Dec 8, 2015

750 Points

My 500 point game was a total bust, and it's looking like to be running like that at all times, but at least I'm getting out and trying to do something other than sit at home. I'm putting this list here in case I forget to print out a copy at work.

Note to anyone who is reading this - all of my lists are bad lists. All of them. I do not claim to be good at roster making and playing the actual game is something that I'm slowly learning and really quite sucking at, at the moment. This means a few things - first - I will GLADLY take any advice you have on list building or tactics for the game. I will warn you on this one small fact - I like Tzeentch. I know that if I power gamed a bit more and tried to go full min/max and give units what they need I'd be able to get a bit more bang for my buck, but for now, this is what I'm running. I'm going fluffy, so expect some crazy 'wtf' moments when looking at my list. I'm sure I can (and should) do a bit more to my list, but I just wanted to field a few things this time that I didn't get time to field last time. Who cares if they're grey and plastic, I'm going to field them and enjoy it.

Also, because I'm me, I wanted specific notes as I created the list. Some of these things might be redundant to you, but I'm still learning, so bare with me. Fun note - this is 750 points, and only 21 models plus a transport. That could possibly be why I'm doing so poorly, but whatever, I only have to field 21 guys!

Here's the list.



Terminator Sorcerer
                                    WS  BS   S  T  W  I  A  Ld  Sv
                                     5      4     4  4    2   4  2   10   2+
            Terminator armour – 2+ armor, 5+ invulnerable,
                        Bulky – 2 in transport
Deep strike reserve. Second turn start, roll d6, 3+ comes out, keep going, auto come out on 4th. Roll for scatter (2d6+artillery), then place in circle. If weird happens, d6 mishap table (162). Can move during next shooting, can not charge.
Relentless – can shoot with heavy weapons counting as stationary even if they moved. Can also charge even if shot heavy weapons.
                        No Sweeping Advances -
            Force Sword – S user, AP 3, Force
            Combi-bolter – Range 24”, S 4, AP 5, Type – Rapid Fire, Twin linked
Rapid fire – 2 shots in under half distance, 1 shot up to full distance, if used rapid fire, can’t charge next.
                        Twin linked – re-roll to hit.
Champion of chaos - must issue challenges, if kill other character roll on boon table.
Independent character
            Pskyer (1) – Spells
-          Force – charge 1, killing blow, self target
-          1 from Tzeentch list
            Mark of Tzeentch – 6+ invulnerable (stacks with term armor, total of 4+ invulnerable)

Thousand Sons
                                     WS  BS   S   T   W   I   A  Ld  Sv
                        Son        4      4      4   4    1    4   1   10   3+
            Aspiring Sorc  4      4      4   4    1    4   2   10   3+
            Power Armour – 3+ armor save
Boltgun (sons) – 24”, S4, AP 5, Rapid Fire 2 shots in under half distance, 1 shot up to full distance, if used rapid fire, can’t charge next.
            Bolt pistol (sorc) – 12”, S4, AP 5, Pistol
            Force weapon (sorc) – S user, AP 3, Force
            Aura of dark glory – 5+ invulnerable save
            Inferno bolts – shots from bolts are now AP 3
Champion of chaos (sorc) - must issue challenges, if kill other character roll on boon table.
Fearless – auto pass, pinning, fear, regroup, morale
Mark of Teentch – 6+ invulnerable save (can stack with aura of dark glory for 4+)
Psyker (sorc 1) –
            Spells
-          Force
-          1 From Tzeentch
Slow and Purposeful – cannot run, move flat out, sweeping advance (chase broken unit), or fire overwatch.
Veterans of Long War – Hatred (Space Marines) Hatred – re-roll

Rhino
                                    BS   F    S    R   HP
                                    4      11  11  10   3
            Combi-bolter – Range 24”, S 4, AP 5, Type – Rapid Fire, Twin linked
Rapid fire – 2 shots in under half distance, 1 shot up to full distance, if used rapid fire, can’t charge next.
                        Twin linked - re-roll to hit.
Searchlight – can cancel out night fighting
Smoke Launchers – 1/game, instead of shooting or moving flat out, May not fire any of its weapons in the same turn, but counts as obscured in next enemy shooting phase, 5+ cover.
           
