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Discussion Starter · #1 ·
I have a Pre-Heresy Thousand Sons themed Grey Knight army which has provided me many entertaining games due to the combinations provided by the support units of henchmen and inquisitors, even more so when Psyker Henchmen could pick almost any power greatly effecting the army's playstyle. But the recent codex in my opinion seems a bit dull and lacking variety.

So with the promise of being able to use some of the Heresy Forgeworld units I'm looking to try using another Space Marine Codex.
However I'm after an Space Marine army that fits the scheme and with a playstyle that won't get too stale.

I considered using Chaos rules at first but was put off by the fact the the Sorcerers leading the squads can only use the powers on the Tzzentch table. A Sternguard army would be tempting with the specialist ammo, if it was still a option (without going unbound).

Annoyingly in a bitter sense of irony the best codex at the moment seems to be Space Wolves due to the fact I can field up to 6 60pt Rune Priests, allowing me to have a psyker leading each squad which is very “Thousand Sons” like.

But I don't have a space wolf codex at the moment and would like to get an idea of what sort of army it would allow me to field. So I'd like to hear other people's thoughts about this and what they think would make an effective 1500pt list using either the Space Wolf or Space Marine Codexes?

Grateful for any advice?

Quick note; Since I already have a mech guard army and the cost of pre-heresy Rhinos, I'd prefer to avoid mechanised if possible.
 

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Here's a list that incorporates GK, SM, and Inquisition to make a cool Thousand Son army. Not sure myself about Space Wolves, but Blood Angels may be worth a look after they get an update. Right now points costs are way too high.

What makes a Sternguard army unattainable within a Battle Forged list?
 

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Rattlehead
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HQ
Rune Priest with Mastery Level 2

Rune Priest with Mastery Level 2

Rune Priest with Mastery Level 2

Rune Priest with Mastery Level 2

ELITES
Dreadnought with 2 Twin-Linked Autocannons

Dreadnought with 2 Twin-Linked Autocannons

Dreadnought with 2 Twin-Linked Autocannons

TROOPS
10 Grey Hunters
2 Plasma Guns, Wolf Standard and Pack Leader in Terminator Armour with Power Axe

10 Grey Hunters
2 Plasma Guns and Pack Leader in Terminator Armour with Power Axe

10 Grey Hunters
2 Plasma Guns and Pack Leader in Terminator Armour with Power Axe

10 Grey Hunters
2 Plasma Guns and Pack Leader in Terminator Armour with Power Axe

I'm certainly not sure it's a brilliant idea, but 40 dudes wandering up the field with some Terminator squad leaders to tank shots for them is going to be a curveball for most local gaming club lists. You can fiddle around with the special weapon choices depending on your meta, and you can run this exact list as a Combined Arms Detachment or a Wolves Unleashed detachment - I'd probably go Combined Arms for Objective Secured and a re-roll on the BRB Warlord Traits.
 

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Have you considered using the Horus Heresy Legions rules? I know that there are currently no rules yet for the Thousand Sons, and they don't tend to fit within the "quick fix" where an un-written legion gains army wide Stubborn or Furious Charge, making it a bit awkward, but you still recreate it in other ways.

There are two Legions which I think might make a decent use for a Thousand Sons Army so far; Word Bearers, and Alpha Legion.

The Word Bearers have access to Psyker Praetors, Diabolists (think characters who attempt to Bind Daemons and the warp into fellow Legionaries) and Chaplains etc with an upgrade, as well as a Rite of War which allows Daemons/Tutelaries to play as allies. This is extremely easy to refluff. You can obviously use Librarians as well.

However, their unique units aren't really Thousand Sons-y - unless you use Gal Vorbak as "Fleshchanged" (not that the Fleshchanged ever really played a role in combat AFAIK), while the Ashen Circle don't really come across as really Psykery, but at the same time, their ability to cause a Burning Descent hit on those who they appear nearby, and with a comparatively strong Hammer of Wrath, as well as an Axe Rake being used to drag the enemies down while they flee, you could fluff that as Psychic Holds to pull them down, and the powers of the Pyrae giving them powerful defenses.

Alternatively, there is the Alpha Legion. The entire Legion can take a special rule, which can represent their ability with psychic powers such as Divination etc, with either Scout, Infiltrate, Tank Hunters, Counter Attack etc. They have a unique Consul, but it's not really effective or thematic, but you also have access "psychic rounds" (Banestrike, for AP3 on a 6 to wound), while Rending AP3 Daggers could represent "force weapons" outside of the Librarian Consul.

