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Thread: 1000pt Thousand Sons 'Conflict' Army List

  1. #1

    1000pt Thousand Sons 'Conflict' Army List

    Here's the army list I intend to take to Conflict London in four weeks time.

    The army is designed around a solid core of two Thousand Sons squads who are supported by both a Chaos Dreadnought with a twin-linked Autocannon and a Chaos Predator with as many Lascannons as possible. Depending on the army my oppenant fields, the two Thousand Sons squads and the Dreadnought will either remain stationary in my deployment zone (against an assault army), or advance forward into the enemy deployment zone (against a static army).

    Further support comes from a pack of the highly rated Flamers, who will no doubt cause a great deal of destruction against lightly armour oppenants and will also serve as a speed bump against enemy assault units.

    The Chaos Lieutenant is unfortunatly not as powerful as I would have liked, but he will hopefully serve as close support to the advancing or static Thousand Sons.

    So, without further ado...

    Chaos Lieutenant with Mark of Tzeentch (55) Power Weapon (15) Thrall Wizard (5) Wind of Chaos (20) = 95pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Bolt of Change (30) Power Fist (15) = 261pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Bolt of Change (30) Power Fist (15) = 261pts

    5 Flamers (115) = 115pts

    Chaos Predator (85) Extra Armour (5) Lascannon Sponsons (25) Twin-linked Lascannons (35) = 150pts

    Chaos Dreadnought (75) Extra Armour (5) Smoke Launchers (3) Twin-linked Autocannons (35) = 118pts


    EDIT: Here is my second army list after I have read other people's thoughts...

    Lord of Change (160) Wind of Chaos (0) = 160pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Power Weapon (10) = 226pts
    Chaos Rhino (50) Extra Armour (5) Smoke Launchers (3) = 58pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Bolt of Change (30) Power Fist (15) 3 Thrall Wizards (15) = 276pts

    5 Flamers (115) = 115pts

    Chaos Predator (85) Daemonic Possession (20) Lascannon Sponsons (25) Twin-linked Lascannons (35) = 165pts


    Comments, thoughts and criticisms are welcome.
    Last edited by Lavfluris; 09-06-2005 at 17:26.

  2. #2
    Chapter Master Wolflord Havoc's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    Its a very 'Brave list' seeing that it has so few units in it.

    But with 1000 sons what can you do with 1K points???

    Have you play tested it against your mates?.

    I have been playing all the missions in the 'Conflict booklet' that GW sent me and this proved to be very useful in weeding out what worked and what did not work for my Tau.

    I simply asked them to build the most disgusting 1000 point lists with every force so far and I have won 4 out of 6 battles which has seen the army list change and (I hope) improve.

    What ever happens see you there (I will be coming up with the GW Brighton Gang) and good luck.

  3. #3

    Re: 1000pt Thousand Sons 'Conflict' Army List

    For me, it's too few units to do anything too worthwhile, but then again as Wolflord said, there isn't too much you can do with TS in 1000 points.

    IMHO, Bolt of Change on the Vets at 30pts/model is rather steep. For that you could get a few more marines (or Flamers)

    But overall that will only get you about 3 extra models in the army, and I think the main problem is simply the fact that it is a TS list where you can't get much in 1000, and based on that fact it's actually a pretty good list.

    Either way, I'm also going to Conflict with my Grot Speed Freaks (You can't miss them, it's 15 buggies and 4 trukks ) wearing my 40kforums top. Good luck in the event and hope you do well with the TS.
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  4. #4
    Chapter Master Great Harlequin's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    Yeah, it’s me again Lav

    Quote Originally Posted by Lavfluris
    Chaos Lieutenant with Mark of Tzeentch (55) Power Weapon (15) Thrall Wizard (5) Wind of Chaos (20) = 95pts
    He’s not that powerful but the Wind of Chaos will be more than up to killing any threatening character figures anyway, so I wouldn’t worry too much about his lack of Close combat prowess. I feel that Wind of Chaos is probably one of the best powers in the game. It doesn’t matter how tooled up a character is a successful casting of Wind of Chaos can kill things that are twice, nay, thrice, nay four times (I think you get the picture) more than the actual point cost.

