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Discussion Starter #1
PLEASE critique.

Ahriman

3 Squads of:

8 Rubric Marines
1 Aspiring Sorcerer w/ Bolt of Change

3 Squads of:

4 Noise Marines w/ Sonic blaster
1 Noise Marine w/ Blaster Master

2 Squads of:

2 Obliterators

1 Defiler w/ Havoc Launcer

1992 pts.

This is, obviously, a firepower-based force, trying to salvage as many models as I can from my last army, which had fully marked Slaneeshi Havocs and 4 Blastmasters per squad.
 

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Plenty of shooty goodness there. I like it, at least from a strategic perspective. I've kind of blown my load about how the new Codex doesn't really reward playing to fluff, so there's no point in continuing that rant here. The army's got the weight of a "pure" Thousand Sons army backed up by some surprisingly flexible Noise Marine squads. Admittedly, I think obliterators are pretty worthless in the new codex-- higher points than the previous version and less survivability-- but I can also appreciate trying to salvage models. I'm in that process myself, really.

The only suggestion I have is to swap out the havoc launcher on the defiler for a close combat weapon. The thing's a close combat monster now, so you might as well make use of it. Admittedly, I'd drop the defiler altogether since there isn't another armored target, and AV12 isn't enough to stand up to a 2000-point army's anti-tank firepower in its entirety. You could swap it perhaps for terminators, which can provide a surprisingly similar close combat ability with comparable shooting potential when properly equipped.
 

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well overall i really like the list, both TS a NM are very powerful troops types worthy of an appearence in any chaos list. Oblits IMO are even more important to the chaos list than before, as it is now much harder/more expensive to put ranged firepower into the list. Also they have plasma cannons and multimelta's now. What better reason could you need to include them?
 

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Discussion Starter #4
Let me begin by saying... I'm broke. or poor. or however you want to describe me. cheap? :)

That said... a history lesson. In my old army, I had 24 Noise Marines... 3 squads of 4 Sonics, and 4 Blastmasters, each. Which is of course illegal now (they were Slaneeshi marked havocs in the elite slot because the lord was Tzeentch marked, so also had the defiler).

I can't afford alot of models, and I put alot into the Noise marines with their blastmasters. The reason my squads are five strong is because that's every Sonic Blaster marine I have... and I'll still have 9 Blastmasters gathering dust.

A similar reasoning is behind the Obliterators. These are, believe it or not, Ahriman models for me. I HAD been using for a short while the Chosen of Ahriman in an army... I had a custom-built lord, and used the Ahriman models, 3 of em, as fancy Chosen. Now, for fluff, they have become my Obliterators... powerful warlocks whose spells imitate most standard firepower. Buying one more of those to fill up 2 squads is easy enough for me. As is adding a third Rubric box, which I'll need. And as for fluff... they'll stay in 9s for both fluff reasons... and for those financial ones. One box is 9 guys. so my squads are 9s.

As for the Defiler... well, I have to play a broken record. I modelled him with the launcher. Still have the arm, so I COULD pop it for the clowe combat... but I felt the defiler could offer the same theme as the rest of the army. The Battle Cannon for wiping out clusters or large armor, the missiles + Reapers making a nice alternative for taking out infantry. It's as slow as the rest of the army, so i wasn't putting as much stock in its close combat ability.
 

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Discussion Starter #5
Someone on another forum suggesting dropping Ahriman, and instead adding a Daemon Prince, Wings, MoT, Warptime, Doombolt. I believe he said it was at 200 points doing that, and gave me a dedicated close combat unit, which the army is sort of missing.

What do people think? Another thought I had was maybe using 2 Lords, with jump packs, Power Weapons, and MoT. Good saves, and decent for close combat....

The points in question come from Ahriman's cost, plus downgrading the Sorcerer's Bolts of Change to Doombolts.
 

