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[1750] - Thousand Sons - Mono-faction tournament!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in nl
Automated Rubric Marine of Tzeentch


I will be attending a mono-faction tournament end of March. That's only one codex per army, and what's more, only one sub-keyword (like legion or sept). This means that if you play ie Thousand Sons, all the detachments and models in the army must be from the Thousand Sons. Same goes for T'au Sept or Alpha legion etc. The tournament will also have all the ground floor ruin walls counting as blocking LoS, so there will be a lot of space to hide single models.

With that regard:

Thousand Sons Supreme Command
Ahriman on Disc of Tzeentch, Dark Matter Crystal
Daemon Prince, Wings, 2x malefic talons
Daemon Prince, Wings, 2x malefic talons

Thousand Sons Battalion
Exalted Sorcerer on disc of Tzeentch, 2 x power swords, Seer's Bane, Warlord, (WL: Aetherstride)
Sorcerer in Terminator Armour, inferno combi bolter, force stave, familiar.

5 x Rubric Marines, 4x warpflamers, sorcerer
5 x Rubric Marines, 4x warpflamers, sorcerer
10 x Rubric Marines, 1 x Soulreaper Cannon, 8 x inferno bolters, sorcerer

7 x Scarab Occult Terminators, 1 x hellyfire rack, 1 x Soulreaper Cannon

Defiler, defiler scourge, reaper autocannon, combi bolter

Chaos Rhino, 2 x combi bolter, havoc launcher


Troops: The troop section is quite flexible based on the opponent. If I need to move forward, I can put the 2 warpflamer units in the rhino and DMC the big unit. If I need to hold backfield objectives, the two 5-man units of rubrics in cover with their all is dust rule are almost impossible to shift with shooting, and if you want to charge them they will be happy to greet you with their ap-2 flamers. And if the 5 man units hold the backfield objectives, then I can put the 10 man squad in the Rhino instead.

Characters: All my characters (2 x DP, Ahriman, Exalted) are flying, mobile and untargetable. They can use the tournament ruling (ground floors in ruins block LoS) to hop from terrain to terrain and advance on the first turn. On the second turn, they can be in close range to threaten with spells/charges. Specifically:

Ahriman will be the support caster, staying out of hth if possible. The two DPs can push to close combat. The exalted is a very sneaky character assasin. With Seer's Bane and diabolic strength he can charge with 6 attacks, ws 2+ rerollable, str 12, ap -3, damage d3, and with his warlord trait he can advance + charge and reroll charges. Overall, this list has a surprising high amount of close combat for a Thousand Sons list.

Terminators. The terminators and termi sorc will drop in T2, at about the same time that the rest of the characters will be arriving forward. They have a huge amount of shooting, which combined with votlw and death hex/ prescience and character aura can cause huge damage on the turn they arrive. They will be the primary targets of the protection buffs (weaver of fates, glamour of Tzeentch).

Defiler. This will be my DISTRACTION CARNIFEX unit. I plan to advance it to midfield T1, pop smoke, and then act terrifying with its big posture and giant claws, when in truth it's a 140 pt unit. If my opponent chooses to ignore it, it can prove to be really disastrous, as with warptime and diabolic strength it can dish out 5 str 20 and 3 str 14 attacks!

Overall the plan is to prepare for a massive beta strike on turn 2, and of course drown my opponent in psychic powers. What do you think?

Made in fi
Storm Trooper with Maglight

Helsinki, Finland

Well, I dont have any experience at playing with thousand sons, but ahriman is a named character, thus unable to have relics.

Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
Made in ch
Automated Rubric Marine of Tzeentch


 Spreelock wrote:
Well, I dont have any experience at playing with thousand sons, but ahriman is a named character, thus unable to have relics.

It's fine, one of the DPs can have it also.

Made in ca
Stealthy Dark Angels Scout with Shotgun

Edmonton, Alberta

I think anything with some decent heavy guns is going to ruin your beta strike, rendering 5-10 of your 20 marines ineffective because they won't have their rhinos to close with the enemy. I love the idea of a Marine heavy list for any chaos faction, but to be able to compete DG and TS and all Chaos pretty well need to follow the cookie cutter format.

Big blob of fodder to protect expensive marines, and have some big scary guns on the backline pounding enemy positions.
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