They have a Rite of War, where they can gain access to other legion specific elite units that may be relevant to your desires (which also penalizes enemy reserves, and you get bonuses to going first roll and Sieze the Initiative), while Lernaean Terminators have access to a Conversion Beamer Heavy Weapon, and come equipped with Volkites, which could easily be refluffed as Psychic Powers if you desire.

All Legions get access to up to 3 mastery 2 Librarians, with access to all psychic disciplines, AND have some pretty amazing equipment, such as things like Boarding Shields (give an entire squad Defensive Grenades).



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Discussion Starter · #7 ·
Well I'm considering SW at the moment, perhaps with a allied detachment of 5 GK Terminators and a Librarian kitted out with 4 santic powers, cause Gate Of Infinity (instant deep strike) and Cleansing Flame (2D6 Nova) Can be brutal.

So regarding the wolves should I go for a Drop Pod Assault with a few support units? Also what's Biorn like as he seems an ideal Contemptor Dread proxy?
 

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I need to dig back through older lists more often!

Glad to see I was an inspiration to people. I want you to know I RUSHED to my Armybuilder, all set to smack a Rune priest all over the place... until I remembered that nothing can join LotD squads. It was so perfect! I'm still tempted to do it, and let some Rune Priests run around as ICs, literally on their own, causing mischief... a Level 3 Librarian, 2 packs of Psykers, a squad of GK terminators, 4 Level 2 Rune Priests... it definitely has some merit. You could also make a 'seer's council', putting a GK Librarian and all 4 Rune Priests together into something stupid and crazy.

My current 'Thousand Sons' list is the core of what was on that other list:

GK Librarian, Level 3, Liber Demonica
GK Terminators x5 (Sekmet, 1st company)

3 squads of LotD (probably 8+1 or 9+1, weapons undetermined, but MM and Melta gun seems suitable for their close proximity) (Rubrics)

OM Inquisitor, Level 1 (Div), +3 Servo Skulls
OM Inquisitor, Level 1 (Div), +3 Servo Skulls

Inq Henchmen Psykers x9
Inq Henchmen Psykers x9 (mortal sorcerer cults, led by more skilled Acolytes. Plus, gets me some accuracy for the appearance of the Rubrics and the GKs).

That's all I really have set in stone so far. I'm using 9 of everything mostly because it's Tzeentch's sacred number (which doesn't mean jack to pre-heresy), but also because that's how Thousand Sons come boxed. But I'd also need to add Heavy Weapon models, so I'd need more anyway...

The Rune priests are REALLY tempting me, and with the Great Wolf Detachment I could add 4 to the list as well as 2 TLAC Dreadnoughts and get a bit closer to a 2k list... but again, where do the Rune Priests GO? or do they Lone Wolf it up as sorcerer-assassins?


EDIT: Idea!


You want PRE-Heresy, right? so Rubrics are out. The Rubric doesn't exist yet. I love this idea myself, I think I may use this list also!

GK Librarian
Level 3, Domina Liber, Storm Bolter, Ward Stave (or Hammer, no bolter)

GK Terminators
6+1, Justi w/ Falchions, 6 Halberds, Psycannon. (I prefer Halberds for 1k Sons because the fluff had them with their curved staves. very egyptian glaive style).

GK Purifiers
9+1, 4 Psycannons, 6 swords

GK Purifiers
9+1, 4 Psycannons, 6 swords

(Both squads of Purifiers get Squaded, and each Combat Squad gets one of the Rune Priests below.)

OM Inquisitor
Level 1, Carapace, BP/CCW, +3 Servo Skulls

OM Inquisitor
Level 1, Carapace, BP/CCW, +3 Servo Skulls

Inq Psykers x9

Inq Psykers x9

Rune Priest
Level 2, Rune Sword, Power Armor

Rune Priest
Level 2, Rune Sword, Power Armor

Rune Priest
Level 2, Rune Sword, Power Armor

Rune Priest
Level 2, Rune Sword, Power Armor

(sword's personal preference because it matches the model of a 1k Son Aspiring Sorcerer).

SW Dreadnought
x2 TLAC

SW Dreadnought
x2 TLAC

Aegis + Comms


So... there ya go. The Dreadnoughts man the comms to get the Nemesis Strike units down first turn on a 2+. My psykers are left out in the open first turn, unfortunately, but points that might have gone into Chimeras or Valkyries went to Dreadnoughts to make the Company of the Great Wolf formation valid. If you keep the Libby with a Ward Stave, all 5 squads of marines has Adamantine Will and ML2 or more, so they'll be Deny'ing like mad on probably 3 or 4+.

Oh, and the army generates 23 Warp Charge dice a turn.
 
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