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Made in gb
Fluttering Firewyrm of Tzeentch






Here is my 2nd Chaos Space Marines list that I've been running which has been giving me more wins than any other list that I've played so far! Does decently well against Horde armies and fantastic against power armoured armies!

HQ:
Ahriman - 230pts [Note: Master of the Rubricae allows Thousand Sons to be taken as a Troop Choice]

Troops:
Thousand Sons x11 (melta bomb) 293pts
Thousand Sons x11 (melta bomb) 293pts

Elites:
Plague Marines x14 (Meltaguns x2, melta bomb, power weapon) – 376pts

Fast Attack:
Heldrake (Baleflamer) 170pts

Heavy Support:
Defiler (default) 195pts
Defiler (default) 195pts

1752pts

Thousand Sons have always been a wonder unit for me! Wondering why people don't field them more often! They come with a Psyker, which means what ever power he gets from the Tzeentch Discipline will do more damage than your standard bolt pistol and gives an increased DtW to the squad which is awesome! The 4++ save is just so damn good, since the normally "anti marine" tactics just don't work on Thousand Sons. Plus getting close to them to tie them up in close combat isn't that good either since with AP3 rounds, your enemy is gonna have a world of hurt!

Anyways, the way this army works is that both the Defilers will deploy, either behind cover or behind my units to gain an increased cover save. Both the Defilers are included, simply because they give me so much versatility! A Battlecannon, Reaper Autocannon, TL Heavy Flamer and then a decent amount of power fist attacks! With the added Daemonforge, he really do make mince meat of any 14 armoured vehicles that start getting ballsy! Depending on how much AP3 the army has, the Thousand Sons will go ahead of the Plague Marines and the PM will spread out in my deployment zone so that they deny any attempted for drop pods or anything else that can get in my deployment! Also the Plague Marines have 2 melta guns, simply because I had points spare after giving all my Sarges Melta Bombs and Meltaguns are always a nice choice for their cost! Also the Heldrake does he does best. When he comes in from reserve, flies up the board and flames any unit hiding in cover or a heavy weapons squad!

The painful aspect comes from the 2nd squad of Thousand Sons which outflank with Ahriman! Ahriman takes 2 Biomancy, 1 Telepathy and 1 Tzeentch (because he has to). I usually take Smite, 1 random Biomancy power, Psychic Shriek (unless I get something alot better) and then the random Tzeentch power (Hoping Tzeentch is on my side and will gift me with doombolt or Breath of Chaos!) The main disadvantage to most powerful AP2 psychic powers is that they are limited to 12", outflanking pretty much removes this, because the minute Ahriman and his Thousand Sons enter the board, this gives them an "18 range due to moving on 6". The sheer amount of AP2 attacks is quite scary, I've had Ahriman use Smite, Leech Essence and Psychic Shriek which have all caused 5 AP2 shots and 7 instant wounds from Psychic Shriek! Ahriman makes a potent Anti Terminator and Anti Marine!

Gimmi a shout on what you think I could change about this army or what you like about it

This message was edited 2 times. Last update was at 2013/06/26 23:07:29


5000pts Ork Army
3000pts Thousand Son/Khorne/Iron Warriors combo 
   
Made in us
Painlord Titan Princeps of Slaanesh





For a moment I thought u was infiltrating the plague marines.
   
 
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