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Made in us
Foolproof Falcon Pilot





War Coven: 1770 (80 points left)
570
-Sorcerer: (+2Mastery)+(Terminator)+(Spell Familiar)+(Mark of Tzeench)+(Long War)=165
-Sorcerer: (+2Mastery)+(Terminator)+(Spell Familiar)+(Mark of Tzeench)+(Long War)=165
-Sorcerer: (+2Mastery)+(Terminator)+(Spell Familiar)+(Mark of Tzeench)+(Long War)=165
-Sorcerer: (base)+(Mark of Tzeench)+(Long War)=75
750
-Scarab Occult Terminators: 250(base)
-Scarab Occult Terminators: 250(base)
-Scarab Occult Terminators: 250(base)
450
-Rubrics:150(base)
-Rubrics:150(base)
-Rubrics:150(base)

First crack at a War Coven formation with max units to benefit from the "re-roll 1s for saves" rule, and because it is a Thousand Sons detachment, any blessing I cast that affects a unit improves the invul save by 1 so can expect 3++ everywhere. Three sorcerers have Terminator armor so they can either all join one Terminator unit if they get good powers or each join a Terminator unit to spread out Witchfires. Plus re-rolling 1s for a 2+ save is essentially perma-fortune and a 3++ re-rolling 1s is still nothing to scoff at. Fourth Sorcerer is just a cheapy obligatory Sorcerer to go in a Rubric squad. Will likely give Sorcerers a Force Axe for that AP2 since they still have the option. Will likely Deep Strike the Terminators and have 1 or 2 guys summoning in Horrors/Demons because that's still a thing and 34 starting models is pretty low model count for an army-and 19 Warp Charges isn't enough, right?

Have 80 points to spare, not sure where to put them. Either I beef up that 4th sorcerer or I am thinking of adding Hellfyre Missile Racks/heavy weapons to 2 or 3 Terminator units and possibly the Jump Pack relic to another Sorcerer. I've pretty much written off the Rubrics to back field objective holding.

Pros:
-Thousand Sons are cool
-Re-roll 1s for saves and half the army has a 2+/3++
-19 Warp Charge Points
-AP3 everywhere
-Access to good powers

Cons:
-No obsec
-Low model count (only 34)
-Largely dependent on good psychic rolls to do much
-Have to take 3 units of Rubric Marines
-Flyers make me cry

This message was edited 1 time. Last update was at 2016/12/30 21:33:17


Jesus Christ changed my life, He can do the same for you!

My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/

My WIP Tyranid Fandex:
http://www.dakkadakka.com/dakkaforum/posts/list/576691.page#6486415 
   
Made in gb
Longtime Dakkanaut




I would definitely want the astral grimoire, so give the termies some movement options.

Terminator armour and a chainfist on a sorcerer would give you a fighting chance against walkers.

Good luck.

DFTT 
   
Made in us
Regular Dakkanaut




astral grimior and I would take the decurion as it helps with casting. I am running a simliar list only mine has ahrimans exiles some of those new beast looking things and a gaint physic death star

 
   
Made in us
Foolproof Falcon Pilot





Astral does sound good, extra mobility to try and get objectives or close a gap FTW so good call there.

Against vehicles/knights, I was thinking of Heretech discipline so that I could hopefully do some damage with either the Primaris, #2 or #6 spells. That Discipline gives a surprising amount of anti-tank capability. A Chainfist or two couldn't hurt, though...

Sadly, to be able to take the full "Decurion" formation I'd have to drop a lot of upgrades from the Sorcerers to fit in an Auxiliary choice and I'm not sure it's worth it just to get the re-roll perils/warlord trait and manifest extra power perks. Now if I was taking Ahriman/Magnus, then I would be tempted so I can squeeze out 5/6 Witchfires instead of just 4/5 =).

This message was edited 1 time. Last update was at 2016/12/31 11:04:02


Jesus Christ changed my life, He can do the same for you!

My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/

My WIP Tyranid Fandex:
http://www.dakkadakka.com/dakkaforum/posts/list/576691.page#6486415 
   
 
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