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I had fun playing partners with a marine player against Eldar and Blood Angels with this list. It did a metric ton of damage and I lost very little in the way of casualties. Have fun!
8 Troops 1000 Sons No Wargear 184 184
1 Troops 1000 Sons Asp. Sor, Warptime 108 292
1 ------ Rhino Havoc 50 342
7 Troops Berserkers 2 Plasma 198 540
1 Troops Berserkers Champ, Plasma, Mbombs, PowerW 71 611
1 ------ Rhino Havoc 50 661
1 HQ Kharn No Wargear 165 826
1 Heavy Predator Las side spon, Possessed 150 976
3 Heavy Obliterators No Wargear 225 1201
5 Heavy Havocs 3 Las, MisLauncher 200 1401
1 Elite Dreadnaught MultiMelta 100 1501
Not that I need to tell you how to play, but I put the Havocs & Oblits in a building and put the pred in cover. I ran the Dread away from the 1000 Sons so they could blow up 12" and not get hit by a crazed result from the dread. Kharn was with the Zerkers in a Rhino. Lots of firepower. I wasted the Eldar's Wraithlord in a hail of Lascannons in the first round and still had firepower enough to blow up the BA Stormraven. Fun times.
Your format was a little difficult to figure out at first. Might be easier if you list your squad like this:
Thousand Sons Squad- 342
*8x TS Marines
**1x Sorcerer with Warp Time
*1x Rhino with Havoc Launcher
Also, you'll be delighted to know that you don't have to pay 23 additional points for the Sorcerer (i.e., cost of a Thousand Son marine). The 60 points required for the Sorcerer is the sum total of the cost.
Berzerkers: While the damage output of the plasma pistol on the Champion certainly adds to the carnage, it's kind of risky. One bad roll destroys the main thrust of the squad. Just something to think about. Also, a power fist in substitute of the power weapon and melta bombs might be a better choice if you run up against walkers and the likes. I tend to prefer the power fist even against enemy marines, but each to their own.
Predator: Daemonic Possession is best equipped on vehicles with the twin-linked mechanic, for obvious reasons of the reduced BS. You really need the predator to consistently hit its targets.
Havocs: Min/max... never seen it work for Chaos. One red shirt is seldom enough, especially for a squad that totes around las cannons (making them a high priority target). I'd also recommend not mixing heavy weapons, although the missile launcher generally has decent synergy with las cannons. Still, the cost of Havoc las cannons is outrageous. We have cheaper ways of fielding them.
Dread: Yep, good configuration. I use them too, despite the general discontent among our community for our elite walkers.
Spambot kill tally. . .337
Actually, to save time, I cut and paste the list to save time. It actually looked better than it came out. Also, I tried to space it all out, make it look better, more readable, then after all that, it reverted back to the clunky style you see when I posted the thread. I always put the cost of the unit being discussed then a running total beside it, but I see what you mean. This is the second list I've ever posted so consider me a List Virgin.
The Sorcerer is good to know. I'm used to paying the cost of the unit model then the champion cost, but I missed there being no + sign beside it.
More often than not, a plasma pistol on a Champ has paid off. I mean, how often does a plasma pistol get hot, 1/6 times right? Then how often do you fail your armour save, 1/3 times. Not real good odds overall you will lose your champ. However what are the odds you'll bust a marine with it? 5/6 chance it works, 2/3 chance it kills (with no cover). Pretty good.
It's funny about the pred, I thought I had taken possession off for something else. Usually it is better to put it on a vindicator. Weird.
Havocs are up for debate. My Havocs did very well, but I paid through the nose for them. A Havoc w/ Lascannon is 25 points cheaper than a 2 wound Obliterator in terminator armour so to speak. Being a high priority target doesn't bother me. If he pours shots into a unit buried in cover, he isn't shooting the rest of my army.
Once I found out that the Dread could only crazy fire in a 45 degree arc, it made life easier for me and my Dread. However, the Eldar player who I had all kinds of trouble with complained that it isn't a 45 degree arc until the Dread is immobilized. I explained the tournament ruling and he just doesn't care. This was the same guy who's partner deep struck Dante and some Sanguinar only to find they mishapped even though Dante doesn't scatter and then wanted to pick Dante up and put him in a safer location. <heavy sigh>.
Spambot kill tally. . .337
About the Berserkers, I always pictured the role of this unit as a close combat specialist, not so much as tank busters and that's why I give the Champ a power weapon and not a power fist. Especially in this list, there are many tank busting Lascannons to do the job better. As it turns out, the unit of Zerkers with Kharn shot, then charged Dante and his retinue. I actually killed one with a Plasma pistol (not sure if it was the champ though) and creamed his unit before he could lay a hand on me. The only casualty I had is when Kharn turned on one of his own. As for the Plasma pistol, I really see your point. I kinda get around it by just choosing well when to shoot it or not. Thanks for the good input.
Math has shown that the powerfist is better than the powerweapon against non-tanks. It's all about wound allocations really, the berzerkers can dish out a truckload of wounds before the enemy even can strike back, the champ is unlikely to die before he gets to hit back, and he will kill more things, and especially he'll kill important things since it's likely the unimportant guys are gone from the wound allocation from the regular zerkers anyway.
Plasma pistols in the berzerker squad might seem like a good idea, but an experienced player will position regular grunts in the frontline so if you shoot pistols before charging in the grunts might die to the wounds and you might not reach. Seen it happen plenty of times, heck, done it myself a few times.
The zerker rhino shouldn't have a havoc launcher, it will almost always travel at 12", a combimelta is a better choice there.
With a fist in the unit you have a shot at MCs and walkers, where grenades are really crappy against a walker...
...and lascannons aren't that good at taking out tanks actually. The aim is to get meltas in range to melt tanks!
win some, lose some