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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I am LOVING this new codex. Played three games over the weekend and now I want to see what I could do just by dropping Ahriman's terminators, lots of cultists, and downgrading the sorcerer.

1997pts
Ahriman
Level 2 Sorcerer- Burning Brand
17 Thousand Sons w/ Sorcerer- Melta Bombs
17 Thousand Sons w/ Sorcerer- Melta Bombs
10 Cultists
Helldrake- Baleflamer
Helldrake- Baleflamer
Forgefiend- Ectoplasm Cannon x3
Forgefiend- Ectoplasm Cannon x3

The original idea behind giving Ahriman terminators to hide in was that the Thousand Sons can focus on other things while Ahriman uses AP2 powers to get rid of terminators. I will definitely miss not using them in a game, but they are not a good bunker for Ahriman against so many plasma guns even with a 2+/4+

This message was edited 1 time. Last update was at 2012/10/22 03:43:20


 
   
Made in us
Power-Hungry Cultist of Tzeentch





The Vaults

I like the list! I've been considering something similar (although I've been breaking up the Ksons into squads of 9 to be fluffy).

Ahriman is definitely the fluffly choice for this army, but I've been alternating between him and Huron Blackeart, who I consider a cheaper alternative.

As much as I want the new dino playset, I still think oblits are the heavy choice for me this codex. Especially with MoT and a 4+ invul save Something to think about.

Also, what are you doing with those cultists? I'm not sure what 10 cultists are supposed to accomplish. It's like having only 10 imperial guardsmen. I realize they would only shave off 50 points, but that's another psychic mastery on your sorcerer or something.

I've also been liking Tzeentch's demon allies. Pink horrors are pretty cheap and Flamers, Screamers, and Lord of Change are basically broken. I hate to be that guy like "your list would be better if you changed everything" but something to think about as your army evolves!


 
   
Made in ca
Booming Thunderer




Courtice, ON

Cool list!

If I can make a suggestion, drop the 2 Ectoplasma guns on the Dinobots; not only are they super short range, but with that much plasma you'll end-up killing yourself.

You generally want some variance in your gun ranges, so as to not clump-up your squads. Since the bulk of this list is 1k Sons, your mean range is 24". Having Hades Autocannons gives you more range AND saves you 50 points.

That's 12 more Cultists! Haha
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Thanks for the input gentlemen.

I was using Fateweaver and screamers/flamers etc, but as soon as I purchased all of that they FAQ'd Fateweaver to only provide the bubble to Demons. The demons are just fine and they are effective every game, but you can imagine why I was a little ticked after dropping money to try and get synergy with Tsons.

Anyways, the Ectoplasm Cannons are modeled on the forgefiends and the Hades are going on some Super Heavy vehicles for Apocalypse. : ] I sat there and tested out the Hades on forgefiends and was not impressed with the results. I saw everything from an Immobilized rhino to a glanced rhino, even with Demon Forge. Not impressed. This list has serious terminator issues so maybe that's why the Ectoplasm Cannons are in. Hmm.

I don't expect 10 cultists to do much but I've been running 36 lately and sometimes they don't even take damage because there are other units to kill.

Hmm.... I'll try it out first, but I do agree with you guys on some points.
   
 
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