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Made in us
Savage Khorne Berserker Biker





Leesburg, FL

With the popularity of the 1850 point games in the meta and on the tourney scene, I figured that I would try my luck at an 1850 point tourney legal list. Here goes....

HQ Chaos Sorcerer
psyker level 2
MoT
Terminator armor

Elite (5) Chaos Terminators
(4) combi-meltas
Heavy flamer
MoT

Troop (7) Thousand sons
Rhino

Troop (7) Thousand sons
Rhino

(10) cultists
(9) autoguns
(1) flamers

Heavy Forgefiend
(2) Hades autocannons

Heavy (5) Havoks
(4) autocannons

Fast Heldrake
Baleflamer

Fort. Bastion
Icarus Lascannon

Allied detachment: Traitor Astra Militarum

HQ CCS
Master of Ordnance

Primalis Psyker

Troop (10) Veteran squad
Lascannon Heavy weapon team

Heavy Deathstrike Missile platform


1850 points

It is a heavily themed 1K sons list ( i love the fluff), VERY shooty, and anti-air for those pesky fliers and FMCs that I see everywhere.

Basically, the Lord and the terminators will deep strike in and take out high AV units in the enemy's backfield, the 1K sons move up in their metal boxes to take forward objectives, the group of cultists hold my back field objectives, the forgefiend sits back and destroys units in range, the unit of Havoks sit in the bastion blasting targets of opportunity while the Havok champ mans the Icarus Lascannon, the Heldrake swoops in vector striking tanks while roasting troops like marshmallows, The traitor CCS issues orders to the veterans (1st rank fire 2nd rank fire) while the Primalis Psyker grants the veteran unit Prescience, the Master of the Ordinance drops his barrage on the enemy lines, and finally the Deathstrike missile launcher delivers the nuke of DOOM.

It's not an uber-comp list by any means, but it should win some games just by the shear amount of high strength bullets, Lascannon rounds, and missiles going down field.

This message was edited 13 times. Last update was at 2014/05/04 01:42:10


It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in ca
Khorne Veteran Marine with Chain-Axe






My first gut reaction is that the Sorc in a group of only 3 bikes is going to go down hard and fast. That isn't much cover for such a tempting target. And he only has a 6++. Not a good life expectancy for something up close in their faces.
I'd seriously look at swapping the Burning Brand for Sigil of Corruption, earning him a 3++ and saving you 5pts. With him being a level 3 psyker odds are darn good you'll get at least one witchfire power, and then either way you're effectively wasting points 'cause you can't use both in a turn.

Forgefiend running Hades or Ectoplasma?

Autoguns worth it on the cultists? After 3 deaths by shooting they're looking at a LD test. Since they're going to be in your back field, that isn't too far from your board edge and oblivion. I'd save those 18pts, maybe use 'em to get a couple combi-somethings on your terminators, or using the points to put your Sorc on a Disc of Tzeentch for jetbike-y +1A win.

Otherwise I like the list, and am happy to see someone using 1Ksons!

This message was edited 1 time. Last update was at 2014/02/04 23:47:21


-I dedicate these deaths to Odin Allfather, Spearshaker, One Eye.
Rock hard, ride free, and hold the heathen hammer high!
"Orkses is never beaten in battle; if we win, we win, if we die, we died fightin' so it doesn't count, and if we leg it, we always come back for anuvver go, see?"
God, I'd love to shunt the Hulk into the Eye of Terror and see what comes out. -Reiner
"Sons of the Last Breath"
"Host of Shattered Purity"
"Kabal of the Dying Sun, Cult of Marrow Excised, Coven of Lambent Hunger" 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

 Laughingcarp wrote:
My first gut reaction is that the Sorc in a group of only 3 bikes is going to go down hard and fast. That isn't much cover for such a tempting target. And he only has a 6++. Not a good life expectancy for something up close in their faces.
I'd seriously look at swapping the Burning Brand for Sigil of Corruption, earning him a 3++ and saving you 5pts. With him being a level 3 psyker odds are darn good you'll get at least one witchfire power, and then either way you're effectively wasting points 'cause you can't use both in a turn.

Forgefiend running Hades or Ectoplasma?

Autoguns worth it on the cultists? After 3 deaths by shooting they're looking at a LD test. Since they're going to be in your back field, that isn't too far from your board edge and oblivion. I'd save those 18pts, maybe use 'em to get a couple combi-somethings on your terminators, or using the points to put your Sorc on a Disc of Tzeentch for jetbike-y +1A win.

