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kyojin

Ahriman's Exiles!! OFCC?

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Hey everyone! With OFCC coming up I've been trying to come up with a for funsies list to mess around with. A certain someone mentioned that I have left Tzeentch untouched and I started looking into options to fix that. After a ton of talking and some frustrations, I came across a neat little formation that conveniently comes out to 2000 pts. Ahriman's Exiles is a Thousand Sons formation from Traitor Legion. The Forces of the Thousand Sons have a couple of special rules. The first is any unit with Veterans of the Long War, which is free across the board, gains +1 to their invulnerable save until the start of the next psychic phase. The second is all units with the Veterans rule re-roll failed to hit rolls in close combat against Space Wolves but Space Wolves have Hatred (Thousand Sons). For running the formation, Ahriman and sorcerers within 18" of him harness warp charges on a 3+. Since the formation is being run maxed out, I can also reroll failed saves of 1. Now that rules are out of the way here's the list:

Ahriman’s Exiles 2000

Ahriman 230
-Disc of Tzeentch 30
260

Exalted Sorcerer 160
-Disc of Tzeentch 30
-Spell Familiar 15
205

Exalted Sorcerer 160
-Disc of Tzeentch 30
-Spell Familiar
205

Exalted Sorcerer 160
-Disc of Tzeentch 30
190

Exalted Sorcerer 160
-Disc of Tzeentch 30
190

Exalted Sorcerer 160
-Disc of Tzeentch 30
190

Exalted Sorcerer 160
-Disc of Tzeentch 30
190

Exalted Sorcerer 160
-Disc of Tzeentch 30
190

Exalted Sorcerer 160
-Disc of Tzeentch 30
190

Exalted Sorcerer 160
-Disc of Tzeentch 30
190

Repetitive isn't it? Problem is Exalted Sorcerers don't have options really and the Disc gives them so much. Jetbike just gives +1T and Jink. The Disc specifically gives +1 attack as well. As you may have guessed, this is a psychic heavy army. I end up with a whopping 22 dice to cast powers. Here's the rub though. It's only 10 models. Now across the board my shooting is a little lack luster. Inferno Pistols for everyone (AP 3 bolt pistol). Now the sorcerers do get a one shot S9 AP2 Lance, Blast. Their version of an orbital bombardment. However, nearly all of my work is done in the psychic phase. In regards to toughness, I'm rocking a 5 toughness across the board along with a 3+ armor save and a 4++ invulnerable (which is boosted to 3++ when I have a blessing up). Every model also has three wounds to chew through. Close combat is a sad time because (fun fun fun) all I have are force staves. The idea that comes to mind when I think of the list is 'movie marines'. I got my 10 guys to hold off entire armies... can they do it?

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3 hours ago, kyojin said:

I am also not doing daemon summoning which is a very very important thing to mention.

I disagree with that. YOu will never win games if you DONT summon daemons. You need to conjure units to hold objectives. They perils on any doubles as they are not daemons, so I think it's totally fine. Just dont summon horrors to add even more psykers. xD

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1 hour ago, Wellington99 said:

I'll just throw the dead bodies of my guardsmen at his psykers until they can't see anything but dead guardsmen.

You, sir, are now thinking like a commissar!

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