Team Tournament - 1k Sons contingent - 1000 points
Feb 6, 2018 9:37:16 GMT -6
jefferestinpeace likes this
Post by Nick P on Feb 6, 2018 9:37:16 GMT -6
I think this is my final list for the team tournament Kyle, CJ, Daniel and I are doing at adepticon. The theme is the 4 gods of chaos, they're all taking strictly Chaos Daemons lists, so I wanted my thousand sons list to feel more bestial than CSM - but still packs a good punch I think. Let me know if you think there are any glaring issues with it:
Adepticon Command Detachment (+2 CP):
HQ (1-2):
Tzeentch Demon Prince - wings, 2x malefic talons, relic: dark matter crystal, psychic powers: diabolic strength, smite, flickering flames
Elite (0-1):
Tzaangor shaman - disc, force stave, potion, psychic powers: smite, glamour of tzeentch
Troops (2-3):
18 tzaangors - tzaangor blades, twistbray
10 cultists - brutal combat weapons, auto pistols
Fast (0-1):
7 Tzaangor Enlightened Skyfires - fatecaster greatbows, aviarch
Lord of War (0-1):
Magnus the Laser Beam- warlord, psychic powers: super smite, doombolt, bolt of change, warptime, weaver of fates
Points: 1000 on the nose
Drops: 6
CP: 5 (3 for battleforged, 2 for the detachment)
Relics:
Dark Matter Crystal - lets the bearer or an infantry unit nearby remove themselves from the battlefield (even if in combat) and deep strike more than 9" away from the enemy. 1 use only.
Helm of the Third Eye - the relic I'm debating putting on my shaman for 1 CP - lets you get CPs back on a 5+ when your opponent uses them
Powers:
Key stratagems I plan to keep in my back pocket depending on need:
1 CP - exchange a spell for a different spell from any of the 3 tables in the book (good for customizing Magnus' loadout depending on the threat of the enemy) - deathhex (removed enemy invulns), prescience (+1 to hit), temporal manipulation (heals wounds) seem like good targets
1 CP - let someone cast one additional power (useful for getting more buffs out on the tzaangor or skyfires in a critical turn)
1 CP - turn a psyker into a free spawn (specifically does not count towards reinforcements) - good for when the DP or shaman are down to 1 wound as a nasty little surprise
2 CP - let the tzaangor fight twice in the fight phase
1 CP - give the shaman a relic that lets him regain CPS on a 5+ when the enemy uses them (actually should probably make this mandatory, its statistically going to break even, and has the potential to really help out)
1 CP - let the big tzaangor blob deep strike in, then on turn 1 warptime magnus up next to them and use the dark matter crystal to get the DP next to them, have all 3 slam into the enemy
Adepticon Command Detachment (+2 CP):
HQ (1-2):
Tzeentch Demon Prince - wings, 2x malefic talons, relic: dark matter crystal, psychic powers: diabolic strength, smite, flickering flames
Elite (0-1):
Tzaangor shaman - disc, force stave, potion, psychic powers: smite, glamour of tzeentch
Troops (2-3):
18 tzaangors - tzaangor blades, twistbray
10 cultists - brutal combat weapons, auto pistols
Fast (0-1):
7 Tzaangor Enlightened Skyfires - fatecaster greatbows, aviarch
Lord of War (0-1):
Magnus the Laser Beam- warlord, psychic powers: super smite, doombolt, bolt of change, warptime, weaver of fates
Points: 1000 on the nose
Drops: 6
CP: 5 (3 for battleforged, 2 for the detachment)
Relics:
Dark Matter Crystal - lets the bearer or an infantry unit nearby remove themselves from the battlefield (even if in combat) and deep strike more than 9" away from the enemy. 1 use only.
Helm of the Third Eye - the relic I'm debating putting on my shaman for 1 CP - lets you get CPs back on a 5+ when your opponent uses them
Powers:
- Diabolic Strength - gives the bearer or unit nearby +2 S and +1 A. Makes the DP S9 with 8 attacks at AP-2 D2. filthy
- Flickering Flames - 18" range, gives a tzeentch demon unit (ie, the skyfires) +1 to wound with their bows
- Glamour of Tzeentch - targets friendly unit nearby (12"), enemy is -1 to hit when targeting that unit (shooting and combat)
- Super Smite - D6 mortal wounds automatically to closest unit within 18", 2D6 mortal wounds if you roll a 12 (Magnus' special version of smite)
- Doombolt - D3 mortal wounds to a target unit in 18" (doesn't have to be closest), and that unit also halves their movement and can't advance next turn
- Bolt of Change - D3 mortal wounds to a target unit in 18" (doesn't have to be closest), and if its a character and they die, they turn into a spawn
- Warptime - 3" range, target unit makes a 2nd move
- Weaver of Fates- +1 to invuln save for target unit (18")
- Note - in a thousand sons detachment, all psychic powers have +6" range. So smite, doombolt, bolt of change are suddenly dishing mortal wounds at 24" range - buffs are dishing out at 24" range - warptime has a 9" range - lots more utility, and lets me outrange enemy smiters with my psykers if I want to.
Key stratagems I plan to keep in my back pocket depending on need:
1 CP - exchange a spell for a different spell from any of the 3 tables in the book (good for customizing Magnus' loadout depending on the threat of the enemy) - deathhex (removed enemy invulns), prescience (+1 to hit), temporal manipulation (heals wounds) seem like good targets
1 CP - let someone cast one additional power (useful for getting more buffs out on the tzaangor or skyfires in a critical turn)
1 CP - turn a psyker into a free spawn (specifically does not count towards reinforcements) - good for when the DP or shaman are down to 1 wound as a nasty little surprise
2 CP - let the tzaangor fight twice in the fight phase
1 CP - give the shaman a relic that lets him regain CPS on a 5+ when the enemy uses them (actually should probably make this mandatory, its statistically going to break even, and has the potential to really help out)
1 CP - let the big tzaangor blob deep strike in, then on turn 1 warptime magnus up next to them and use the dark matter crystal to get the DP next to them, have all 3 slam into the enemy