This is my first attempt to modify my 6th edition army to 7th edition standards. I haven’t even had a chance to read through the entire 7th edition rulebook yet, but various blogs have given me an idea of what’s changed. Unbound is out of the question, no one I know wants to play that way, but other than that I have no limitations on what I can or can’t use. This army is very similar to the one that I played in 6th, namely plenty of infiltration and shrouded. Only notable difference is that I’ve decided to give my Thousand Sons (who have been gathering dust for nearly a decade) a chance. As always any critique is welcome.
Primary detachment 1: Crimson Slaughter supplement.
HQ
Ahriman [Warlord]
230pts
Chaos Sorcerer
Balestar (Divination) & Mastery lvl 3
135pts
TROOPS
5 Thousand Sons
1 Rhino
Dirge Caster
190pts
5 Thousand Sons
1 Rhino
Dirge Caster
190pts
Primary detachment 2: Black Legion supplement
HQ
Be’Lakor
350pts
TROOPS
10 Chosen
5xPlasma gun, 5xBolter, VotLW
275pts
20 Cultists
18xAutopistols, 2xFlamers
100pts
Cypher Formation
Cypher
190pts
5 Chosen
5xPlasma gun, Infiltrate
165pts
5 Chosen
5xPlasma gun, Infiltrate
165pts
5 Chosen
5xPlasma gun, Infiltrate
165pts
Helbrute Mayhem Pack Formation
1 Helbrute
1xMulti-melta, 1xHeavy Flamer, 1xPower fist, It will not die & Deep strike
115pts
1 Helbrute
1xMulti-melta, 1xHeavy Flamer, 1xPower fist, It will not die & Deep strike
115pts
1 Helbrute
1xMulti-melta, 1xHeavy Flamer, 1xPower fist, It will not die & Deep strike
115pts
Ahriman gives himself the 1st. infiltrate and joins the cultists. They infiltrate to the midfield, where Ahriman’s psychic shrieks can cause the most havoc. Other than that, I’ll probably focus on biomancy as well, plenty of good powers there.
Cypher joins the troop chosen and infiltrates as well. Shrouded and Hit&Run should help them stay alive and shooting.
2nd.infiltrate (if I get one) is given to Chaos Sorcerer, he most likely joins Cypher & chosen and focuses solely on divination powers in order to support all the infiltrating plasma chosen.
Army has 13-18 warp charges and access to biomancy, divination and telepathy + guaranteed invisibility. Plenty of shrouded and almost everyone infiltrates or deep strikes. 20 plasma guns can begin the game close to enemy & Ahriman alone can wipe out whole squads, if he doesn’t kill himself first, that is. Be’lakor & Ahriman can both be CC threats as well, thanks to improved Iron Arm, Endurance & Invisibility. Army includes four squads with objective secured rule, which is better than nothing I suppose. So could this army work in 7th edition environment and have I missed some rules changes that could affect the playability of this army?
Primary detachment 1: Crimson Slaughter supplement.
HQ
Ahriman [Warlord]
230pts
Chaos Sorcerer
Balestar (Divination) & Mastery lvl 3
135pts
TROOPS
5 Thousand Sons
1 Rhino
Dirge Caster
190pts
5 Thousand Sons
1 Rhino
Dirge Caster
190pts
Primary detachment 2: Black Legion supplement
HQ
Be’Lakor
350pts
TROOPS
10 Chosen
5xPlasma gun, 5xBolter, VotLW
275pts
20 Cultists
18xAutopistols, 2xFlamers
100pts
Cypher Formation
Cypher
190pts
5 Chosen
5xPlasma gun, Infiltrate
165pts
5 Chosen
5xPlasma gun, Infiltrate
165pts
5 Chosen
5xPlasma gun, Infiltrate
165pts
Helbrute Mayhem Pack Formation
1 Helbrute
1xMulti-melta, 1xHeavy Flamer, 1xPower fist, It will not die & Deep strike
115pts
1 Helbrute
1xMulti-melta, 1xHeavy Flamer, 1xPower fist, It will not die & Deep strike
115pts
1 Helbrute
1xMulti-melta, 1xHeavy Flamer, 1xPower fist, It will not die & Deep strike
115pts
Ahriman gives himself the 1st. infiltrate and joins the cultists. They infiltrate to the midfield, where Ahriman’s psychic shrieks can cause the most havoc. Other than that, I’ll probably focus on biomancy as well, plenty of good powers there.
Cypher joins the troop chosen and infiltrates as well. Shrouded and Hit&Run should help them stay alive and shooting.
2nd.infiltrate (if I get one) is given to Chaos Sorcerer, he most likely joins Cypher & chosen and focuses solely on divination powers in order to support all the infiltrating plasma chosen.
Army has 13-18 warp charges and access to biomancy, divination and telepathy + guaranteed invisibility. Plenty of shrouded and almost everyone infiltrates or deep strikes. 20 plasma guns can begin the game close to enemy & Ahriman alone can wipe out whole squads, if he doesn’t kill himself first, that is. Be’lakor & Ahriman can both be CC threats as well, thanks to improved Iron Arm, Endurance & Invisibility. Army includes four squads with objective secured rule, which is better than nothing I suppose. So could this army work in 7th edition environment and have I missed some rules changes that could affect the playability of this army?