Terminators
                                       WS   BS  S  T  W  I  A  Ld  Sv
            Terminator        4       4    4   4   1   4  2    9    2+
            Champion          4       4    4   4   1   4  2    9    2+
            Terminator armour – 2+ armor, 5+ invulnerable,
                        Bulky – 2 in transport
Deep strike reserve. Second turn start, roll d6, 3+ comes out, keep going, auto come out on 4th. Roll for scatter (2d6+artillery), then place in circle. If weird happens, d6 mishap table (162). Can move during next shooting, can not charge.
Relentless – can shoot with heavy weapons counting as stationary even if they moved. Can also charge even if shot heavy weapons.
                        No Sweeping Advances – chase broken unit
            Combi-bolter – Range 24”, S 4, AP 5, Type – Rapid Fire, Twin linked
Rapid fire – 2 shots in under half distance, 1 shot up to full distance, if used rapid fire, can’t charge next.
                        Twin linked - re-roll to hit.
            Power sword – S user, AP 3
            Power axe – S+1, AP2, Unweildy
            Champion of chaos (champ) - must issue challenges, if kill other character roll on boon table.
            Reaper autocannon – range 36”, S 7, AP 4, Type - Heavy 2, Twin linked
                        Heavy 2- 2 shots
                        Twin linked - re-roll to hit.
            Combi flamer –
                        Boltgun – 24”, S4, AP5, Rapid Fire
                        Flamer – template, S4, AP5, assault 1, one use only
            Chain Fist – S x2, AP 2
                        Armourbane
                        Specialist Weapon
                        Unweildy – ASL, int 1
            Power fist – S x2, AP 2
                        Specialist Weapon
                        Unweildy – ASL, int 1
            Combi-plasma (champ) –
                        Boltgun – 24”, S4, AP 5, Rapid Fire
                        Plasma – 24”, S7, AP 2, Rapid Fire, Gets Hot
           
Talons
                                        WS  BS   S   T   W  I  A Ld  Sv
            Warp Talon (4)    4      4    4   4    1   4  1   8     3+
            Champion             4      4    4   4    1   4  2   9     3+
           
Power armour – 3+ armor save
            Two lightning claws –
                        S- User, AP 3, Melee
                        Shred – reroll to wound rolls
                        Specialist Weapon - +1 attack
            Jump pack
                        Move 12”, reroll charge distance, fall back 3d6
Bulky – counts as 2 in transport
Deep strike reserve. Second turn start, roll d6, 3+ comes out, keep going, auto come out on 4th. Roll for scatter (2d6+artillery), then place in circle. If weird happens, d6 mishap table (162). Can move during next shooting, can not charge.
Champion of Chaos (champion) – must issue challenges, if kill other character roll on boon table.
            Daemon –
5+ invulnerable save,
fear – in fight phase, base contact must take leadership test. If the test is failed, all models in the unit have WS 1 for the rest of fight. Fear is not immune to fear.
Warpflame Strike – once deep strike happens, all enemies in 6 inches are blinded. Says nothing about saves. Blind – (possible initative test to counter, going to have to research). Everyone is reduced to WS and BS 1 until their next turn.
Thousand Sons –
9 + aspiring sorcerer
                                - start 150pts
                                - + 5 more sons 23/model = 115
                                - rhino = 15
                                                TOTAL = 282
Terminators-
Unit of six 5
                                - start 95 (3 units)
                                - +2 more, 31/model = 62
                                - reaper autocannon = 25
                                - combi-flamer = 5
                                - chain fist = 12
                                - power fist = 7
                                - combi-plasma (champ) = 7
                                                TOTAL = 213
Warp Talons –
- Unit of 5
                                                TOTAL = 160 points
Terminator Sorcerer
-  60 start
                                - term armor = 25
                                - tzeentch = 15
                                                TOTAL = 100
                                                                GRAND TOTAL = 755

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