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Old 03-17-2007   #1 (permalink)
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Default 1500 point list

Thousand Sons 1500

HQ:213

Daemon Prince=213 points
Mark of Tzeentch
Eye of Tzeentch
Daemonic Strength
Daemonic Aura
Daemonic Resilience
Disc of Tzeentch
Dark Blade
Bionics
Wind of Chaos
Bolt Pistol
Krak Grenades
Melta Bombs

Troops:1024

Thousand Sons=281 points
9 Marines
Aspiring Champion with Bolt of Change, a Combi-Flamer, Personal Icon,
Minor Psyker Power, and 2 Thralls

Thousand Sons=281 points
9 Marines
Aspiring Champion with Bolt of Change, a Combi-Flamer, Personal Icon,
Minor Psyker Power, and 2 Thralls

Thousand Sons=279 points
9 Marines
Aspiring Champion with Bolt of Change, Combi-Bolter with Inferno Bolts,
Minor Psyker Power, and 2 Thralls

Daemon Pack=183 points
4 Horrors
5 Flamers

Fast Attack:75

Screamers=75 points
5 Screamers

Heavy Support:188

Defiler=188
Havoc Launcher
Indirect Fire
Smoke Launchers

total=1500 points

the screamers might not be a good idea and the lord is questionable but...I need some more opinions
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Old 03-17-2007   #2 (permalink)
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HQ:213

Daemon Prince=213 points
Mark of Tzeentch
Eye of Tzeentch
Daemonic Strength
Daemonic Aura
Daemonic Resilience
Disc of Tzeentch
Dark Blade
Bionics
Wind of Chaos
Bolt Pistol
Krak Grenades
Melta Bombs

Ok, this demon Prince is way too expensive and not what a demon prince in a thousands sons army is all about. Try to lower his points cost by removing the krak grenades and melta bombs. They just arent worth it seeing as to how your prince really shouldnt be charging vehicles unless he has stature and becomes a monstrous creature. Next, drop the bionics. So far we have saved 12 points. The rest of him is ok though!

Troops:1024

Thousand Sons=281 points
9 Marines
Aspiring Champion with Bolt of Change, a Combi-Flamer, Personal Icon,
Minor Psyker Power, and 2 Thralls

Ok, first, drop the combi-flamer! Not worth it on a model with Bolt of Change. Does not go well and forget the personal icon. Makes this character way too expensive and your squad gets an icon for free anyways! 15 points saved. Now the minor psychic power can not be used if you use the major psychic power! I advise drop it. 25 points saved!

Thousand Sons=281 points
9 Marines
Aspiring Champion with Bolt of Change, a Combi-Flamer, Personal Icon,
Minor Psyker Power, and 2 Thralls

See above!

Thousand Sons=279 points
9 Marines
Aspiring Champion with Bolt of Change, Combi-Bolter with Inferno Bolts,
Minor Psyker Power, and 2 Thralls

Now actually, the combi-bolter with inferno bolts isnt too bad of an idea! The only thing is that you can either use bolt of change or you can use the combi-bolter! Drop one or the other. Probably the Combi-Bolter. 8 points saved.

Daemon Pack=183 points
4 Horrors
5 Flamers

Not bad! I would personally fully upgrade the rest of the squad with some of the points you have saved thus far.

Fast Attack:75

Screamers=75 points
5 Screamers

I would add another 4 to make it a favored squad. Believe me they work much better as a favored unit!

Heavy Support:188

Defiler=188
Havoc Launcher
Indirect Fire
Smoke Launchers

Remove the smoke and havoc launcher, mainly because you cant use all your weapons in the same turn!

total=1500 points


Here is what my version of your list would look like!


Daemon Prince=201 points
Mark of Tzeentch, Eye of Tzeentch, Daemonic Strength, Daemonic Aura, Daemonic Resilience, Disc of Tzeentch, Dark Blade, Bionics, Wind of Chaos, Bolt Pistol, 201 points

Thousand Sons=256 points
9 Marines
Aspiring Champion with Bolt of Change, 2 Thralls

Thousand Sons=256 points
9 Marines
Aspiring Champion with Bolt of Change, 2 Thralls

Thousand Sons=256 points
9 Marines
Aspiring Champion with Bolt of Change, 2 Thralls

Demon Pack=207 points
9 Flamers

Screamers=135 points
9 Screamers

Defiler=175 points

Points=1351

Now you have another 149 points to spend on what you want.

Your options are basically dropping the screamers alltogether and picking up another thousand sons squad or just giving more upgrades to your guys. Dont give your defiler more weapons though unless you want to upgrade your reapers autocannons which you can do! But dont give more weapons to your sorcerors!
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Old 03-17-2007   #3 (permalink)
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Daemon Prince
Mark of Tzeentch
Eye of Tzeentch
Daemonic Strength
Daemonic Aura
Daemonic Resilience
Disc of Tzeentch
Dark Blade
Bionics
Wind of Chaos
Bolt Pistol
Krak Grenades
Melta Bombs

Not too sure why you would use krak grenades and Melta Bombs. Did you mean frag grenades? I hope so because frags are just better. I usually play a Word Bearers army and I have never found bionics to be that useful. Then again, my very first army was Necrons, so bionics just don't seem to be good enough...

Troops:1024

Just the fact that you have so many models/wounds in the army is good. I've heard the arguments about the pros and cons of Thralls, if you have the extra points and models, why not? I've started to paint the models I bought for a Tzeentch army and haven't got more than theoryhammer as to how useful the different psychic powers are. I'm leaning more towards Doom Bolt on a powerfisted champ, and Bolt of Change on the champ with the Thralls, though.

