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Made in ie
Screeching Screamer of Tzeentch





So it strikes me that a fun, if doubtfully fluffy combo from the new traitor legions would if the assaulty, close-quarters minions of Khorne were somehow manipulated into fighting alongside the sorcerers of Tzeentch. That, and it allows me to use a lot of my existing models.

Thousand Sons Grand Coven:

War Cabal (1000 Points)

Chaos Sorcerer (165 Pt.) [WARLORD]
MoT, Terminator Armour, Spell Familiar, ML3

Exalted Sorcerer (260 Pt.)
Disc of Tzeentch, ML3, Spell Familiar, Astral Grimoire

10x Rubric Marines (290 Pt.)
Inferno Bolters, 1x Soulreaper Cannon

5x Scarab Occult Terminators (285 Pt..)
Heavy Warpflamer, Hellfyre Missile Rack

Daemon Engines (175 Points)

Forgefiend (175 Pt.)
2x Hades Autocannons

World Eaters CAD:

Chaos Lord (105 Pt.)
MoK, Power Weapon, Aura of Dark Glory

8x Chaos Space Marines (159 Pt.)
MoK, CCWs, Bolt Pistols, and Bolters, Plasma Gun

8x Chaos Space Marines (159 Pt.)
MoK, CCWs, Bolt Pistols, and Bolters, Plasma Gun

5x Raptors (125 Pt.)
MoK, 2x Meltaguns

So all this comes to 1723 Points, and I'm wondering what else to take. Considering a Helbrute for the anti-tank, throwing Kharn in there, or maybe something cheaper so I can take Seer's Bane on the Terminator Sorcerer. Any suggestions would be appreciated, but obviously this isn't a terribly competitive list, I just wanted to see what I could come up with to mix my two favourite legions!
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Why would you not take the relic that gives your model and his unit extra move/run/charge distance? It's the whole reason to combo sons and khorne in the first place. Take the Sons as allies solely for the grimoure, take the khorne in a warband for the bonus move. Move 2d6 after deployment, then get grimoured to become jump infantry and move 15, then charge 2d6+3 with a re-roll from the icon of wrath.On average you've moved 7+15+12=34" turn 1 and are in combat before getting shot with anything worse than overwatch.

World Eater Butcherhoarde

165 - Kharn
140 - Lord, Talisman, MoK, Power Axe, Sigil
200 - 10x CSM, MoK, 7x CCW, 2x Melta
200 - 10x CSM, MoK, 7x CCW, 2x Melta
121 - 3x Termies, MoK, 3x Axes, 3x Combis
125 - 5x Havoks, MoK, 4x Autocannons
155 - 5x Raptors, MoK, 2x Melta, Power Axe
32 - 1x Spawn, MoK

Thousand Sons CAD

195 - Sorc, MoT, ML3, Familiar, Termie Armour, Grimoure
70 - 10x Tzaangors
60 - 10x Cultists, MoT

1458

392 points to play with, more if you want to replace the Tzaangors or Cultists with Rubricae. Optionally, take an inquisitor (a suitably heretically converted one obviously) as your warlord and you can make the thousand sons an allied detatchment and shave the cultists, saving you another 35 points.

This message was edited 2 times. Last update was at 2016/12/16 07:08:42


 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Pestilent Plague Marine with Blight Grenade





Chicago

Is it legal to have your CAD as the same faction as your main army?

 
   
Made in us
Longtime Dakkanaut




 Snoopdeville3 wrote:
Is it legal to have your CAD as the same faction as your main army?

Yes. You are thinking of allied detachments

DFTT 
   
Made in ca
Unhealthy Competition With Other Legions





remember the khorne units cant join the tzeentch guys
   
Made in ie
Screeching Screamer of Tzeentch





392 points to play with, more if you want to replace the Tzaangors or Cultists with Rubricae. Optionally, take an inquisitor (a suitably heretically converted one obviously) as your warlord and you can make the thousand sons an allied detatchment and shave the cultists, saving you another 35 points.


That list wasn't quite what I was going for, but thanks for reminding me of the Talisman of Burning Blood. I wanted to keep it a little more balanced towards Thousand Sons than Tzeentch myself, but that's certainly a good list, I'm probably going to switch the Plasmas for Meltas myself.
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





In that case, ditch the Tzaangors and Cultists for Rubricae, you should have enough points for a 10 man with cannon and an 8 man rubricae squads (or two squads of 9 if you like to be less effective but more fluffy).

If you want the Tz guys to be your main, then you can't really do much better than your original list, though I'd be changing the plasmas out for meltas and adding enough guys to get them to 10 men so you can take another special (if GW won't give us back our bonus for fluffy numbers, then fine, but we don't have a 'dex powerful enough to worry about fluffy numbers). Plasmas mean you can't charge, and if you can't charge, then what's the point of the MoK? You either take a plasma and choose to shoot 1 good shot and a bunch of bolters at something achieving very little or running to ensure your turn 2 charge. I'd probably give the khorne lord a sigil too while you're at it, maybe some melta bombs too just in case.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
 
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