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Thousand Sons: The First Thousand Points


ierthling

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Hey folks - New to 40k (though not to miniature gaming), and contemplating jumping in with Thousand Sons. Without a Start Collecting or other obvious point of entry, though, I'm trying to puzzle out what a reasonably affordable, not insanely high-model-count list would be to get me started. I'm looking to build a core of 1000 points that would be playable in small games, not necessarily super competitive but something that won't lose 100% of the time. I LOVE the Rubric / Scarab Terminator models, so I thought I'd start with a list centered around them.

 

So, my initial list of boxes to grab was:

Exalted Sorcerers x1

Rubric Marines x1

Scarab Terminators x1

Cultists x4

 

I think this would let me put together something like the following ~1000pt list:

 

++ Battalion Detachment +5CP (Chaos - Thousand Sons) [64 PL, 998pts] ++

+ HQ [22 PL, 383pts] +

Exalted Sorcerer [7 PL, 121pts]: Force stave [8pts], Inferno Bolt Pistol [1pts]

Exalted Sorcerer [7 PL, 121pts]: Force stave [8pts], Inferno Bolt Pistol [1pts]

Exalted Sorcerer on Disc of Tzeentch [8 PL, 141pts]: Force stave [8pts], Inferno Bolt Pistol [1pts]

+ Troops [20 PL, 351pts] +

Chaos Cultists [6 PL, 80pts]:

  19x Chaos Cultist w/ Autogun [76pts]

  Cultist Champion [4pts]: Autogun

Rubric Marines [7 PL, 107pts]

  Aspiring Sorcerer [27pts]: Force stave [8pts], Inferno Bolt Pistol [1pts]

  4x Rubric Marine w/ Inferno Boltgun [80pts]: 4x Inferno boltgun [8pts]

Rubric Marines [7 PL, 164pts]: Icon of Flame [5pts]

  Aspiring Sorcerer [27pts]: Force stave [8pts], Inferno Bolt Pistol [1pts]

  4x Rubric Marine w/ Warpflamer [132pts]: 4x Warpflamer [60pts]

+ Elites [22 PL, 264pts] +

Scarab Occult Terminators [22 PL, 264pts]

  Scarab Occult Sorcerer [44pts]: Force stave [8pts], Inferno Combi-bolter [3pts]

  3x Terminator [120pts]: 3x Inferno Combi-bolter [9pts], 3x Powersword [12pts]

  Terminator w/ Heavy Weapon [60pts]: Heavy Warpflamer [23pts], Power sword [4pts]

 

So, some questions:

 

1) Is this a reasonable way to get to 1000 points in TS?

2) Can I play TS without Tzaangors? Just not a huge fan of the models, but I could come around to them if they're really indispensable.

3) Would it be possible to paint / mod the Start Collecting CSM box to look like 1k Sons? 

4) If you started from here, what would you want to add in to work towards 1750/2000? Magnus? Heavy Support from the various -fiends? Ahriman? Flyers?

 

Thanks everybody!

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Regarding the list itself, it is uncannily similar to the list I myself started with; my thoughts are:

 

You may be better off with Ahriman and Daemon Prince. That seems to be the popular consensus. However, I like having my own characters and run three Exalted Sorcerers instead myself.

 

Warpflamers, both those you've given to your Rubricae and the Scarab Occult, are certainly very good, but they're expensive. I'm not sure how worth it a full squad of Warpflamer rubricae is without support to get them in range; I know my 5-man warpflamer Rubric has been relatively less impressive compared to my 5-man Inferno Boltgun Rubric squad (like I said, our lists are uncannily similar).

 

Rubric Marine boxes only come with enough bits to make one Aspiring Sorcerer. The Exalted Sorcerer box will give you enough bits spare for a conversion. (Exactly what I did, again.) 

 

Cultists are invaluable, so their inclusion is good. 8th edition 40k seems to favor large quantities of models, so either Cultists or Tzaangors are key; Tzaangors might be a bit better, but I think whichever of them you prefer is okay.

 

So, as for your questions:

 

1. Naturally, considering the aforementioned similarities, I personally think it's a reasonable list. Perhaps not amazing, but decent enough. From my experience I might put more emphasis on mob units, though, and perhaps expend fewer points on warpflamers.

 

2. Keep an open mind to Tzaangors. They're definitely a very strong unit. You can choose Cultists if you wish, and you'll do fine with them, but Tzaangors are pretty dang good even if, like me, you aren't a big fan of their models. I personally justify Tzaangors as painting experiment models; the batch I have currently was all about testing out the effects of Army Painter quickshades applied over metallic paints.

 

3. I did this with a bunch of spare Rubric Marine bits, but this was after four separate Rubric Marine squads. It's not an amazing conversion, to be honest; the resultant Rubrics do look kind of weird relative to the rest, being shorter than the rest and in odd poses. And it ate up pretty much *all* of my spare Rubric bits, from four separate boxes. But if you can spare the bits, then it does work okay. I'm not sure I'd recommend it, though; the Helbrute from the box is awesome, and the Chaos Terminator Lord/Sorcerer works out decently, but the marines themselves were odd enough to make me start a Black Legion mini-army to quarantine them from the Sons.

 

4. I can't say on this point. I personally just kept painting more and more Rubric Marines, because I like painting Rubric Marines. Ahriman's good. I recently bought a bunch of Vindicators, but that's just because I live in the snowy Midwest and can't help but get stupidly excited over snowplow tanks. I can't say what works, though, since I've never managed to convince anyone to play a game at over 1000 points.

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A 5 man squad of warp flamers will struggle really bad. They do not have the mobility to get into firing range on their own, they need transporting or jumping across the board (warp time with dual advances, which I think should be possible, but that is highly reliant on luck to work). Due to the deep strike rules, the flamers can't get to shoot after landing, and you can no longer move them by other means on the turn they deep strike. I'd rather let them go with bolters and save the points for upgrading one of the exalteds to Ahriman (he is so much better it's unbelievable).

 

The warpflamer on the scarab occult is a waste. Soulreaper cannon is much better (and cheaper).

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Hmm I ended up cross referencing that faq with whats in the main rulebook. It actually says the same thing in the first release of the core rules. My only issue is Ive watched Nick Nanavati do this and many others in tournament play. I was under the impression that reinforcements were a different entity than deep striking units (Reserves).
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The first part isn't new.  The second part about not being able to give them movement outslde the movement phase, such as through the warptime psychic power, is new.

 

In this edition, "reserves" are only those units that are placed "in reserves" - which is basically only through scenario special rules.  Reinforcements is a broader term and applies to units that are placed other places, such as "in low orbit", "in the teleportorium", etc. - which is colloquially referred to as "deep strike", though the current rules don't use that term.

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Yeah thanks for that clarification. I went back and read through it one more time and it makes a lot more sense. Seems GW didnt intend for that to ever happen. The rule just wasnt as specific as it needed to be. In my group we just assumed it couldnt happen while still in that particular movement phase. Again thanks for your help.
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It's important to note that the new FAQ limits movement that isn't during the movement phase.  For example, the psychic power warptime allows a unit to make an entire other movement during the psychic phase.  That is no longer permitted.

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Thanks y'all - sounds like the deepstrike / warpflamer combo is gone, so I should focus on bolters. Other suggestions about where to start with 1k Sons, or where to go from this initial list? From my interwebs research it sounds like a lot of people are pretty down on Rubric Marines these days - are they really that bad?

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I don't think they're amazing, but I've heard good things about fielding a 20-man, all-bolters/SRC "Ru-Brick", and loading that unit up will all the psychic powers and stratagems that you can manage. They definitely sound quite good *relative* to most other space marine units.
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