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Made in us
Fresh-Faced New User





A themed list, as those things go, though I am interested in keeping it at least passably competitive. Alpha is as follows.

Ahriman 230

Chaos Sorcerer 60
Mastery 3
Sigils of Corruption
Mark of Tz
Murder Sword
Disc of Tz
205

Thousand Sons 265(10 Models)
Icon of Flame
Rhino
Extra Armor
325

Thousand Sons 242(9 Models)
Icon of Flame
Rhino
Extra Armor
302

Heldrake 170 x 2 340

Predator 75
Twin Linked Lascannon
100 x 2 200

Allies

Lord of Change 230
Mastery Level 3
Exalted Reward
Greater Reward
305


Pink Horrors 90

It's low model, which kind of worries me, but at the same time it's packing a lot of firepower, or at least it feels that way to me.

Ahriman goes either Biomancy(If opponent is MEQ or TEQ, or at least a lot of elite models) or Pyromancy(if opponent is horded) and joins one of the TS squads. He is my Warlord, and basically there to spam the gak out of powers. I like Biomancy because it seems like it has more utility than Pyromancy, though I have little experience using either.

The other Sorc is very specifically a character killer. He goes Biomancy to buff himself, and is built solely to ride behind the rhinos as they advance, until whoever he has selected to murder gets in range. With biomancy, he also has a decent enough chance to be able to walk through normal MEQ squads as well. He doesn't lose his Force Weapon in the bargain, but I'm not sure what route I should take: Axe to give him the ability to hurt TEQ, or a mace to let him hurt hordes and MCs. I'm also debating if he'd do his job better as a plain old Lord, though I do like having the Sorc for both fluff and for those extra psychic powers.

The Lord of Change goes Divination, grabs the Sword of Destiny, and is around to buff. He drops buffs on the TS squads, making them a hell of a lot more accurate, allowing them to ignore cover, and generally making their shooting rather excellent. With the sword, there's not a whole lot that can stand up to him in CC, at least in terms of single characters.

Both TSs marines are there to drive up, get out, shoot the gak out of something, and then grab some objectives. They can continue to shoot the gak out of things after. I've got the extra armor on them to keep them moving, though I considered taking launchers instead. But at the same time, the launchers don't feel like they're adding a huge amount to the army when getting my guys up there is more important. Also, on the Icons of flame: Are they worth it? Originally, I was going to take a Havoc squad with 4 HBs to run the Icon, but I didn't have the points for them, so I threw two on my TSs instead. It seems like it'll give them a bit extra punch against enemy hordes, though I can make those 30 points do something elsewhere.

Heldrakes I'm debating on weapon choice. I mean, Baleflamer is the obvious choice, but I already have plenty of AP3 weapons, and at least a 50% chance of making those weapons ignore cover as well. With that in mind, the Autocannon might serve more use as a flyer/transport hunter.

Preds are dedicated tank hunters. Mostly going to stay in the back and snipe. I thought about switching them out for a Soul Grinder, but I seem to be lacking more in dedicated armor killing without these two.

Pink Horrors camp an objective. They're kind of the loose end of this list, but I need something to guard my deployment objective anyways.

I know I'm limiting myself quite a bit, but it seems like an interesting list to run. I've just been out of 6e's meta, and want to make sure this list isn't going to get totally butchered every time I put it on the table before I start building it.

This message was edited 1 time. Last update was at 2013/07/02 17:36:45


 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

You may want to take a portaglyph to boost your troops as you are troop low. The AP 3 is nice on the bolters however many models will have cover so negate the ap. The t-sons are hard to kill, but also hard to make there points up. You may want to consider 1 squad of t-sons and then 2 squads of cultists. The predator is nice. I think the heldrakes should have baleflamers, the vector strike still is awesome against flyers and if nothing else the horrors can take pot shots at them too. The lord of change is a bad ass but fateweaver is nice too with reroll of shadows of the warp... It is a cool build. I am sure you will get a lot of hate on dakka because it is not the most competitve build - but t-sons are hard to do competitive.

Armies
Eldar, Dark Eldar, Harlequins, Eldar Corsairs, Orks, Tyranids, Genestealer Cult, Chaos, Choas Space Marines, Tau, Sisters of Battle, Inquisition, Necrons, Space Marines, Space Wolves, Grey Knights, Imperial Knights, Dark Angels, Imperial Guard, Ad Mech, Knights, Skaven, Sylvaneth 
   
Made in us
Fresh-Faced New User





 Eiluj The Farseer wrote:
You may want to take a portaglyph to boost your troops as you are troop low. The AP 3 is nice on the bolters however many models will have cover so negate the ap. The t-sons are hard to kill, but also hard to make there points up. You may want to consider 1 squad of t-sons and then 2 squads of cultists. The predator is nice. I think the heldrakes should have baleflamers, the vector strike still is awesome against flyers and if nothing else the horrors can take pot shots at them too. The lord of change is a bad ass but fateweaver is nice too with reroll of shadows of the warp... It is a cool build. I am sure you will get a lot of hate on dakka because it is not the most competitve build - but t-sons are hard to do competitive.


I guess it's a bit of a variable to depend on, but I do have 50% chance at Perfect Timing on the Lord of Change, which will let my TSons ignore cover with their shots.
   
Made in us
Painlord Titan Princeps of Slaanesh





Please do not list individual upgrade cost.

Disc sorc with murder sword is interesting but how does he keep force weapon?

I think IoF is a waste.
   
Made in us
Fresh-Faced New User





 Filch wrote:
Please do not list individual upgrade cost.

Disc sorc with murder sword is interesting but how does he keep force weapon?

I think IoF is a waste.


Oh right, forgot about that, will edit the post.

For the Chaos Artifacts, it specifices that you simply switch one weapon out, and not what weapon in specific. I was just switching the bolt pistol out, rather than the force weapon. He still gets the bonus attacks from two CCWs and he's going to be using Psychic powers in the shooting phase anyways, so it's no real loss.
   
 
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