more or less for a chance at a special rule or maybe a bonus to stat line, that was my idea behind that
my question is if your sorcerer leading 1k sons transforms into a spawn or demon prince does it count as your ksons not being led by a sorcerer anymore?
what would you do instead of the defiler? i only own the one. and i know i need something a little heavier than just my ksons. just cant seem to come up with a good answer, everytime i play my havocs die too quickly and a 5 man raptor squad doesnt really help, i have chosen but i dont know... whats your thoughts
Automatically Appended Next Post: the most i could run my k sons is if i had two units of 12 and,
i have 40 cultist i could drop the defiler and take them, its 150 points for 35 of them with heavy stubbers and flamers,
only problem i have is i played with the cultist before a squad of 20 of them and literally all 20 got killed in one go by typhus... so i kinda lost faith in them
and they hardly every do any damage to MeQ units or stronger, they just seem like a meatshield at most and not even a very strong one in my opinion
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This message was edited 1 time. Last update was at 2012/10/07 06:05:42
Into the fires of battle, unto the anvil of war!
DS:90S++G++MB-I+Pw40k11+D++A+++/fWDR+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2012/10/07 06:08:17
Subject: New CSM codex 1750 list
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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It's a good idea on melee characters and whatnot but here's what I rolled before the game today when fighting Imperial Fists:
+1 Weapon Skill (aspiring sorcerer who had Firestorm)
Fleshbane (aspiring sorcerer, who already had a +2 Strength Force Stave)
Bloated (on a chaos lord with the Murder Sword)
Eternal Warrior (once on an aspiring sorcerer, once on a demon prince)
He had Lysander and most of his squads were just shooty anyways, none of the Gifts helped much and I really needed melta bombs to kill drop pods/dreads/whatever, so it was 30+ pts wasted. As you can see, the guys who benefited most from Gift of Mutation were Combat oriented units.
There is no mechanic in the new book for having a psyker (or not) in a unit of Thousand Sons, so them dying just doesn't make a difference as far as the Rubricae are concerned. I truly wish there was.
You seem to be going Troops heavy, and with 4 Troops choices already it seems okay to add more in the form of Cultists since you have the lil guys anyways, y'know?
It seems that you desire some anti-tank/AP2 weaponry. Ahriman provides some of that in the form of Smite>Shriek>Breath of Chaos, whatever.... but I really think you could wiggle some Obliterators in the list. Mark of Tzeentch is nice if you have to hop out of cover to move up and support all of your foot sloggers, and if they shoot them with AP2, they're not shooting at the Tsons. If you play among friends, I bet they will not mind if you use some extra Sorcerers as Obliterators. I used to have some with Power Fists and now that you can give them Mark of Tzeentch for a 2+/4+ that covers "fleshmetal" and a lil Thousand Sons Pyrae guy pretty well.
Regarding Cultists dying fast, that's where your 2 HQs come in. Hopefully they roll nice buffing spells. Fortitude helps, and of course Invisibility is just... mean.
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This message was edited 8 times. Last update was at 2012/10/07 06:16:08
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![[Post New]](/s/i/i.gif) 2012/10/07 06:22:00
Subject: Re:New CSM codex 1750 list
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Long-Range Land Speeder Pilot
Schofield Barracks Hawaii
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wait, lemme double check, so you mean to tell me that when my sorcerer dies, my k sons dont go down to one die for movement?
and yeah i need to get my hands on some oblits, the only thing is now they cant shoot the same weapon twice in a row, so i cant spam the gak outta lascannons like before,
i think i'll split the 3rd kson squad up and run two 12 man k son squads with meltas and add in the cultist, i need to do the math but if i have the points i might just add in the havocs for the hell of it, and with ahirman i can infilitrate my two squads of k sons and my 20 man squad of CSM's
my thoughts are to tier them
have the cultist meatshield for the CSM's
have the CSM's block the k sons or get in CCW's to lock up units and
stop them from getting in close combat with my rubric marines
and then have the ksons take the objective near the end of the game,
if i do it like this hopefully my more expensive units will last longer
the havocs can kinda overwatch it all with lascannons and a missile launcer
the only issue i see here is by cutting the 3rd ksons squad i lose a psyker....
i love my pskyers
and i believe the cultist save on a 6+ but cant i give them the mark of tzeentch and then they have a 6+/6+ invuln so that could help a little a guess
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This message was edited 1 time. Last update was at 2012/10/07 06:23:57
Into the fires of battle, unto the anvil of war!
DS:90S++G++MB-I+Pw40k11+D++A+++/fWDR+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2012/10/07 06:32:50
Subject: New CSM codex 1750 list
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Losing a sorcerer doesn't do anything to the squad now
You could have a Mark of Tzeentch sorcerer with the Scrolls of Magnus roll Divination (did that the other day) and put the 4+ Invulnerable Save on a Tzeentch cultist unit, but that's a one-in-a-million chance to get again.
Hooray for 3+ invul cultists.
*blood for the blood god, 888
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This message was edited 1 time. Last update was at 2012/10/07 06:34:13
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![[Post New]](/s/i/i.gif) 2012/10/07 16:39:36
Subject: New CSM codex 1750 list
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Twisting Tzeentch Horror
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1k sons DO NOT roll for movement in the open.
S&P is relentless that cannot run or over watch in regard to 1k sons.
One tank of the field is a bad idea... that is all i can say. I would run Deffy under 2k. (outside of some iron warriors fluff army)
Also you have nothing in the army other then Deffy's auto cannon and maybe some non TZ spell I cannot think of, that can actually harm a flyer. Oblits, or Havocs with 4x ML.
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This message was edited 1 time. Last update was at 2012/10/07 16:39:48
Mess with the best, Die like the rest. |
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