Otherwise I like the list, and am happy to see someone using 1Ksons!


Thanks for the fast response. I'm inclined to agree with you about dropping the burning brand for the sigil, I hadn't realized that he can't use the brand and a witchfire in the same shooting phase.

The forgefiend is running dual hadescannons for dakka goodness.

I put autoguns on the cultists because they will NEVER see combat but might get to shoot at something so 24" rapisfire guns will put some bullets in the air.

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in us
Fresh-Faced New User





Forgive me as I do not have my rule book with me, but I am pretty sure you can't take both an ADL and a Bastion. I think you are only allowed one fortification.

 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

cuddle_nuts wrote:
Forgive me as I do not have my rule book with me, but I am pretty sure you can't take both an ADL and a Bastion. I think you are only allowed one fortification.


I was wondering about that...the BRB doesn't list a unit number with fortifications, just that they may be taken. Does anyone know the ruling on this?

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in us
Fresh-Faced New User





I think it's in the force organization chart.

 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

cuddle_nuts wrote:
I think it's in the force organization chart.


BRB page 114 clears it up, only 1 fort. per main detachment.


Automatically Appended Next Post:
Had 100 points leftover after losing the aegis and quad gun, so I added more bikers and filled out the cultist squads so they wouldn't run as easily.

This message was edited 1 time. Last update was at 2014/02/05 00:32:48


It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in us
Infiltrating Broodlord





Oklahoma City

 sub-zero wrote:
cuddle_nuts wrote:
Forgive me as I do not have my rule book with me, but I am pretty sure you can't take both an ADL and a Bastion. I think you are only allowed one fortification.


I was wondering about that...the BRB doesn't list a unit number with fortifications, just that they may be taken. Does anyone know the ruling on this?


You can put the quad gun on top of the bastion though.

Proud supporter of


It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

 bocatt wrote:
 sub-zero wrote:
cuddle_nuts wrote:
Forgive me as I do not have my rule book with me, but I am pretty sure you can't take both an ADL and a Bastion. I think you are only allowed one fortification.


I was wondering about that...the BRB doesn't list a unit number with fortifications, just that they may be taken. Does anyone know the ruling on this?


You can put the quad gun on top of the bastion though.


Yea, the quad gun goes on top of the Bastion, I replaced the (2) flakk missiles with 2 more autocannons, added a lightning claw to my lord, and added deamonic possession to the Vindicator. I just couldn't justify 50 points for 2 flakk missiles. lol

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

I'm going to say what I've said on your other lists one more time then I will hold my peace

You have too few thousand sons for an 1850 point list. 20 is the minimum at 1500+ point games imo. If you're going to take cultists, don't take autoguns. Id rather have an extra cultist than 4 autoguns anyday.
I don't see the purpose of your vindicator or terminators. They are weak as you take them. Chaos termies continue to dissapoint everyone at everything short of termicide. Any vindicator veteran will tell you 1 vindicator is a kill point, 2 vindicators is a strategy.
On that note your heavy support is not redundant enough. All 3 choices are fragile and aggressive (save for the havocs, they sit far back) but you only take 1 of each.

I also started out making shooty thousand sons lists but it just doesnt seem to work as they are slow and purposeful and weak in close combat with just regular old space marine fists to attack with. To have a shooty army you need a front line and a gun line, and the thousand sons ARE the gun line. They need stuff to protect them up front, not things behind them to provide cover fire. They are the cover fire.

That said, if you really want to run a gunline, you need something fast and powerful in CC that can, at a moments notice, respond to an attack on your line. Overwatch power wouldnt hurt here. Terminators with lots of flamers, bikes, spawn, a mini-screamer-star, all of these are good options. Once again take more sons.

SO, after all that, what would I suggest? at 2000 points:

Sorcerer, disk of tzeentch, ML3, AoDG, MoT
3 Bikers- MoT, 2 meltas, combi-melta (sorcerer goes here)
10 Thousand Sons- rhino
10 Thousand Sons- rhino
Heldrake- Baleflamer
Forgefiend- hades
Forgefiend- hades
Havocs- autocannons
Herald- Disk, ML3, grimoire
10 Pink Horrors
9 Screamers (herald goes here)

SO what do we have here? the herald sits on the front line with the screamers and their 2++ rerollable save and laugh at bullets while buffing your gunline to re-roll hits with the divination primarus power. The bikers and screamers respond to frontline threats. The pink horrors grab a backfield objective. To cut down to 1850 points, id lose the biker squad and squeeze the sorcerer in a rhino with the sons.

