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Ok so this is my first real go at Thousand sons and i wanted a harder army to play. At this point i have no models so pretty much anything is possible.
Chaos Lord -
Disc of Tzeentch
Talisman of Tzeentch
Bolt of Change
9 Thousand Sons - 9 Marks, free Asp, powerfist, daemonic mutation, 4 thralls, bolt of change 291pts
9 Thousand Sons - 9 marks, free Asp, powerfist, mutation, Rhino, smoke, 1 thrall, wind of chaos314pts
9 Thousand Sons - 9 marks, free Asp, powerfist, daemonic mutation, Rhino, smoke 294pts
9 flamers of Tzeentch 207pts
8 screamers of Tzeentch 120pts
8 screamers of Tzeentch 120pts
Dreadnought - Twin Linked Lascannon, possession, Missile, smoke 158
Dreadnought - Twin Linked Lascannon, Missile, possession, smoke 158
Dreadnought - Plasma Cannon, dread ccw, possession ,coruscating flame 150
Now this is all assuming my math is correct. The idea is that the two rhino teams likly rush forward on one flank. While the lord, foot sloggers, and Plasma dread advance as one. The fire support dreads knock out enemy armor, and the daemons come in where needed.
*edit* Ok so i added in most of the changes advised. I only added wind of chaos onto the rhino squad to save some points, and so when he gets close to the enemy he can flamer them twice. 2nd i added only bolt of change to the footsloger group as he can get the most out of it. again deciding not to remove the 2nd screamer from each squad to keep their number up. Once again i hope the numbers are correct.
Any advice is graciously accepted.
Last edited by Sarpedon; June 11th, 2007 at 14:14.
I reject your reality and substitute me own!
Looks nice but there are no psychic powers!!!
I would suggest dropping all the mutated hulls for daemonic possession, dropping D armour on the lord, upgrade wind to bolt of change(take advantage of his BS), dropping 2 screamers from each unit(its hard to fit them all in anyways, summoning bonus with 2 identical units isnt too bad to lose for points needed elsewhere).
Add 1 thrall to each rhino unit and 4 to the non rhino unit. Give the ACs 2 bolts of change and a gift or wind of change.
The amount of firepower would increase greatly, and while the screamers may require a bit more backup (which they will need anyways) your army becomes more efficient (with the elimination of D armour on the lord and possession ensures that unless your dreads are outright destroyed they will always be shooting (or crunching).
Its a nice looking army though. As far as a difficult army to play, it is, but it may all change with the new dex. This may as much be a thought exercise until then, but considering, its well done.
I hope this helps.
I agree with P-Tail, make the changes he suggested and you will be good to go for the T-Sons.
IRON WITHIN, IRON WITHOUT!
I survived LO Chat thanks to: Karmoon, Rabbit, Process, Tossy and Meish.
Looking good. And thanks for the support ironAngel.
The points are really tight but I would like to see a power on that last champ.
I would drop the smoke launchers from the dreads because these guys should always be firing, no need to waste a turn of shooting. Also, I would drop mutation from the footslogging unit because he will see less combat than the faster rhino squads (I would keep the fist though).
With this I would give The last AC doombolt (a power that I think is underestimated for its points and what it does) and a thrall for him. Then frags for the lord. And either searchlights on the rhinos or visage on a rhino AC.
Hope this helps, looking good.
Last edited by P-Tail; June 11th, 2007 at 20:21.