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		<title><![CDATA[Latest posts for the thread "[1850] - Thousand Sons"]]></title>
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				<title>[1850] - Thousand Sons</title>
				<description><![CDATA[ Hi, I want to try out the new Thousand Sons. I hope this list is any good. all comments are welcome   <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> <br /> <br /> Thousand Sons Grand Coven  1850 pts<br /> War Cabal<br /> <br /> Ahriman 260pts<br /> <br /> Warlord<br /> Disc of Tzeetch 30pts<br /> <br /> Sorcerer 117pts  Mastery level 1<br /> Force Stave, Ichor blood  Mark of Tzeentch  Power Sword  Terminator Armour  Veterans of the<br /> Long War<br /> <br /> 8 Rubric Marines  277 pts<br />   Chaos Rhino<br />   Aspiring sorceror<br /> <br /> <br /> 4x Scarab Occult Terminators 300pts<br />    Scarab Occult Sorcerer Mastery level 2<br />    Hellfyre Missile Rack<br />     Soulreaper Cannon<br /> <br /> 4x Scarab Occult Terminators 300pts<br />    Scarab Occult Sorcerer Mastery level 2<br />    Hellfyre Missile Rack<br />     Soulreaper Cannon<br /> <br /> <br /> Daemon Engines 100pts<br /> Helbrute Multi-melta Power fist<br />           <br /> Allied Detachment<br /> <br /> Lord of Change 315 pts<br /> Fighter Ace<br /> Paradox<br /> Psyker Level 3<br /> <br /> Pink Horrors of Tzeentch 90pts<br /> Pink Horrors of Tzeentch 90pts]]></description>
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				<pubDate><![CDATA[Mon, 12 Dec 2016 19:43:27]]> GMT</pubDate>
				<author><![CDATA[ Freyalis]]></author>
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				<title>Re:[1850] - Thousand Sons</title>
				<description><![CDATA[ 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.<br /> 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.<br /> <br /> 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?]]></description>
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				<pubDate><![CDATA[Mon, 12 Dec 2016 23:54:16]]> GMT</pubDate>
				<author><![CDATA[ Arnemen]]></author>
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				<title>[1850] - Thousand Sons</title>
				<description><![CDATA[ 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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(468);'>EW</span> as well as making him T8 with iron arm up.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> 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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> 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 <span class="glossaryitem" onmouseover='gp(195);'>WC</span> for less than the cost of the <span class="glossaryitem" onmouseover='gp(235);'>LoC</span>.<br /> <br /> You've also got no real way of hurting vehicles outside of making ahriman waste his <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'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.]]></description>
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				<pubDate><![CDATA[Wed, 14 Dec 2016 14:27:07]]> GMT</pubDate>
				<author><![CDATA[ Drasius]]></author>
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