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Made in us
Small Wyrm of Slaanesh




So a bit of background. I have a friend who is recently getting into 40k and we're having him mess around with Space marines until he has more of a handle on the game. We did a practice 750 game and I kind of overdid it. We're about to do a full 1500 points game, so I threw together a bunch of experimental army lists for this game and rolled on the six of them and ended up with Ahriman's Short List. Said friend is getting some help and feedback from our resident Space Marine player, so I'm expecting a decent to strong army and I'm trying to avoid Heldrakes and stomping him flat again. These were also rather experimental, just trying something new and Ahriman and friends sounded like a good idea at the time.

Ahriman: I'll destroy you!
Lord Drake: With what army? The amazing family circus over there?


+++ Ahriman's Short List (1500pts) +++
+++ 1500pt Chaos Space Marines 6th Ed (2012) by SN Roster (Primary Detachment)) +++

+ HQ +

* Ahriman

+ Troops +

* Thousand Sons (Troops)
9x Thousand Son
* Aspiring Sorcerer
Gift of Mutation, Melta Bombs
* Chaos Rhino
Havoc Launcher


* Thousand Sons (Troops)
8x Thousand Son
* Aspiring Sorcerer
Gift of Mutation, Melta Bombs
* Chaos Rhino
Havoc Launcher

* Thousand Sons (Troops)
9x Thousand Son
* Aspiring Sorcerer
Gift of Mutation, Melta Bombs
* Chaos Rhino
Havoc Launcher

+ Heavy Support +

* Obliterators
Mark of Tzeentch, 2x Obliterator

* Obliterators
Mark of Tzeentch, 2x Obliterator

So right now we have the three Rhinos, Ahriman in one of them and a full transport on the other two with havoc launchers, and some Tzeentch Obliterators for backup. I'm staring at this list after I've rolled on it and I'm trying to think of ways to improve as I'm a bit nervous this list may have some glaring problems, I'm pretty sure I can drop the gifts of mutation and then probably dump one of the Thousand sons for something else, maybe another Sorcerer with something to hang out with. I'm aware that SM has some good options for AA, so I might swap for one Heldrake or something else.

This message was edited 1 time. Last update was at 2014/01/10 20:17:53


 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Hello,

I would adjust things in order to run:

Ahriman (Warlord)
8 Tsons- Rhino w/ Dozer Blades
8 Tsons- Rhino w/ Dozer Blades
9 Tsons- Rhino w/ Dozer Blades
2 Oblits- MoT
2 Oblits- MoT
2 Oblits- MoT


1.) GoM is a waste, plain and simple.

2.) Havoc Launchers are a waste (you should be moving as fast as possible in your Rhinos and that means snap-shots only, or flat-out in the shooting phase.. Also, shaken/stunned means wasted Havoc Launcher paid for)

3.) Similar to #2: Tsons units should limit themselves to one upgrade each to stay cheap. That means either Melta Bombs or Dozer Blades. Since you should be trying to Infiltrate for turn 1 rapid fires and moving as fast as possible, Dozer Blades are the most sensible choice since you have Oblits for cracking armor.

Model count is an issue with this sort of army at 1500pts, so I would not run a 2nd HQ. He doesn't provide much. Maybe at 2000+ I would, for the extra spells. This army is bare-bones and only really has 15pts to spare, which is of course taken care of by adding Dozer Blades. It is critical that the Thousand Sons' Rhinos move as much as possible and that means no dangerous terrain. Hope this helps.

This message was edited 7 times. Last update was at 2014/01/10 21:36:18


 
   
Made in us
Small Wyrm of Slaanesh




I would adjust things in order to run:

Ahriman (Warlord)
8 Tsons- Rhino w/ Dozer Blades
8 Tsons- Rhino w/ Dozer Blades
9 Tsons- Rhino w/ Dozer Blades
2 Oblits- MoT
2 Oblits- MoT
2 Oblits- MoT


So I fielded this army against three Predators, one trilas and the other two twin-linked lascannon with heavy bolter sponsons two Rhinos stuffed with generic Space Marine squads, the other half of them held back with their heavy weapons, a chapter master with assault marines, a pair of dreadnoughts and I think Sternguard and.. I had all sorts of bad luck.

The Obliterators didn't do much to the tanks, failed their invulnerable saves and got ID'ed by lascannons, I rolled a 1 for the warlord trait and I kept rolling ones and twos for the reserve rolls, and then Ahriman and his Rhino didn't show up until turn 4. The Rhinos didn't get to do much and one of the Sorcerers killed himself from perils while trying to Doombolt a Dreadnought. On the bright side I kicked the Sons in the transport out and glanced the Dreadnought to death on it's rear armor.

In the end I won, merely because I scored two objectives and he only had one for the Rhino in the corner that was left alone all day. So I suppose it wasn't a total loss. I might end up switching the Tzeentch marks on the Oblits to Nurgle so they don't get ID'ed, unless I get some better dice rolls next game.

So.. Now that I don't have to worry about restrictions anymore, bar the 1500 points, I'm looking to improve the list.

This message was edited 1 time. Last update was at 2014/01/13 20:42:40


 
   
Made in gb
Boosting Space Marine Biker




The Eye of Terror

117 point dakkapread
HB sponsons, havoc launcher, and warpflame gargoyles.
Dirt cheap, tzeenetchy, and great agants hordes or simply drowning enemies in saves.

Fluffy as it is nurgle oblits do work better.

Possessed make good infiltrate target. They are scary up close

Armies
CSM Zenmarine Warband from assorted tratiors and heritics

DARK ANGELS woo woot
the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
   
Made in ph
Torch-Wielding Lunatic





Why did you roll for a warlord trait? How did Ahriman fare?


I am Blue/White
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