    Quote Originally Posted by Lavfluris
    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Bolt of Change (30) Power Fist (15) = 261pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Bolt of Change (30) Power Fist (15) = 261pts
    Drop the Bolts of Change. Really. 30 points?!?! They are not worth that. I feel the twisting path could be used effectively with the unit. The ability to pin units in place mean you can effectively get another firing squad of concentrated bolter fire on them. An extra 50 points you can gain for pinning a unit in place could prove to be the difference between a draw or a minor victory. The power fist can deal with heavy armour or vehicles, the Bolt of Change is excessive and expensive.

    Quote Originally Posted by Lavfluris
    Chaos Predator (85) Extra Armour (5) Lascannon Sponsons (25) Twin-linked Lascannons (35) = 150pts

    Chaos Dreadnought (75) Extra Armour (5) Smoke Launchers (3) Twin-linked Autocannons (35) = 118pts
    Personally I would drop these. If you haven’t got the models I understand but I feel that Obliterators fit in the fire support role rather better and also suit the background. As they too have the slow and purposeful rule. 3 of these are in my opinion a lot more effective than two vehicles. They both have two wounds with terminator armour. A lot more survivable than a vehicle in my experience.

    Quote Originally Posted by Lavfluris
    5 Flamers (115) = 115pts
    Yes, I like these. But to make them even more effective I would try and make a larger unit of them. They as you said would be perfect for being a speed bump against assault units. But in 5’s they wouldn’t stop them for long.

    My suggestion List

    Chaos Lieutenant with Mark of Tzeentch (55) Bedlam Staff (25) Thrall Wizard (5) Wind of Chaos (20) Bionics (5) = 110pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Twisting path (15) Power Fist (15) Daemonic visage (2) = 248pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Twisting path (15) Power Fist (15) Daemonic visage (2) = 248pts

    3 Obliterators = 210pts

    8 Flamers = 184

    Grand Total = 100 pts


    I have added Daemonic visage to each of the champions because combined with the Twisting path power it could prove itself to be a great combo. The Lieutenant now has a Bedlam staff which should help your Thousand sons against any power weapon armed character figures. The Flamers have been boosted up a tad and will be devastating against horde armies. If you don’t like the idea of Obliterators (or haven’t got the models) I’m sure I can make another lsit with the vehicles, though I would favor the Obliterators

    All the betsest,

  5. #5

    Re: 1000pt Thousand Sons 'Conflict' Army List

    Thousand Sons cannot have Obliterators as they cannot have unmarked units (except daemons and vehicles).

  6. #6
    Chapter Master Reinnon's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    well, it isn't a bad list, thousand son lists never have many troops in em

    however, some suggestions:

    1) i would recommend swapping BoC for doom bolt, its cheaper and at this level your more likely to come across troops then tanks

    2) get a bolt pistol on your HQ

    3) consider changing the auto cannon on the dread for a lascannon

    4) flamers......will work really well on the turn they come on the table but really lack staying power, i would either increase the size or not use them, perhaps remove them and the dread and include another rubric squad.

    5) some rhinos would help too, perhaps as an exchange for the flamers.

    there are my suggestions, i might also consider swapping lascannon sponsors for heavy bolters but thats just me....good luck with your list

  7. #7
    Chapter Master hairyman's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    I'd consider losing both bolts on the champions (replace with soombolt for one?), and maybe getting rid of the fist & power on one & ditching the dread, and then getting a Lord of Change & some horrors (to help your speedbump plan & shield the flamers). Might be a nice surprise in 1000 points. Then again, I'm no expert on how 1k sons play...