This message was edited 2 times. Last update was at 2014/02/05 06:51:43


"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in us
Fresh-Faced New User





 changerofways wrote:
I'm going to say what I've said on your other lists one more time then I will hold my peace

You have too few thousand sons for an 1850 point list. 20 is the minimum at 1500+ point games imo. If you're going to take cultists, don't take autoguns. Id rather have an extra cultist than 4 autoguns anyday.
I don't see the purpose of your vindicator or terminators. They are weak as you take them. Chaos termies continue to dissapoint everyone at everything short of termicide. Any vindicator veteran will tell you 1 vindicator is a kill point, 2 vindicators is a strategy.
On that note your heavy support is not redundant enough. All 3 choices are fragile and aggressive (save for the havocs, they sit far back) but you only take 1 of each.

I also started out making shooty thousand sons lists but it just doesnt seem to work as they are slow and purposeful and weak in close combat with just regular old space marine fists to attack with. To have a shooty army you need a front line and a gun line, and the thousand sons ARE the gun line. They need stuff to protect them up front, not things behind them to provide cover fire. They are the cover fire.

That said, if you really want to run a gunline, you need something fast and powerful in CC that can, at a moments notice, respond to an attack on your line. Overwatch power wouldnt hurt here. Terminators with lots of flamers, bikes, spawn, a mini-screamer-star, all of these are good options. Once again take more sons.

SO, after all that, what would I suggest? at 2000 points:

Sorcerer, disk of tzeentch, ML3, AoDG, MoT
3 Bikers- MoT, 2 meltas, combi-melta (sorcerer goes here)
10 Thousand Sons- rhino
10 Thousand Sons- rhino
Heldrake- Baleflamer
Forgefiend- hades
Forgefiend- hades
Havocs- autocannons
Herald- Disk, ML3, grimoire
10 Pink Horrors
9 Screamers (herald goes here)

SO what do we have here? the herald sits on the front line with the screamers and their 2++ rerollable save and laugh at bullets while buffing your gunline to re-roll hits with the divination primarus power. The bikers and screamers respond to frontline threats. The pink horrors grab a backfield objective. To cut down to 1850 points, id lose the biker squad and squeeze the sorcerer in a rhino with the sons.


I kind of like this. I am working on flesh shield army, I think this would work wonders with a CMS (Primary) Daemons (Allied) army. Thank you, kindly.

This message was edited 1 time. Last update was at 2014/02/05 09:30:48


 
   
Made in gb
Hellacious Havoc




I'd probably run two sorcerers. One on a bike with the BBoS and another in termie armour DSing with the terminator squad (ouch ouch ouch). Run the termie sorc with biomancy for increased close combat fun.

Besides, you need more bodies! Err... I mean live (technically, dust) bodies. Autogun and flamer cultists are unnecessarily expensive for what you would expect them to do. So lose them and either add another TS squad, or increase numbers on the two you already have.

Then there are the Heavies.

Drop the Forgefiend completely (especially since you run one with hades autocannons and no divination. BS3 is a bitch.) and replace it with an AC turret, lascannon sponsons pred which would give you far more utility.

The Havocs are superb the way they are. This is the best setup to run them in, unless you want obliterators instead.

I love the vindicator, but adding a havoc launcher isn't really that viable. I assume you got that to keep shooting while you get within the demolisher cannon's 24" range, since you won't be able to shoot with it after you start to shoot ordnance. While this makes sense, personally I look at it as a wasted 7 points while it could be run with a 5 pt combi bolter just for safeguarding the main gun against weapon destroyed results.

Finally, a lore-related issue: If you are thinking of Tzeentch marked bikers as Rubrics on bikes, as I do when preparing themed lists, then the Gift of Mutation there should go. Ahriman turned, albeit accidentally, the entire legion except psykers into dust just so that they could survive their horrible mutations. It seems out of place. And if you don't think of the bikers as such, then I'd suggest just lose the MoT's and keep them undivided if you don't want to make them Nurgle, Khorne or Slaanesh. Saves the points.
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

 cbteom wrote:
I'd probably run two sorcerers. One on a bike with the BBoS and another in termie armour DSing with the terminator squad (ouch ouch ouch). Run the termie sorc with biomancy for increased close combat fun.

Besides, you need more bodies! Err... I mean live (technically, dust) bodies. Autogun and flamer cultists are unnecessarily expensive for what you would expect them to do. So lose them and either add another TS squad, or increase numbers on the two you already have.

