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Well, after seeing the new Games Day rules and such - and finding that the Games Day tournaments will only be 1500 points this year, I might be able to make it in time to have everything WYSIWYG. This is a competitive list - it's meant to win. I think my math is a bit off, any advice is welcome.
Lieutenant - Bolt of Change, Great Weapon, Krak Grenades, Thralls x4
who is attached to
Thousand Sons x9 - Champion wth Bolt Pistol, Powerfist, Bolt of Change
Thousand Sons x9 - Champion with Powerfist, Bolt Pistol, Gift of Chaos, Wind of Chaos, Familiar, Thrall Wizard [Rhino Transport with Smoke Launchers, Extra Armor, and Dozer Blades]
Tzneetch Flamers x9 - Doomblot
Predator - Autocannon, Lascannon Sponsoons, Daemonic Possession
Defiler - Indirect Fire
Dreadnought - TL Lascannon, Smoke Launchers
I would give 2 of the thralls from the lieutenent to the champ he rolls with for max usage.
Perhaps drop two sons in the rhino unit, then pick up 2 thralls for that unit and daemonic possession for the dread.
I am worried about the numbers at deployment. Otherwise, it seems to have a certain punch about it. Just be carful with your daemons.
I'm going to be making some drastic suggestions in order to bring your army (IMHO) up to a competitive leve. Let's dive right into it:
I'm going to suggest a general overall to your build. I don't like doing this, because it usually changes the entire theme of the player's army. BUT, you said competitive, and in my experience, for T.S., this means one thing:
Drop the Flamers, the Screamers, the Defiler & the Dreadnougt. This frees up 647 points.
Option #1: Purchase 2 predators just like the one you currently have. Purchase another 9 man marine squad just like the one you have that is not attached to the rhino. You should still have 105 points remaining. Spend 45 points on thralls for your 3 sorceres in the marine squads. With the remaining points, you could purchase another rhino.
Option #2: Take 1 more additional predator, rather than 2. Then, if you dropped your rhino from your second marine squad, you'd have enough points to purchase yet another marine squad, bringing the total to 4.
Does all this make sense? I rushed through it. Anway, I think both of these options would work very well for your build. I lean more towards the second, because it provides 4 complete T.S. marine units, and that is difficult for anyone to manage. However, this option will leave you significantly less mobile, as well as only having two long ranged tank busting units. These two handicaps are fixed in option #1, but this route leaves you with less general firepower which can be used against swarms and the likes. You'll notice that both options leave you with multiple slots filled with the same configured units. In Warhammer terms, this is called 'redundancy' and is generally agreed to be a good thing. Good redundancy makes your army consistent by having repetitive actions taking place over the course of both the game and each turn.
Hope this helps.
Last edited by Rabbit; January 10th, 2007 at 04:01.
Spambot kill tally. . .337
As for the lieutenant - you know, everyone says try the cheap BoC LT out, but I have had absolutely no luck with the things. I guess I just have bad rolling. Idk. Anyway....
I think you might be right about the Dreadnought and Screamers - Regrettably for me, I've already got a dreadnought painted and I don't have the money or time to spend on another Predator AND get everything else ready. Maybe, but likely not. I'll see if I can rewrite the list while I'm at school.
Yeah, I know ther feeling of painting a model and then realizing that there's something else out there that works better. If you really like dreads then use them. After all, Warhammer is more of a hobby than a competition. Fluff and fun come first. Plus, the dread model really is a darn good looking model. Good Luck.
Spambot kill tally. . .337
Good points by rabbit, but I disagree when it comes to the flamers.
With so little marines, those flamers need to come in fast, so they need that summoning bonus they get from being favoured. If you drop them, you will not have enough ponts for a solid sons squad, unless you drop the screamers or a lot of upgrades.
The flamers are killers, and when you go up against non-power armoured opponents, you will be all set. Five or six just doesn't tend to make the unit the menace that it should be.