Automated Rubric Marine of Tzeentch
Netherlands
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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
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Ahriman on Disc of Tzeentch, Dark Matter Crystal
Daemon Prince, Wings, 2x malefic talons
Daemon Prince, Wings, 2x malefic talons
Thousand Sons Battalion
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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
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Tactics:
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?
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