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Made in be
Longtime Dakkanaut




I'm playing in a 2v1 3K points game tomorrow against what will likely be Tau and Grey knights. I've decided to play thousand sons because this points limit will finally allow me to get the full benefits from the Favoured of Tzeentch rule.
Anyway, here's the list:

Core: War Cabal
  • Ahriman - 230pts
  • Rubric marines: 9x rubric, sorcerer, Soulreaper cannon - 290 pts
  • Rubric marines: 9x rubric, sorcerer, Soulreaper cannon, Rhino - 325 pts
  • Rubric marines: 7x rubric, sorcerer, Rhino - 254 pts
  • Scarab Occult terminators: Hellfyre missile rack, Soulreaper cannon - 300 pts
  • Scarab Occult terminators: Hellfyre missile rack, Soulreaper cannon - 300 pts
  • Scarab Occult terminators: Hellfyre missile rack, Soulreaper cannon - 300 pts
  • Exalted sorcerer: ML3, Seer's bane, spell familiar - 240 pts
  • Sorcerer: Terminator armour, ML3, Astral Grimoire, Aura of Dark glory, MoT, Force axe, Spell familiar - 195 pts
  • Sorcerer: ML3, Aura of dark glory, MoT, Force sword - 140 pts

  • Auxiliary: Daemon engines
  • Forgefiend - 175 pts

  • Auxiliary: Daemon engines
  • Helbrute: Reaper autocannon, Missile launcher - 115 pts

  • Auxiliary: Legion armoury
  • Chaos vindicator: Daemonic possession - 135 pts


  • Total: 2999 points

    The cabal is maxed out so everything gets to re-roll its saving throws of 1.
    The plan is for Ahriman and a the last sorcerer to hop into the Rhino with the rubrics and have the exalted sorcerer and termi sorcerer tag along with the terminators. Forgefiend provides some much needed long range firepower. The chaos vindicator is there because I like the threat radius it provides and hopefully it'll draw some fire. And finally, the Helbrute is more of an afterthought seeing how I had 116 points left and I have a Forgeworld 1K sons Dread laying around that hasn't seen the table in forever. I haven't got a real game plan yet for what psychic powers I want to roll.

    This message was edited 6 times. Last update was at 2017/01/07 20:03:46


    You don't have to be happy when you lose, just don't make winning the condition of your happiness.  
       
    Made in gb
    Fresh-Faced New User




    Just a note, rubric squads can only take soul reaper cannons if there's 10 or more in the squad so your third squad can't take a soul reaper.

    Part from that it looks okay! I'd probs stick Ahriman on a disc though and have him zip about himself blasting away with witch fires!
       
    Made in be
    Longtime Dakkanaut




    witlock89 wrote:
    Just a note, rubric squads can only take soul reaper cannons if there's 10 or more in the squad so your third squad can't take a soul reaper.

    Part from that it looks okay! I'd probs stick Ahriman on a disc though and have him zip about himself blasting away with witch fires!


    That was a typo on my part, I didn't actually have it in my written list.

    I'd love Ahriman to be able to fly around on his own but he tends to get focussed down in our group.

    You don't have to be happy when you lose, just don't make winning the condition of your happiness.  
       
    Made in ca
    Sacrifice to the Dark Gods



    Canada

    You are you doubling up on the heavy weapons for 1 terminator or are you spreading the missile rack and soul cannon? Not sure if precision shots are a factor.

    \m/ \m/  
       
    Made in ca
    Been Around the Block




    Pretty solid list. There are a couple things I'd consider:

    Is having the third Rubric squad worth it at that size? You could drop it down to minimum, treat them as a tax, and use that squad and Rhino for backfield objective holding. Alternatively with points saved elsewhere you can boost thisto a max squad w/ reaper.

    Are those three Armour choices because you have the models? It's good minmaxing for points but each one serves a different purpose. I'd recommend double Forgefiend (great sniper/light armour or air hunter but points) or double Vindicator (AP2 board control with middle cost). That said if you go Helbrute I'd recommend getting 3 of them and Deep Strike, hard to deal with for many armies. With how many rolls on the Tzeentch table you should have powers for Anti-Armour.

    I'd take a peak Daemon Engine Pack if you're willing to run one Black Legion formation with the TSons if you're not there are plenty of ways to use your points. Solid formation that grants preferred enemy to character and allows to swap BS with Warp Smiths for shooting.

    Also, I'd consider using saved points to bump one terminator squads unit count up. More bodies for your star will be incredibly helpful, and blessings effects will be that much stronger.

    One last thing, I'd consider swapping your exalted with seers to the terminator sorcerer with astral. Deep strike one unit of terminators and the sorcerer to smack some face, and jump forward with your big group and exalted. This will greatly disrupt target prioritization.

    Going these routes will force your opponents to either: Prioritize the Deep Strike Terminators, deal with your mobile floating gun platform, or deal with your back field armour/assassin. Because of the spread and deep strike you'll get more meaningful shooting from your psychic power and mitigate the innate slowness of TSons.

    All in all I love the list. Just remember that upgrades to unit counts are huge for TSons despite PPM because of force multipliers from psychic powers. Our goal is to disrupt flow and get the enemy to spread themselves out thin. We, despite low model count, pack a deceiving punch with our powers. It's when our enemies can run the board how they play we run into issues (ie. Tau blob or AM armour blob).
       
     
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