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Made in gb
Stitch Counter





The North

Dakka Dakka Dwellers,


Please find below my 1500 point army list for the Thousand Sons.


It's a general list I don't mind tweaking - but I do have a few things I refuse to change:

a) The two Thousand Sons squad sizes - I like the fluff from Prospero Burns and Thousand Sons. Keeping the squads at 9 in a nod to the background
b) I'm not interested in having allies with this particular list - I can't afford them financially and I already have them with my 1500 Death Guard
c) I'm not a fan of spamming lots of cheap units - I like to keep what I have alive (particularly with this army as they are automatons - as for my deathguard... well, who cares about zombies anyway - I'm trying something different here)


Opinion on army list strengths, weaknesses and suggestions for improvement appreciated. List idea is supposed to be moderately fluffy.





Thousand Sons
--------------------------------------------------
HQ
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(175 points)
Sorcerer
+2 additional mastery levels
Mark of Tzeentch
Terminator Armour
Force Axe and combi bolter
Sigil of Corruption

Note: This guy has a +2 armour save, +3 inv. save and the aim is to get him in to where he can cause upset in the thick of things


(110pts)
Sorcerer
+1 additional mastery level
Terminator Armour

Note: This guy hangs back with the Thousand Sons and lets fly with his spells


--------------------------------------------------
Troops
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(277pts)
Thousand Sons Squad (x8 and x1 aspiring sorcerer)
Chaos Rhino transport


(277pts)
Thousand Sons Squad (x8 and x1 aspiring sorcerer)
Chaos Rhino transport


(170pts)
Chaos Space Marines (x9 and x1 aspiring champion)
x2 Plasma Gun

Note: Standard marines can be used for holding objectives or as a meat shield for the Thousand Sons


--------------------------------------------------
Elites
--------------------------------------------------


(152pts)
Obliterator Squad (x2 Obliterators)
x2 Mark of Nurgle

Note: Deep Strike for either vehicle killing or Troop killing. Has MoN to avoid instant gib out of necessity (but will be painted as Thousand Sons)


(201pts)
Chaos Terminators (x4 Terminators and x1 Terminator Champion)
x1 Chain Fist
x1 Power Fist
x2 Power Axes
x1 Power Maul
x5 Mark of Tzeentch

Note: Deep Strike for either vehicle or troop killing


--------------------------------------------------
Heavy Support
--------------------------------------------------


(135 pts)
Havoc Squad (x4 havocs and x1 aspiring champion)
x4 missile launchers

Note: Sit back and shoot - if needed can be upgraded to also have x2 flakk at the cost of Secondary sorcerers terminator armour.



The majority of the army (Thousand Sons, Sorcerers, Terminators) have silly invulnerable saves (3+ and 4+) and good standard saves (2+ and 3+) while other units are just tough to kill while being able to fire armour piercing rounds.

On a side note - how effective would this list be against Space Marines / Grey Knights?


Regards,

Wulfmar

Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in us
Squishy Squig




Texas

To be honest I'm no expert, but the Sons have Inferno bolters right? If so then that's AP 3 right there. That should take out most Marines.

"If I knew what was about to happen I would have chosen to charge a Banebkade with a spork." 
   
Made in au
Furious Raptor




Sydney, Australia

Would you consider including Cultists instead of the dual-plas CSM squad? If they're going to be sitting backfield babysitting home-ground objectives, they're going to be cheaper?

Any upgrades for the Rhinos? Given the otherwise lack of movement in your army, I think a canny general is going to target the Rhinos to attempt to strip you of mobility - you can avoid that by using terrain to hide. You can't re-roll a one on a dangerous terrain test that gets you bogged though! Would you consider Havoc Launchers for more firepower?

Like the Obliterators, the MoN would feel fluffy as a nod to their sorcery giving them resilience as opposed to an actual Mark of Nurgle on a Thousand Sons unit. I think it's going to help them, especially when the Havocs are your only other fire support.

No combi-weapons on the terminators seems a lost opportunity - if you Deep Strike in, you can rapid fire some combi-bolters, which is helpful against lightly armoured units, but if you fail to kill a lot, you need to spend a turn copping firepower. The 2+/4+ save is nice, but won't make them invincible. This will divert attention away from other units in your army, true, but it won't matter if the Rhinos have been taken care of.
   
Made in gb
Dakka Veteran






Terminator Armour you already get a 5++ upgraded to a 4++ with mark of Tzeentch. I think it is a waste of points to further upgrade this to a 3++.
   
 
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