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Made in gb
Sinister Chaos Marine




Hi all,

Have an idea for a list archetype revolving around a huge body count of marines and cultists, backed up by Abaddon, several psykers and a Dark Apostle. The sorcerers dish out mortal wounds and give 5+++ to blobs with Delightful Agonies, whilst the Apostle gives 5++ to blobs on objectives. This list hinges on the World Killer strat to turn off Obsec for opponents, maxing out on primaries and secondaries like Domination.
Relatively unorthodox, so any feedback appreciated.


++ Battalion Detachment 0CP (Chaos - Chaos Space Marines) [82 PL, 13CP, 1,648pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Legion: Black Legion

+ Stratagems +

Council of Traitors [-1CP]

+ No Force Org Slot +

Dark Disciples [1 PL, 10pts]: No Chaos Mark
. 2x Dark Disciple: 2x Close combat weapon

+ HQ +

Abaddon the Despoiler [11 PL, 2CP, 220pts]: Warlord

Dark Apostle [4 PL, 80pts]: 5. Trusted War-leader, Council of Traitors, Illusory Supplication, No Chaos Mark

Sorcerer in Terminator Armour [6 PL, 108pts]: Angelsbane, Combi-bolter, Council of Traitors, Death Hex, Delightful Agonies, Force sword, Mark of Slaanesh, Warp Lord

+ Troops +

Chaos Cultists [9 PL, 180pts]: Mark of Slaanesh
. 29x Chaos Cultist w/ Autogun: 29x Autogun
. Cultist Champion: Autogun

Chaos Cultists [6 PL, 90pts]: Mark of Slaanesh
. 14x Chaos Cultist w/ Autogun: 14x Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 60pts]: Mark of Slaanesh
. 9x Chaos Cultist w/ Autogun: 9x Autogun
. Cultist Champion: Autogun

Chaos Space Marines [14 PL, 300pts]: Mark of Slaanesh
. Aspiring Champion: Bolt pistol, Boltgun
. 17x Marine w/ boltgun: 17x Bolt pistol, 17x Boltgun, 17x Frag & Krak grenades
. Marine w/ heavy or special weapon: Meltagun
. Marine w/ heavy or special weapon: Meltagun

Chaos Space Marines [14 PL, 300pts]: Mark of Slaanesh
. Aspiring Champion: Bolt pistol, Boltgun
. 17x Marine w/ boltgun: 17x Bolt pistol, 17x Boltgun, 17x Frag & Krak grenades
. Marine w/ heavy or special weapon: Meltagun
. Marine w/ heavy or special weapon: Meltagun

Chaos Space Marines [14 PL, 300pts]: Mark of Slaanesh
. Aspiring Champion: Bolt pistol, Boltgun
. 17x Marine w/ boltgun: 17x Bolt pistol, 17x Boltgun, 17x Frag & Krak grenades
. Marine w/ heavy or special weapon: Meltagun
. Marine w/ heavy or special weapon: Meltagun

++ Patrol Detachment -2CP (Chaos - Thousand Sons) [18 PL, -3CP, 348pts] ++

+ Configuration +

Cults of the Legion: Cult of Magic

Detachment CP [-2CP]

+ HQ +

Ahriman on Disc of Tzeentch [9 PL, 170pts]: Doombolt, Prescience, Warptime

Sorcerer in Terminator Armour [6 PL, -1CP, 118pts]: Devastating Sorcery, Familiar, Infernal Gaze, Inferno Combi-bolter, Magister, Tzeentch's Firestorm

+ Troops +

Chaos Cultists [3 PL, 60pts]
. 9x Chaos Cultist w/ Autogun: 9x Autogun
. Cultist Champion: Autogun

