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2500 Thousand Sons Army List

Posted: Sun Jun 23, 2013 12:18 pm
by Wulfmar
Thousand Sons
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HQ
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(230pts)
Ahriman

(165pts)
Dark Apostle
Black Mace
Mark of Nurgle (T5)

(Dark Apostle attached to Cultists)

(150pts)
Sorcerer
+1 Mastery
Mark of Tzeentch
Terminator Armour
Force Axe, Combi-Bolter
(2+ / 4++)

(Sorcerer attached to Terminators)
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Troops
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(277pts)
Thousand Sons Squad (x8 and x1 aspiring sorcerer)
Chaos Rhino transport

(277pts)
Thousand Sons Squad (x8 and x1 aspiring sorcerer)
Chaos Rhino transport

(170pts)
Chaos Space Marines (x9 and x1 aspiring champion)
x2 Plasma Gun

(147pts)
Cultists (x29 and x1 aspiring champion)
x3 flamers
Shotgun on aspiring champion

(147pts)
Cultists (x29 and x1 aspiring champion)
x3 flamers
Shotgun on aspiring champion

(Ahriman's Warlord trait allows D3 units to infiltrate at the start of the game - get the cultists right up in their face, all CC cultists. One squad (flamers) with Dark Apostle)

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Elites
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(152pts)
Obliterator Squad (x2 Obliterators)
x2 Mark of Nurgle (T5)

Note: Deep Strike for either vehicle killing or Troop killing. Has MoN to avoid instant gib out of necessity (but will be painted as Thousand Sons)


(201pts)
Chaos Terminators (x4 Terminators and x1 Terminator Champion)
x1 Chain Fist
x1 Power Fist
x2 Power Axes
x1 Power Maul
x5 Mark of Tzeentch
(2+ / 4++)

Note: Deep Strike for either vehicle or troop killing

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Fast Attack
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(170pts)
Heldrake
Baleflamer

(175pts)
Warp Talons
Mark of Slaanesh x5

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Heavy Support
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(135 pts)
Havoc Squad (x4 havocs and x1 aspiring champion)
x4 missile launchers

(Havocs sit back in the Aegis defence line, aspiring champion on the Quad Gun)
Note: Sit back and shoot - if needed can be upgraded to also have x2 flak at the cost of sorcerers terminator armour.

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Fortifications
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(100pts)
Aegis Defence Line
Quad Gun



The majority of the army (Thousand Sons, Sorcerers, Terminators) have silly invulnerable saves (3+ and 4+) and good standard saves (2+ and 3+) while other units are just tough to kill while being able to fire armour piercing rounds. A number of them (D3) will be able to infiltrate due to Ahriman's Warlord Trait.

Cultists infiltrate (x60) with Dark Apostle and charge into CC as quickly as possible. Aspiring champions challenging the enemy IC's / leader units with the Apostle using heroic intervention and mace of rip-and-tear. (total of x183 attacks on the charge if we pretend no casualties)

Rhinos with Thousand Sons roll up to shoot those units not engaged with the swarm with their AP3 guns and Sorcerer spells

Ahriman does, what Ahriman wants to do with his 3 witchfire-per-turn +1 other spell abilities

Heldrake uses torrent AP3 baleflamer to melt faces while also using meteoric descent to rip-and-tear fliers / tanks / what ever is in the way.

Obliterators deep strike to take out enemy armour / plug and gaps

Warp Talons deep strike on something soft to blind them and then rip-and-tear. Being Initiative 5, they will sort out most power-armour.

Terminators go Elite/HQ/IC/Tank hunting with their Sorcerer buddy

Havocs have a cup of tea and take pot-shots at vehicles / fliers

The tactics are there for a wander around the board - maybe combat squad them for objectives and general shooting




So, ideas? opinions? suggestions?

Regards,

Wulfmar

Re: 2500 Thousand Sons Army List

Posted: Mon Jun 24, 2013 12:47 pm
by Robstrosity
I'm not hugely familiar with Chaos, but perhaps a bit more anti-tank firepower, so far the only options are Obliterators and Havocs. Can you squeeze in a melta gun or two into one of your rhino mounted troops?

You have a good number of troops and options for dealing with horde and MEQ, just a bit more anti-tank in case you find some bloke has brought along Guard or a pair of Land Raiders or something.

Re: 2500 Thousand Sons Army List

Posted: Tue Nov 19, 2013 12:02 pm
by Wulfmar
Edit:

Rather than 175 points sunk into Warptalons (limited effect due to inability to charge the turn they arrive - free shooting round followed by overwatch anyone?) I am swapping them for...


Maulerfiend (125 points) with magma cutters.

Maulerfiend is a Beast (12" move) that ignores difficult terrain. Magma cutters give an additional free Str 8 AP1 attack for each successful normal attack. Daemon forge for a turn to re-roll armour penetrations and failures to wound. This gives an additional anti-tank option to go with the Obliterators, Havocs, Sorcerers (if they roll doom bolt <3) and the terminators (PFs, Combi Meltas and Chain Fist). I may give my Aspiring Sorcerers meltabombs too.

This frees up 50 points to give the Terminator sorcerer a Spell Familiar and some points to fling elsewhere. I'll post this up on the above list when I've decided :twisted:

Re: 2500 Thousand Sons Army List

Posted: Tue Nov 19, 2013 4:47 pm
by Tom Kent
Haven't seen many maulerfiends around.

I think you must convert one from some kind of early learning centre model though

Re: 2500 Thousand Sons Army List

Posted: Sun Nov 24, 2013 12:45 pm
by Wulfmar
Haha I would have been tempted to raid the ELC, but fortunately GW has seen fit to bless us with a Maulerfiend model (it's bundled with the Forgefiend box). Using the kit for the Mauler only leaves some Forge parts behind that look especially useful for making an awesome Daemon Prince (with a little fiddling and a bucket-o-green stuff)