  8. #8
    Chapter Master Great Harlequin's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    Quote Originally Posted by Xander-K
    Thousand Sons cannot have Obliterators as they cannot have unmarked units (except daemons and vehicles).
    I haven't played Thousand Sons before but I never knew this either. I know there are some tedious restrictions in some of the armies but without a codex at hand I can't remember. Can anyone confirm this?

  9. #9
    Chapter Master Xavier's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    That idea of hairyman's with the Lord of Change might work, and seeing your death guard list, your not adverse to taking a greater daemon in 1000 points and know how to use it to best effect.. so that might be worth considering

  10. #10
    Chapter Master hairyman's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    Quote Originally Posted by Great Harlequin
    I haven't played Thousand Sons before but I never knew this either. I know there are some tedious restrictions in some of the armies but without a codex at hand I can't remember. Can anyone confirm this?
    Yup, no oblits (or raptors) in an all marked army.

    edit: Oh, and with the LoC you'd be getting speed, tank hunting, a free power, and a nasty trick up your sleeve. I don't see that dread doing much other than being blown away before it gets it's claws into someone, and you can save 50 odd points by stripping down a champ and chaining him up (so to speak....).

  11. #11
    Chapter Master Great Harlequin's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    Thank you Xander-K for pointing out my mistakes.

    My suggestion List: Mark II

    Chaos Lieutenant with Mark of Tzeentch (55) Power weapon (15) Bolt Pistol (1) Thrall Wizard (5) Wind of Chaos (20) = 96pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Twisting path (15) Power Fist (15) Daemonic visage (2) = 248pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Twisting path (15) Power Fist (15) Daemonic visage (2) = 248pts

    Dreadnaught
    Plasma cannon (40) Extra armour (5) = 120pts

    Predator
    Twin Lascannons
    Twin Linked Lascannon Extra armour (5) = 150pts

    6 Flamers = 138

    Grand Total = 1000 pts


    All the betsest,

  12. #12
    Chapter Master grizzly ruin's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    Quote Originally Posted by Lavfluris
    Chaos Lieutenant with Mark of Tzeentch (55) Power Weapon (15) Thrall Wizard (5) Wind of Chaos (20) = 95pts
    Cheap, pretty effective and leaves points for more troops.

    Just give him a Bolt Pistol as Reinnon has said.


    Quote Originally Posted by Lavfluris
    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Bolt of Change (30) Power Fist (15) = 261pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Bolt of Change (30) Power Fist (15) = 261pts
    You could always consider being slightly unfluffy and making smaller units, you'd have to pay for your champs, but if you drop BoC (which I might be inclined to do anyway) it might work out.

    On to BoC. Anytime you are using BoC to hit armor, you are going to be wasting 8 of the 16 bolters you have in your army. I think you might be better off leaving the Anti-tank to your heavy support section.

    Also, gives these ACs bolt pistols!


    Quote Originally Posted by Lavfluris
    5 Flamers (115) = 115pts
    People seem to have pretty strong opinions about flamers either for or against.

    Doombolt is good, but they miss half the time. I suppose they work as "speedbumps" but they aren't exactly throw away troops considering they cost the same amount of points as a Rubric.

    Against light infantry and at 18" the Flamers do well, at 12" range though I think they are nearly even with Rubrics - Except the rubrics will fare much better in an assault.

    But you obviously know enough about them to have made the decision to include them. You can probably make them work. I'm just not sure how much mileage you'll be getting out of 5 of them.


    Quote Originally Posted by Lavfluris
    Chaos Predator (85) Extra Armour (5) Lascannon Sponsons (25) Twin-linked Lascannons (35) = 150pts
    I wish we could find the points for mutated hull on this. Otherwise it's great.


    Quote Originally Posted by Lavfluris
    Chaos Dreadnought (75) Extra Armour (5) Smoke Launchers (3) Twin-linked Autocannons (35) = 118pts
    I suppose the autocannon will be good for taking out lighter vehicles, and as you have the list now you have a decent amount of ST8 & 9 weapons. Although if you swap out BoC on the ACs the Dread might need re-thinking.