Then there are the Heavies.

Drop the Forgefiend completely (especially since you run one with hades autocannons and no divination. BS3 is a bitch.) and replace it with an AC turret, lascannon sponsons pred which would give you far more utility.

The Havocs are superb the way they are. This is the best setup to run them in, unless you want obliterators instead.

I love the vindicator, but adding a havoc launcher isn't really that viable. I assume you got that to keep shooting while you get within the demolisher cannon's 24" range, since you won't be able to shoot with it after you start to shoot ordnance. While this makes sense, personally I look at it as a wasted 7 points while it could be run with a 5 pt combi bolter just for safeguarding the main gun against weapon destroyed results.

Finally, a lore-related issue: If you are thinking of Tzeentch marked bikers as Rubrics on bikes, as I do when preparing themed lists, then the Gift of Mutation there should go. Ahriman turned, albeit accidentally, the entire legion except psykers into dust just so that they could survive their horrible mutations. It seems out of place. And if you don't think of the bikers as such, then I'd suggest just lose the MoT's and keep them undivided if you don't want to make them Nurgle, Khorne or Slaanesh. Saves the points.


Thanks for the insight.

I kinda like having the two squads of cultists just for taking back field objectives and such, I don't expect much more than that out of a 64 point unit. lol

I can't really drop the forgefiend because I've already converted and painted a forge world decimator for that purpose, and I must say it came out pretty awesome. (pics tonight on my P & M blog)

The Havok launcher is on the Vindi for two reasons, 1. In case of a weapon destroyed result, 2. like you said, to fire until I get the big gun into 24" range. It is TL, so it's bound to hit something. LOL

The only reason that the bike champ has the GoM is because I had 5 points left over. LOL I have to give the bikers the MoT, because that is where my Sorcerer is and he has to be MoT in order to unlock 1K sons as troops. Quick question: Can a MoT Sorcerer join a unit that isn't marked at all? Or do both units have to have the same mark in order to join?


It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in ru
!!Goffik Rocker!!






If u're in for fun lists try out possessed probably with MoT. They're so much fun!

This message was edited 1 time. Last update was at 2014/02/14 06:18:20


 
   
Made in gb
Hellacious Havoc




 sub-zero wrote:
Can a MoT Sorcerer join a unit that isn't marked at all? Or do both units have to have the same mark in order to join?


Yes he absolutely can!

Regarding the Vindicator: That was kind of what I was trying to say. I'd prefer a cheaper combi bolter but I can hardly argue against the value of a Havoc Launcher.
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

Made some tweaks and changes to the original list, beefed up the 1K sons squads to 7 marines each, added 3 Havoks to the squad for meat shields, added Deamonic possession to the Vindicator, and changed the weapon loadout of the HQ sorcerer to better accommodate challenges. What do you guys think?

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

Major changes to the new list, too many to list, but one of them being the addition of the Imperial titan Paladin!

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

Made some small changes, added (4) combi-meltas to the Terminator squad, removed the Havoc launchers from the rhinos, and added VotLW to the Havoc squad for better leadership and a re-roll of 1's to hit vs. space marine armys.

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in us
Tough Tyrant Guard






uk

Can chaos take an (imperial) knight?

Masochist: Hit me!
Sadist: No.

Hive Fleet Kronos 3500pts
Craftworld {Insert eldar name} 3000 pts
1000pts and growing fast
P+M blog http://www.dakkadakka.com/dakkaforum/posts/list/338826.page

 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

Technically....no. But My gaming group isn't as stringent on those kinds of G-Dub oversights.

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

Made some major changes to the list. Added a Vindicator and added the Helcult dataslate formation for an extra dakka Helbrute and two squads of fearless cultists.

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

I finally got around to adding a squadron of Wyverns to my 1850 list! This is gonna be good.

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in gb
Regular Dakkanaut





ehm you do realize that a priest isn't a legal HQ for your Allies as he is an adviser not a proper HQ slot?

Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

 brochtree wrote:
ehm you do realize that a priest isn't a legal HQ for your Allies as he is an adviser not a proper HQ slot?


Whoops, your right. lol I fixed the original post and changed the Allied HQ.

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
Made in us
Savage Khorne Berserker Biker





Leesburg, FL

Alright boys and girls, I've added the dreaded Deathstrike missle launcher to the list, as well as a Primalis Psyker for the sweet Prescience on the Veteran squad. Comments are welcome.......

It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. 
   
 
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