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I'm afraid I'm very VERY new to Chaos (normally an Ork player), having only bought the codex yesterday.
As I have nearly finished painting/modelling/assembling several thousand points orth of Orks I thought I'd give myself a new, and very diffferent, painting and modelling challenge.
I'd been thinking Chaos for some time and the Thousand Sons are the force I've decided to go with.
To be honest, I'm not looking for a competitive list, being more interested in the painting and modelling opportunities the army presents me with. Having said that, I figure I may as well try to make a force that's at least ok on the field.
So, my idea at the minute is to do a kind of 'one of each' army, with one dreadnaught, one Sorcerer, one Daemon Prince, one unit of Thousand Sons, one rhino etc... and then to supplement these with a force of Oracles of Change Marines, to keep the Tzeenchian flavour.
My question then is what you all think would be best to equip a force of this kind? I've spent a few days trawling this forum, but the lists are usually made with very different purpose to mine and are much larger forces.
I've been told that a missile launcher/CC combo for the dreadnaught is best, so that if I have to shoot at myself I can frag myself and hope to save, which seems wise. I can't quite decide what would be best for the Sorcerer or the DP however.
I was also wondering whether deamonic possession is worthwhile for the rhino? I plan on converting the transports for the forces to look something like a horror of Tzeench, with a writhing, twisting exterior - a conversion which could easily stand in for daemonic possession.
Thanks for your time
If you were trying to be competitive i wouold give you different answers. many people are afraid of our dreadnoughts, but i like using lascannons on them in the hope he goes fire crazy and gets two tl lascannon shots. DP's use wings and warptime, or wings and lash, but since you are going tzeentch, wings is what you are looking for. what i always thought looked realy good for a soecerer is to mount them on a flying disc of tzeentch.
there are multiple camps on rhinos, some say that using a rhino wastes the best part of thousand sons, a walking wall of ap3 fire, some say it is all about moving them and then letting you wall of fire out where the targets are, you have to decide for your self what you like
Thanks Prisoner, that has helped a lot.
I was wondering about the Thousand Sons Rhino, though they look quite slow, so perhaps it would be handy to be able to move them within firing range of the target you wat.
As this project is largely about buying and painting models which I like I'm not overly concerned with the armys competetive edge. Having said that, it seems a waste to put no thought at alll into the force and find they play really terribly as opposed to only a little terribly (the bane of themed lists in my experience)
I reread the codex last night and have come up with the following skeleton list, no upgrades, just the models I think I'll buy.
9 x Terminators
Dreadnaught w/ missile launcher
8 x Thousand Sons
9 x CSM
w/Aspiring Champion, Icon of Tzeench
9 x CSM
w/ Aspiring Champion, Icon of Tzeench
2 x Spawn
9 x summoned horrors of Tzeench
I haven't thought at all about Heavy Support options yet, though suspect it will be Obliterators, as they are in keeping with the kind of contorted forms of the horrors. I suspect also there will be a rhino for each troop choice. I also imagine there are too many terminators in this list, they are kind of points heavy, and possibly too many horrors and not enough troops.
Unless you really want to model a landraider terms are hard to justify. for playability a squad of 4, one with a chainfist and heavy flamer and 3 with power weapons and combi plasma's deep striked is refered to as a karmoon special. low cost, perfect for a sacrifice unit.
I love dreads, but.... its a highly personal choice.
oblits and defilers are kick butt
Modelling a landraider is going to add to much time/expense to the project I suspect, so I'll model 4 termies that way, and the other five I guess I'll model with whatever I think looks coolest. Or perhaps two lots of four modelled that way plus one to lead them. That way I can split them in two units.
Obliterators are growing on me more and more the more I read about them. I wasn't too keen to start with, but those weapons options are very tempting.
I suppose then to the list above I'd add 9 Obliterators for Heavy Support
I'm looking forward to this!
Multiple units of Oblits can be an evil load out, especially if accompanied by a fair number of troops. Digging those guys out of cover mid-field can become a real dicey prospect for your opponent, and the massive amount and flexibility of the firepower those guys will lend in the middle of the board is going to hurt. They could become a really nasty part of a one-two punch if you still keep in a couple Karmoon Special termi squads as well, and use a coordinated wave approach with your troops.
As far as Dreads are concerned I agree with Prisoner37. I personally love 'em! Very fluffy, but you do need the Missile Launchers. I run 3 of them in my 2000pt list kitted out like that and yeah , with three you are guaranteed to have multiple fire frenzies during the course of the game, and sometimes they will get your own guys. But my Plague Marines, Rhinos, & other vehicles can pretty much ignore Frag Missiles.
If you are going to use Dreads don't forget to align them carefully to make use of their fire arc. They can only target 180 degrees to their front, so as long as you position and advance carefully you can really minimize them firing on your own boys.
The only other thing I would make mention of with your list specifically, is I would shy away from running only 1 Dread. He will be a fire magnet (especially if you end up not using any Rhinos...), and will likely have a very short lifespan on the table as a result. I would either drop a second one in there for redundancy and target priority (as that will also help out with your opponent targetingyour DP), or sacrifice the Dreads altogether and focus more on the deep striking Oblit/Termi/infantry dynamic you have going on.