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its definately an option you could look at, but dp's aren't all that tough and can be targetted, where a normal lord/sorcerror or ahriman can be protected as long as they aren't the closest target. 2 Winged/biker sorcerrors are pretty tasty in cc as they come with forceweapon, not quite as tasty overall as the dp, but again can be protected.

also maybe it would be worth offering to trade the excess models you have? i know quite a few people are after blastmasters at the moment and you might be able to get some extra stuff your after
 

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For sorcerrous powers you won't really beat Ahriman, he's the daddy :) plus he's also pretty good in cc. The only thing he lacks is the movement of a dp or winged lord but i'm doubting you'll want one flyinging around on there own, which would happen with this list.
 

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drop ahriman and shave points for 2 Slaneesh DP's with lash of submission. Or 2 1 tzeentch and 1 slaneesh and combo up by dragging units to your warptime dp
 

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Discussion Starter #10
No Lords of Slaneesh. This is a Thousand Son army. Done. End of story.

I have to admit that I did like the idea of the Demon Prince... but you're right. Ahriman IS a strong close comabt character. Good reason to keep with him.

Anyone need some Blastmasters? :) I was considering trying to salvage the bodies and upgrade them with bolters (or would that be downgrade?) with some points I could get back from making the Bolts of Change back into Doom Bolts... and possibly using the cheaper DP.


I do dislike the idea of the DP being a large target. And Ahriman would keep the pace with rest of the force.



.... Now... what can I add with 54 points? I was hoping to add one bolter-armed Noise Marine to each squad, but I'm a few points short....
 

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Is there anything your after in trade for blastmasters? I have 2 mates who need them so between them or myself we could easily come up with something?
 

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Nicely laid out list. My only problem with it is the Defiler but that is more of a personal quirk (don't think it is anywhere near worth its points).
 

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I had a defiler kill a landraider crusader, a 10 man command squad and a SM master, the a landraider in one game. However they can get blown really easily if things don't go your way
 

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Discussion Starter #14
Couple of things:

Defiler: It's there for a few reasons. At 155 pts, it's not a horrible sink... and it has many purposes. One of those is the battle cannon... another is it has considerable anti infantry at it's current configuration. ALSO... it becomes a target. With nothing else to soak up lascannons and similiar anti-tank weaponry, I know that it will die quickly to much of the anti tank armies... Tau, for instance. But if it can last for just a little while soaking up firepower (especially with Demonic Posession).... So I use it in an offensive, and defensive role.

Ahriman: He's staying. For his points, he's an amazing sorcerer, I've decided... Able to kill just about anything in the right situation, and damn-near immortal because of the independent character rules. More versatile than a demon prince, which can get nuked being a large target. Plus, I'm trying to stick to fluff (at least in my head) where the 1k Sons tended to veer away from demon'y stuff (technically term).

I'm still trying to decide on the powers for the Sorcerers. Doombolt would fit them far better than Bolt of Change, considering the firepower of the rest of the squad... however I need more anti tank, Bolt of Change fills both that roll, and the 'hidden powerfist' role.

The list as it stands now comes in at 1992. If I downgraded all the Bolts to Doombolts, I'd end up with 53 points... not enough to add a bolter Noise Marine to the 5-man squads, not really enough to put much of anything anywhere. I like symmetry; squads at different sizes bother me for some reason. For that reason also I may leave the Bolts of Change, because the math would work better.


And Jig: I have 9 built and based (unpainted) Blastmaster Noise Marines at current that this list won't use. Stock models, right out of a Noise Marine box, plus the guns, of course. I had considered popping the arms to try converting a few to standard bolter or BP/CCW marines, but if you're intrested.... drop me an email (should be in my profile, on administratory one) and we'll work on something. There's deffinitely stuff I need, not the least of which is models for this army. :)
 

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Ahriman is definately the ultimate sorcerror, cast warptime first each turn so you get to re-roll to hit and wound with the rest of his powers, :) Sweet.
I would keep BoC, for armour and also the unit can do quite well enough vs units already
 
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