++ Total: [100 PL, 10CP, 1,996pts] ++

Created with BattleScribe
   
Made in pl
Been Around the Block




Its cool, but at the same time I dont like idea of investing that many points into single wound marines units in the field of 2wound space marines other armies can pop off.
But if you are really into it, i have 1 idea, instead of cultist’s in the Thousand Sons patrol , take 20 Rubric marine blob.
They have really good stratagem (risen rubricae) that will let you deploy them almost wherever you want.
In addition , they have 5+ invaruable save by their own, you can increase it to 4+ with the spell, on top of that you can use their stratagem to increase it to 3+ . Their passive ability add up +1 to a saving throws against dmg1 weapon which Effectivly means 1+/2++ Vs dmg1 and 2+/3++ against everything esle.
If you keep them on the objective in place, they will always rapidfire at full range, you can also pop off stratagem that let you shoot twice so their dmg output is nothing to laugh at.
With a +1 to hit spell, and ahriman/exalted sorcerer nearby we are looking at 76 str 4 ap-2 shots , hiting on 2+ rerolling ones, str 4 but you can add up +1 to wound with votlw stratagem.
Its high investment but its worth (both in terms of durability and damage output).
Another thing is that if you are opting for the cult of magic I would definetly go for a one exalted sorcerer or daemon prince with infernal gateway, astral blast (from the cult) and one more mortal wound spell.
With the new lookout sir rule , if your opponent want to keep heroes protected he has to keep them 3” from a unit, and both this spells spread out Mortal wounds in 3” range. Just from this 2 spells we are looking at 2d3+2 mortal wounds in target ( or d3+d6+2 if gate was on 12+) and d3+3 (or d6+3) into everything in 3”. This can single handedly take care of all their heros in one Turn, every single deathstar unit with all the buffing heroes and apothecaries will cry.
The last spell should probably be a doombolt and you cast it out of stratagem.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Firestorm, being WC 7, is a waste of a cast. It's incredible how you can still fail it with +1 manifest. I no longer bother, unless it's a random Aspiring Sorcerer. Typically I find that he uses Astral Blast (when appropriate), Smite and Infernal Gaze. I suppose your mileage may vary.. I just never get much from it and have deemed it bad for Dev. Sorcery guy.

The good thing about taking the Devastating Sorcery guy is that he can make use of Demonshell strat from Codex: Chaos Space Marines (I'm pretty sure). So that makes his Mortal Wound output terrifying if he can get into the right spot since he's at least going to be 15" away if you can manage to position a clux Astral Blast

I'd run the list as-is, pretty much.. I'd swap Ahriman's Smite out for Gaze of Fate turn 1.

This message was edited 5 times. Last update was at 2020/12/02 22:47:41


 
   
Made in gb
Sinister Chaos Marine




Jabberscythe wrote:
Its cool, but at the same time I dont like idea of investing that many points into single wound marines units in the field of 2wound space marines other armies can pop off.
But if you are really into it, i have 1 idea, instead of cultist’s in the Thousand Sons patrol , take 20 Rubric marine blob.
They have really good stratagem (risen rubricae) that will let you deploy them almost wherever you want.
In addition , they have 5+ invaruable save by their own, you can increase it to 4+ with the spell, on top of that you can use their stratagem to increase it to 3+ . Their passive ability add up +1 to a saving throws against dmg1 weapon which Effectivly means 1+/2++ Vs dmg1 and 2+/3++ against everything esle.
If you keep them on the objective in place, they will always rapidfire at full range, you can also pop off stratagem that let you shoot twice so their dmg output is nothing to laugh at.


Thanks a lot for the feedback. I really like the idea of Rubric Marines with Risen Rubricae, an immovable blob with 4++ sitting in the middle of the board and casting Psychic Ritual each turn.

The main emphasis of the list isn't damage output; it's having a sea of bodies to block movement, perform actions, score primary points and generally be annoying. In an era of Eradicators, playing the mission instead of trying to outshoot/out-melee will yield better results.


Automatically Appended Next Post:
 Brometheus wrote:
Firestorm, being WC 7, is a waste of a cast. It's incredible how you can still fail it with +1 manifest. I no longer bother, unless it's a random Aspiring Sorcerer. Typically I find that he uses Astral Blast (when appropriate), Smite and Infernal Gaze. I suppose your mileage may vary.. I just never get much from it and have deemed it bad for Dev. Sorcery guy.

The good thing about taking the Devastating Sorcery guy is that he can make use of Demonshell strat from Codex: Chaos Space Marines (I'm pretty sure). So that makes his Mortal Wound output terrifying if he can get into the right spot since he's at least going to be 15" away if you can manage to position a clux Astral Blast

I'd run the list as-is, pretty much.. I'd swap Ahriman's Smite out for Gaze of Fate turn 1.


This is really useful advice; didn't realise the TS sorcerers could pop Daemon Shell!

This message was edited 1 time. Last update was at 2020/12/05 18:54:30


 
   
 
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