    Quote Originally Posted by Great Harlequin
    I haven't played Thousand Sons before but I never knew this either. I know there are some tedious restrictions in some of the armies but without a codex at hand I can't remember. Can anyone confirm this?
    This rule goes for all cult armies.

    Perhaps it might be good to have a codex handy when you are giving a person tips on an army list for a tournament...
    Quote Originally Posted by malisteen on the new CSM Codex
    Whether or not you agree with the driving concept, there are things like lash, posessed, dreads who turn around to shoot their own guys, khorne lords as likely to kill themselves as anybody else, and several other options that are either blatantly the best or just unbearably bad, and poorly designed. I wouldn't have minded the new design philosophy if they had done a good job with it. I don't need the list to be powerful, I just don't want so many parts of it to be stupid.

  13. #13
    Quote Originally Posted by Wolflord Havoc
    Have you play tested it against your mates?
    My first test game will be against my friend’s Daemonhunters, who I have always struggled to defeat.


    Quote Originally Posted by Darkness
    IMHO, Bolt of Change on the Vets at 30pts/model is rather steep. For that you could get a few more marines (or Flamers)
    Of the powers I have used, Bolt of Change is the most useful in the Space Marine heavy environment of tournament play and casual play at home, but that is based on my own experiences.

    I normally only go for Aspiring Champions with Doombolt if I am using both of my Chaos Predators, but we’ll see how this army performs at 1000pts.


    Quote Originally Posted by Great Harlequin
    I feel the twisting path could be used effectively with the unit.
    I will consider The Twisting Path, but do not have high hopes for it working greatly in the current (predominantly high leadership Space Marine armies) and future tournament (Tyranid armies with lots of Synapse) environment.


    Quote Originally Posted by Reinnon
    get a bolt pistol on your HQ
    I’m working on it.


    Quote Originally Posted by Reinnon
    consider changing the auto cannon on the dread for a lascannon
    The model has unfortunately had the twin-linked Autocannon glued onto it, so that is the only weapon option I have available for the Chaos Dreadnought.


    Quote Originally Posted by Reinnon
    some rhinos would help too, perhaps as an exchange for the flamers.
    I normally take at least one Chaos Rhino to get a Aspiring Champions with Wind of Chaos and a Thrall Wizard into enemy lines. Backed up by eight Thousand Sons, there are few things that survive that much attention.


    Quote Originally Posted by hairyman
    Oh, and with the LoC you'd be getting speed, tank hunting, a free power, and a nasty trick up your sleeve.
    I normally only ever field a Lord of Change as my experiences with Chaos Lords have always been disappointing to say the least. I will consider the Lord of Change more strongly now.


    Quote Originally Posted by grizzly ruin
    Also, gives these ACs bolt pistols!
    The Aspiring Champions have Bolt Pistols, but because they cost no points, I don’t normally list them.


    Quote Originally Posted by grizzly ruin
    People seem to have pretty strong opinions about flamers either for or against.
    I have a very strong liking for a pack of five Flamers of Tzeentch, as they are very destructive when used against the right target, but that is down to my own personal experiences with them.

    After reading your comments and juggling some things about, I have come up with the following…

    Lord of Change (160) Wind of Chaos (0) = 160pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Power Weapon (10) Thrall Wizard (5) Wind of Chaos (20) = 251pts
    Chaos Rhino (50) Extra Armour (5) Smoke Launchers (3) = 58pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Bolt of Change (30) Power Fist (15) Thrall Wizard (5) = 266pts

    5 Flamers (115) = 115pts

    Chaos Predator (85) Extra Armour (5) Lascannon Sponsons (25) Twin-linked Lascannons (35) = 150pts


    Again, comments are welcome.
    Last edited by Lavfluris; 08-06-2005 at 21:08.