5 Screamers

Defiler=188
Havoc Launcher
Indirect Fire
Smoke Launchers

Even though my regular army is Word Bearers, I don't care for the Screamers. Maybe Screamers in a unit of 9, but certainly not 5. At a unit size of 5,they go splat more than they dish it out.

A defiler with indirect fire doesn't really need smoke launchers does it?

I don't have any first hand experience playing Thousand Sons (yet), but I have played against 1 several times. Thralls were used twice, once they helped my opponent, and once they tried really hard, but the dice just would not cooperate. That was a while back, over a year ago, I remember he had a Defiler, a Rhino to get a unit around, and I'm pretty sure he had his champions so pimped out that he had less models than this list and he had 1700pts.

Hope I've helped a little...
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Old 03-17-2007   #4 (permalink)
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I can't believe I missed the personal I cons on the champs!! As Imperial Commander Gent pointed out, many points saved.
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Old 03-17-2007   #5 (permalink)
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Quote:
Originally Posted by BrainDeleted View Post
Thousand Sons 1500

HQ:213

Daemon Prince=213 points
Mark of Tzeentch
Eye of Tzeentch
Daemonic Strength
Daemonic Aura
Daemonic Resilience
Disc of Tzeentch
Dark Blade
Bionics
Wind of Chaos
Bolt Pistol
Krak Grenades
Melta Bombs
Drop the whole shebang and start from scratch.

He is nowhere near as effective as he should be - a single Lascannon shot on this guy and his day is done.

Start again. Try doing one of two things with him:
1. Make him statured with Speed or Flight, make him a combat freak.
2. Make him combat nasty with Bolt of Change and run him around with a unit. Chain Fist, Daemonic Mutation, Terminator Armour, Close COmbat Weapon and he'll have 6 base attacks and be able to take down anything. Give him Daemonic Rune to avoid death from Wraithlords and Dreadnoughts so he'll get to attack back.

Quote:
Originally Posted by BrainDeleted View Post
Troops:1024

Thousand Sons=281 points
9 Marines
Aspiring Champion with Bolt of Change, a Combi-Flamer, Personal Icon,
Minor Psyker Power, and 2 Thralls

Thousand Sons=281 points
9 Marines
Aspiring Champion with Bolt of Change, a Combi-Flamer, Personal Icon,
Minor Psyker Power, and 2 Thralls
Drop the COmbi-flamers and the Minor Power, and the Thralls. Pick up a Power Fist. Power Fists are a must in Thousand Sons units because if you don't successfully Bolt a Dreadnought or Wraithlord, they will completely destroy your unit. Entirely. You will not be able to hurt them.

Quote:
Originally Posted by BrainDeleted View Post
Thousand Sons=279 points
9 Marines
Aspiring Champion with Bolt of Change, Combi-Bolter with Inferno Bolts,
Minor Psyker Power, and 2 Thralls
DO NOT USE INFERNO BOLTS.

Inferno bolts are a no-no unless you're using them on a Terminator with a Combi-bolter and a power such as Gift of Chaos. Otherwise, you'll never use them.

Quote:
Originally Posted by BrainDeleted View Post
Daemon Pack=183 points
4 Horrors
5 Flamers
Good.

Quote:
Originally Posted by BrainDeleted View Post
Fast Attack:75

Screamers=75 points
5 Screamers
Drop completely.

Quote:
Originally Posted by BrainDeleted View Post
Heavy Support:188

Defiler=188
Havoc Launcher
Indirect Fire
Smoke Launchers
Good. Drop the Smokes though.
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Old 03-18-2007   #6 (permalink)
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whats so horrible about inferno bolt?

unless shooting at vehicles I would almost always shoot the bolter with inferno bolts cause whats better 1 insta kill (if it hits) or a chance to kill a couple models maybe none but maybe like four the only times I would take the insta kill is against marines or termies and marines I would still take the blast like 50% of the time

Last edited by BrainDeleted; 03-18-2007 at 03:15 PM. Reason: thinking
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Old 03-18-2007   #7 (permalink)
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There arent many power armor players in your area is there?
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Hallowed are the children of the Ori.
Hallowed are we; hallowed are the Ori.


Those who seek the path to enlightenment must not be led astray!
Believe in the truth of all things and you too may find the path to enlightenment.
Those who stray must be guided back to the path.
Those who abandon the path are evil.
Those who reject the path to enlightenment, must be destroyed.
Enemies of the Ori show no mercy in their attempts to draw believers away from the path
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Old 03-18-2007   #8 (permalink)
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ICG got it right.

Inferno Bolts aren't very useful.

Take Wind of Chaos and you will watch enemies die at a much more rapid rate. 4+ with no armour or cover saves, and even Wraithguard will die very very quickly. Much more quickly than if you fired Inferno bolts or Bolt of Change at them.
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Old 03-18-2007   #9 (permalink)
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I run my standard sorcerors with Bolt of Change or doom bolt and warp focus, but I run my Greater Demon with wind because then he charges whatever is left!
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Hallowed are the Ori.
Hallowed are the children of the Ori.
Hallowed are we; hallowed are the Ori.


Those who seek the path to enlightenment must not be led astray!
Believe in the truth of all things and you too may find the path to enlightenment.
Those who stray must be guided back to the path.
Those who abandon the path are evil.
Those who reject the path to enlightenment, must be destroyed.
Enemies of the Ori show no mercy in their attempts to draw believers away from the path
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