Switch Theme:

[1850] - Thousand Sons  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in be
Fresh-Faced New User




Hi, I want to try out the new Thousand Sons. I hope this list is any good. all comments are welcome

Thousand Sons Grand Coven 1850 pts
War Cabal

Ahriman 260pts

Warlord
Disc of Tzeetch 30pts

Sorcerer 117pts Mastery level 1
Force Stave, Ichor blood Mark of Tzeentch Power Sword Terminator Armour Veterans of the
Long War

8 Rubric Marines 277 pts
Chaos Rhino
Aspiring sorceror


4x Scarab Occult Terminators 300pts
Scarab Occult Sorcerer Mastery level 2
Hellfyre Missile Rack
Soulreaper Cannon

4x Scarab Occult Terminators 300pts
Scarab Occult Sorcerer Mastery level 2
Hellfyre Missile Rack
Soulreaper Cannon


Daemon Engines 100pts
Helbrute Multi-melta Power fist

Allied Detachment

Lord of Change 315 pts
Fighter Ace
Paradox
Psyker Level 3

Pink Horrors of Tzeentch 90pts
Pink Horrors of Tzeentch 90pts
   
Made in ca
Neophyte Undergoing Surgeries




I would trade out a Rubric Marine and Ichor Blood to get the Astral Grimoire in there. It is so useful to speed your units around the board it is unbelievable, single handedly solving one of the drawbacks the Scarab termies have.
I'm curious to see if the Scarabs work better as two five man units or one ten man, currently I'm leaning towards two five man as well.

Assuming Ahriman rides with the Rubrics to toss witchfires out of the Rhino's hatch, Hellbrute makes the army legal, Sorcerer joins one of the Termie units and they roam around putting rounds down at 24", Lord of Change acts as a flying gunboat that can fight in a pinch and Horrors camp objectives?
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Ahriman has a disk (since he's 260 instead of his usual 230), so I think his plan was to jam Ahriman and in with a termie squad and stick the other ML1 waste of space in with the other.

As to the actual list, Ahriman isn't great since he's lacking a spell familiar, though the disk making him T5 is a huge boost given his lack of EW as well as making him T8 with iron arm up.

The other sorc is a waste of points, but you need something to meet list requirements. You'd be better off kitting him out as ML2 and a spell familiar for 115 rather than the horrible mish mash he has now.

If you're taking 9x TSons, there's very little reason not to ad the 10th one so you can take the psuedo assault cannon. The rhino is good, but with only the helbrute to take the anti tank fire, it's dead turn 1 barring spectacular luck.

The lord of change is quite the point sink here, especially with crap like fighter ace. Paradox is nice enough, but I'd be looking at the impossible robes instead personally. The lack of a lesser gist and fighter ace/paradox says to me that you're intending him to fly around summoning things but you can almost certainly get more milage out of ML3 heralds hidden in Horrors, though the LoC will get your summons where they can do more good due to his mobility. Might want to talk about that a bit more in your initial post.

The horrors are missing a trick by not being taken at 11 or 12 models for that extra warp charge that you so desperately need. If you split the LoC into a pair of ML3 heralds, you can jam pardox on 1 to reliably summon on 5 dice while the other takes the portalglyph. This way even if you only summon a single pink horror from the portal, that's still another warp charge for nothing as well as getting double the WC for less than the cost of the LoC.

You've also got no real way of hurting vehicles outside of making ahriman waste his ML's by rolling on heretek and you've also got absolutely no way of dealing with 2+ armour bar punching things with the helbrute or lord of change.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
 
Forum Index » 40K Army Lists
Go to: