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Starting Thousand Sons; 1000 pt army list.
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Old 02 Jun 2006, 03:41   #1 (permalink)
Shas'Saal
 
Join Date: Apr 2006
Posts: 188
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Default Starting Thousand Sons; 1000 pt army list.

I'm going to start a Thousand Sons army. This is what I have planned for 1000 pts:

Thousand Sons 1000 points army list

Lieutenant
Mark of Tzeentch
Bedlam Staff
Wind of chaos
Terminator armour
D rune
D mutation
Bolt pistol
Inferno bolts
Total:186

8 Rubric Marines
Marks of Tzeench
Free Asp. Champ
Inferno bolts(&pistol)
Doom bolt
CCW
Rhino
Total:292

9 rubric marines (same as above)
+292

Predator
Tl las
Las sponsons
Mutated hull
Daemonic possession
Havoc launcher
Total:220


Grand total:1000

The 2 squads and the Pred will advance slowly and pour fire onto the enemy, and the Lieutenant will deepstrike close to the enemy and cause havoc with an AP2 flamer template and 6 power weapon attacks on the charge.


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Old 02 Jun 2006, 17:31   #2 (permalink)
Shas'Ui
 
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Default Re: Starting Thousand Sons; 1000 pt army list.

Change mutation for spiky bits, saves 5pts lol. Then take off inferno bolts, you're going to be shooting your wind instead anyways. I think he's over on daemonic points so make him a lord.

Take off inferno bolts on the champions in the squads, and make them all bolters. I would suggest taking bolt of change instead of doombolt for some marine killing and tank hunting on your way up the board. You don't need doombolt when you have sufficent bolters. Some thrall wizards might be handy for casting more times. The rhinos should have armor and smoke. If you can fit it, 3 squads of 6 would be more tactically sound.

The predator needs to drop havoc launcher because whatever you're shooting lascannons at wont take much from the str 4 ap 6 hits. Your predator wont be moving up the board like you said if you want it to make use of all its weapons. I would also remove either mutated hull or daemonic possession.
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