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Discussion Starter #1 (Edited)
I was looking for advise on a Thousand Sons army I plan on building.

HQ

Ahriman

Demon prince

Elite

5 man Terminator squad

Troops

2x 8 Thousand sons squad with Aspiring sorcerers

Fast Attack

5 man Raptor squad

Any help or comments would be helpfull :biggrin:
 

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what spells u taking? pointless having the sorcerers if they ave no spells :D
 

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Discussion Starter #3
The sorcerers would have warptime, as I want to keep Ahriman with all the anti-infantry spells since he costs so damn much :p

I have a question, what effect does the mark of Tzeentch have on the demon prince ?
 

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i dont like the idea of having the daemon prince and ahriman, but if it goes with your flow, fair enough. if you do consider taking one of them out, use those points to bolster up your troop base, or add something to the other catergories. i've known people who dont take aspiring champions, but then again, thousand sons do use spells etc, and having that stuff in your squads might just work!

good luck with the list~

and the mark gives +1 to your invulnerable save (i think, not so clear)
 

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Wolf is right about the +1 to the invunerable save. Each Thousand Sons squad has to have the ASP Sorcerer, but if he is killed then they are slow and purposeful rolling only one die. Then again these guys are Space Marine Killers all day:Bolters with S4 AP3 ouch! Bolt of Change (tzeentch psychic power) st8 ap1 aslt 1 could also take out some vehicles!
 

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you need the aspiring sorcerors, other wise you goo slow lol

i would drop one of your HQ choices and fill in something on the lines of a tank killer... you dont have no anti tank in there really. i dont really like raptors but you might so i cant say nothing bout them
 

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The sorcerers would have warptime, as I want to keep Ahriman with all the anti-infantry spells since he costs so damn much :p

I have a question, what effect does the mark of Tzeentch have on the demon prince ?
Why would they have warptime? Do you plan on being in cc allot? I mean 1k sons have AP3 bolters I would just stand back and fire away. I would give the sorcerer a power to help in the shooting phase (ie, doombolt).

The MoT gives all characters 1+ to there inv. save. And allows for a second phyc. power.

As for the rest of the army how many points are you using?
-if I were building the army I would put the 1k sons in rhinos.
-take icons with any unit that can take one.
-a unit or two of lesser daemons for cc (cheap & effective)
-a defiler (I'd take it with 2 cc weapons).
-a predator (twin-linked las & side H.bolters)

I know some of my response has already been said but I still hope this helps some. Good luck and happy hunting.
 

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i would drop one of your HQ choices and fill in something on the lines of a tank killer... you dont have no anti tank in there really.
Agreed, you have a serious lack of anti tank here. Bolt of Change is alright but not the best at popping tanks so I would consider meltas at least on the Raptors if not an outright HS choice. Oblits come to mind :)

The MoT gives all characters 1+ to there inv. save. And allows for a second phyc. power.
Not entirely. +1 to all inv saves or a 5+ if you didn't have one. It allows for the CASTING of two powers on champs however. Only the HQ choices get two powers without a familiar.
 

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Discussion Starter #9 (Edited)
How about busting the list up to 1500 points and add a squad of havocs with lascannons and another obliterator ?

And give both aspiring sorcerers bolt BoC ?

Everything will have MoT.
 

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Not entirely. +1 to all inv saves or a 5+ if you didn't have one. It allows for the CASTING of two powers on champs however. Only the HQ choices get two powers without a familiar.
You are correct in what you wrote but I said "character" in my post not 1kson sorcerer, they aren't characters after all. The initial question was what effect does the MoT have on a Daemon prince. 1ksons sorcerers already have the MoT so why would he ask about them?

Not trying to start anything just clearing the matter up.:eek:k:
 

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LISTEN

Ahriman is an arragant bastard that dies all too easily if you don't play him right. I'm all for using him in my army, which I do, but not in a thousand points. Daemon prince is a good Idea, but how many points is he, does he have wings, warptime, gift of chaos, winds of chaos and so on. What I'm trying to get at is go for a cheap HQ, but with enough power to be an importanat role on the battle field.
Take the lord for example.
lord 90
Tzeentch 15
daemon weapon 45
And oh how i love that daemon weapon, D6 shots. And even if you roll a 1 you have a 4+ so who gives a damn. Also you could give him wings and beef up your raptor squad with meltas, Icon of Tzeetch and 10 to 15 total raptors. Also think about a Terminator squad with Combi meltas or Obliterators to Deepstrike with the tzeetch Icon nearby to take out the tanks on the vuknerable armour. Also, put the thousand sons up to 10 models, the Aspiring Sorcerers with doombolt (10 points for 3 shots?) and put them in Rhinos for the open Hatch with your Sorcerer or move 12, hop out 2, and fire 24 because of slow and purposeful and you can kill just what you want, That o'so important enemy HQ. Also for only 35 points, that is a cheap piece of terrain right there. And if you have enpough points, invest in more thousand sons or Tzeetch possessed (close combat Tzeetch, who would have guessed?)

Side note, your lord should have MELTABOMBS.

Thats all I have to say. It's based a lot on my list, but it has yet to let me down.

Cheers, And Merry Christmas
 
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