Ahriman is freaking terrible. He's allowed to cast three powers per turn, but isn't allowed to use more than a single psychic shooting attack per turn so you can only cast Bolt of Change or Doombolt once per shooting phase. If Ahriman could cast Bolt three times a turn he might be worth his points. As it stands, he's overly expensive and crap.I really wanted Ahriman for this list as i wanted him to jump out and blast tanks with 3 bolt of change per turn or something of the like...or lots of Chaos Spawn! *Kheeee!!k:*
Don't use ordnance weapons as your main source of anti-tank firepower. They're very unreliable. Use melta weapons and lascannons instead. You won't need Vindicators in this list because Thousand Sons already shred infantry of all kinds.The Vindicators are very much my anti-tank with Bolt of Change dealing with lighter armour.
Frankly, you're going to get rocked by anyone with a competitive list. With only two scoring units that aren't particularly tough intelligent players will target the Rhinos and then whittle your Troops down to nothing over the course of a couple turns. The Terminator unit is too large to safely Deep Strike so the chances of actually using their combi-meltas on optimal targets is slim to none. If you're fixated on the idea of running 9 Terminators, split them into three units of three with a power fist in each or something.The Terminators are both anti-mech and my combat troops sicne they are the only onces even capable in combat. I will be using the P-Icon's on Ahriman and the other Asp-sorcerer to bring them in without problems. I wanted 9 as anyone seeing 9 terminators with 4++ saves will scare people and 9 is the sacret number so i had to have 9. Personally i think it's very fluffy however i know i WILL be outnumbered in almsot every game but with lartge amount of magic, EVERY SINGLE MODAL able to blast out atleast AP3 weapons i shoudl be fine....as long as i'm not agianst Orks or Tyranids and then the numberes might beat me. Opions?