  14. #14
    Chapter Master grizzly ruin's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    Quote Originally Posted by Lavfluris
    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Power Weapon (10) Thrall Wizard (5) Wind of Chaos (20) = 251pts
    Chaos Rhino (50) Extra Armour (5) Smoke Launchers (3) = 58pts
    You've already stated your rationale for this unit (getting them stuck into enemy lines), but since this unit has the daemonhost it might be better to

    1) Drop WoC since the LoC already has it for free
    2) Use the points from dropping WoC to get daemonic chains giving you better control over when the LoC pops out.
    3) Move the thrall wizard over to the other AC with BoC giving him 2 thralls total (I'd do this anyway even if you keep WoC on the first AC as I think you'll get more mileage out of BoC since the other AC is a daemonhost anyway).

    Alternatively you could drop WoC on this AC, and not give him chains.

    Using the 25 points, to either

    A) give the second thrall to the other AC as before and put daemonic possesion on the pred. You could even use the 5 points from removing extra armor and use it for a third thrall on that same AC.
    B) Remove Thrall, WoC and Extra Armor and give the pred mutated hull.
    Last edited by grizzly ruin; 09-06-2005 at 02:15.
    Quote Originally Posted by malisteen on the new CSM Codex
    Whether or not you agree with the driving concept, there are things like lash, posessed, dreads who turn around to shoot their own guys, khorne lords as likely to kill themselves as anybody else, and several other options that are either blatantly the best or just unbearably bad, and poorly designed. I wouldn't have minded the new design philosophy if they had done a good job with it. I don't need the list to be powerful, I just don't want so many parts of it to be stupid.

  15. #15
    Chapter Master Great Harlequin's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    Quote Originally Posted by Lavfluris
    Lord of Change (160) Wind of Chaos (0) = 160pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Power Weapon (10) Thrall Wizard (5) Wind of Chaos (20) = 251pts
    Chaos Rhino (50) Extra Armour (5) Smoke Launchers (3) = 58pts
    Whenever I field an Aspiring Champion who is going to be possesed I make sure he does not cost too many points as you can use these elsewhere. So I'd drop the Thrall Wizard and the Wind of Chaos and possibly (if you feel lucky) the power weapon as well. Though I don't think that is necessary.
    Quote Originally Posted by Lavfluris
    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Bolt of Change (30) Power Fist (15) Thrall Wizard (5) = 266pts
    Now you have taken the Lord of Change on board I'd give the Champion the Twisitng path. For the same reasons as I said before but the Lord of Change reduces their leadership by 2 with it's daemonic visage meaning it could be used alot more effectivley.
    Quote Originally Posted by Lavfluris
    5 Flamers (115) = 115pts
    If you find any spare points I think bulking up this unit would be a very wise option indeed.
    Quote Originally Posted by grizzly ruin
    This rule goes for all cult armies.

    Perhaps it might be good to have a codex handy when you are giving a person tips on an army list for a tournament...
    Noted
    I have never really played a Chaos army being influenced by a certain mark. I tend to stick with Iron Warriors or my Black Legion so I'm a bit hazy on those rules.

  16. #16
    Chapter Master grizzly ruin's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    Quote Originally Posted by Great Harlequin
    Whenever I field an Aspiring Champion who is going to be possesed I make sure he does not cost too many points as you can use these elsewhere. So I'd drop the Thrall Wizard and the Wind of Chaos and possibly (if you feel lucky) the power weapon as well. Though I don't think that is necessary.
    For the most part I agree, but while the AC is possesed and the GD has yet to come out the AC hits using the GDs strength.

    Thus the AC, for as long as he is alive, will be striking at STR 6 at I4 until the LoC pops out, with the powersword allowing him to ignore armor saves and make the most of it.

    So in that regard, the Powersword is a good investment, especially considering that Lav will be trying to get that unit into HTH as soon as possible.
    Quote Originally Posted by malisteen on the new CSM Codex
    Whether or not you agree with the driving concept, there are things like lash, posessed, dreads who turn around to shoot their own guys, khorne lords as likely to kill themselves as anybody else, and several other options that are either blatantly the best or just unbearably bad, and poorly designed. I wouldn't have minded the new design philosophy if they had done a good job with it. I don't need the list to be powerful, I just don't want so many parts of it to be stupid.

  17. #17
    Quote Originally Posted by grizzly ruin
    You've already stated your rationale for this unit (getting them stuck into enemy lines), but since this unit has the daemonhost it might be better to
    I somehow managed to forget the Lord of Change, opps.

    With a little tweaking...

    Lord of Change (160) Wind of Chaos (0) = 160pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Power Weapon (10) = 226pts
    Chaos Rhino (50) Extra Armour (5) Smoke Launchers (3) = 58pts

    9 Chaos Space Marines with Mark of Tzeentch (216)
    Aspiring Champion (0) Bolt of Change (30) Power Fist (15) 3 Thrall Wizards (15) = 276pts

    5 Flamers (115) = 115pts

    Chaos Predator (85) Daemonic Possession (20) Lascannon Sponsons (25) Twin-linked Lascannons (35) = 165pts

  18. #18
    Chapter Master Reinnon's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    the LoC while nice isn't what i would recommend in a thousand son army of this size.

    although powerful, the LoC is deniling a asp champion, which drastically decreases the power of one of your rubric squads.

    instead, i would go for a cheap 2 wounder (can't spell the name) and use the points on upgrades to your army, like more flamers or mutated hull

  19. #19
    Chapter Master grizzly ruin's Avatar
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    Re: 1000pt Thousand Sons 'Conflict' Army List

    Quote Originally Posted by Reinnon
    the LoC while nice isn't what i would recommend in a thousand son army of this size.
    Poor Lav, we've got him going backwards and forwards.


    Quote Originally Posted by Reinnon
    instead, i would go for a cheap 2 wounder (can't spell the name)
    When in doubt, abbreviate! Lt.

    Or Lieutenant.


    edit: for my own misspelling of Lieutenant
    Last edited by grizzly ruin; 10-06-2005 at 07:07.
    Quote Originally Posted by malisteen on the new CSM Codex
    Whether or not you agree with the driving concept, there are things like lash, posessed, dreads who turn around to shoot their own guys, khorne lords as likely to kill themselves as anybody else, and several other options that are either blatantly the best or just unbearably bad, and poorly designed. I wouldn't have minded the new design philosophy if they had done a good job with it. I don't need the list to be powerful, I just don't want so many parts of it to be stupid.

  20. #20
    Quote Originally Posted by Reinnon
    the LoC while nice isn't what i would recommend in a thousand son army of this size.
    I feel pretty confident with using the Lord of Change, even if he does take out an Aspiring Champion with him. So for now I'll be trying the list with him and if the Lord of Change does nothing of great value, I will replace him for a Lieutenant and a psychic power for the Rhino-borne squad.

    EDIT: I played two games against a Daemonhunters army comprising of five Grey Knight Terminators, a Grey Knight Dreadnought with Assault Cannon, five Grey Knights, six Grey Knights and ten Storm Troopers with two Meltaguns in a Chimera with two Heavy Bolters.

    The first game was Secure and Control, which involved me advancing and didn't bode well for me. Due to a Grey Knight Dreadnought refusing to die and a lucky turn-up for the Terminators, I lost quite convincingly. My mistake was clearly hounding the Grey Knight Dreadnought rather than protecting two of the counters. The Lord of Change served admirably. The Flamers wiped out the Storm Troopers with ease but had little effect after that.

    The second game was Recon and this time, I decided not to move and take the assault. He conceded on turn five as everything was wiped out. The Lord of Change itself brought three Grey Knight Terminators down with the Wind of Chaos alone, so I was again happy with it's performance. The Flamers managed to bring down four Grey Knight in one turn of shooting and held up the Grey Knight Terminators for a vital turn. The Chaos Predator also proved itself useful by taking down Grey Knights and immobilising the Grey Knight Dreadnought on the first turn, although the blasted vehicle still survived...

    So, I feel pretty happy with the army as it stands.

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