by Arch Nemesis | Jan 29, 2017 | 40K, Adeptus Mechanicus, Battle Report, Grey Knights, Inquisition, Thousand Sons
Thousand Sons [Milan] vs Inquisition, Grey Knights & Adeptus Mechanicus [Nyghoma]
1850 pts
Army List:
Formation – Rehati War Sect:
Magnus the Red
Exalted Sorcerer
– Disc of Tzeentch
– Mastery Level 3
– Spell Familiar
Exalted Sorcerer
– Disc of Tzeentch
– Mastery Level 3
– Spell Familiar
Exalted Sorcerer
– Disc of Tzeentch
– Mastery Level 3
Combined Arms Detachment:
HQ
Ahriman [Warlord]
– Disc of Tzeentch
Troops
Rubric Marines
– 4x Rubric Marines
– Aspiring Sorcerer w/ Force Axe
– Chaos Rhino dedicated troop transport w/ Combi-melta, Dirge Caster and Dozer Blades
Chaos Cultists
– Mark of Tzeentch

Opponent’s Army

Deployment

Opponent’s Reserves

![2017-01-29 17.12.42_thumb[1] 2017-01-29 17.12.42_thumb[1]](https://i0.wp.com/www.battle-report.com/wp-content/uploads/2017/03/2017-01-29-17.12.42_thumb1_thumb.jpg?resize=364%2C484&ssl=1)
Opponent went first and leveraging Drop Pod Assault brought in two of his three Drop Pods from reserve automatically on Turn 1. One of the models that disembarks out of the drop pods is the Culexus Assassin. His Psychic Abomination special rule essentially shut down Magnus’s Psychic Powers because he was within 12” of the Assassin. That meant that Magnus’s 5 Warp Charges could not be used that turn (unless he moved out of the 12” bubble) and he could only manifest Psychic Powers on 6+ instead of 2+.
Next, the opponent teleported his deathstar unit to the same area – close to gliding Magnus. The Adeptus Mechanicus model gave the unit’s weapons the Skyfire Special rule, and they were positioned perfectly to unload all they had at him.

However his 4+ rerollable 1s invulnerable save deflected most of the damage. He took just one wound and was down to 6.

Magnus, Ahriman and the Exalted sorcerers then moved away from the Culexus so that they can have full use of their powers during the Psychic phase. Sorcerers cast Invisibility on them and Magnus was able to beam the enemy’s deathstar causing a single wound on a character that has a special rule that allows him to auto regain D3 wounds at the end of each of his turns. He was able to conjure an Exalted Flamer on a Burning Chariot of Tzeentch close by to run interference a maybe keep the deathstar busy.








Result: Inquisition, Grey Knights & Adeptus Mechanicus Victory
by Arch Nemesis | Jan 21, 2017 | 40K, Battle Report, Necrons, Thousand Sons
Thousand Sons [Milan] vs Necrons [FerociousNYC]
Location: Modern Myths, Mamaroneck, New York
Game Size: 1850 pts
Army List:
Formation – Rehati War Sect:
Magnus the Red
Exalted Sorcerer
– Disc of Tzeentch
– Mastery Level 3
– Sell Familiar
Exalted Sorcerer
– Disc of Tzeentch
– Mastery Level 3
– Sell Familiar
Exalted Sorcerer
– Disc of Tzeentch
– Mastery Level 3
HQ:
Ahriman
– Disc of Tzeentch
Troops
Chaos Cultists
– Mark of Tzeentch
Rubric Marines
– 4x Rubric Marines
– Aspiring Sorcerer w/ Force Axe
– Chaos Rhino dedicated troop transport w/ Combi-melta, Dirge Caster and Dozer Blades
Opponents Army List:
Formation – Reclamation Legion
– 5x Immortals
– Overlord
– 3x Tomb Blades
– 10x Necron Warriors
– 10x Necron Warriors
Formation – Royal Court
– Nemesor Zandrekh
– Orikan the Diviner
– Vargard Obyron
Auxiliary: Star God
– Tesseract Vault
Formation: Canoptek Harvest
– 3x Canoptek Scarabs
– Canoptek Spyder
– 5x Canoptek Wraiths



Result: Thousand Sons Victory – 8:2
by Arch Nemesis | Jan 6, 2017 | 40K, Battle Report, Chaos Daemons, Chaos Space Marines, Thousand Sons
Thousand Sons [Milan] vs Chaos [Lev]
3000 pts
Army List:
Formation – Ahriman’s Exiles:
Ahriman [Warlord]
– Disc of Tzeentch
Exalted Sorcerer
– Disc of Tzeentch
– Mastery Level 2
– Seer’s Bane
Exalted Sorcerer
– Disc of Tzeentch
– Mastery Level 2
– Staff of Arcane Compulsion
Exalted Sorcerer
– Disc of Tzeentch
– Mastery Level 2
– Staff of Arcane Compulsion
Combined Arms Detachment:
HQ
Sorcerer
– Helm of the Third Eye
– Mark of Tzeentch
– Plasma Pistol
– Power Fist
– Sigil of Corruption
– Terminator Armour
– Veterans of the Long War
– Combi-bolter
Elites
Scarab Occult Terminators
– 4x Scarab Occult Terminators w/ Hellfyre Missile Rack & Soulreaper Cannon
– Scarab Occult Sorcerer
Scarab Occult Terminators
– 4x Scarab Occult Terminators w/ Hellfyre Missile Rack & Soulreaper Cannon
– Scarab Occult Sorcerer
Troops
Rubric Marines
– 4x Rubric Marines w/ Warpflamers
– Aspiring Sorcerer w/ Force Axe
– Chaos Rhino dedicated troop transport w/ Combi-melta, Dirge Caster and Dozer Blades
Rubric Marines
– 4x Rubric Marines
– Aspiring Sorcerer w/ Force Axe
– Chaos Rhino dedicated troop transport w/ Combi-melta, Dirge Caster and Dozer Blades
Heavy Support
Kharybdis Assault Claw
Lord of War
Magnus the Red

Reserves

Opponent’s Army

Reserves

Deployment


Turn 1
Opponent uses Drop Pod Assault to bring two of his three Drop Pods in from reserves automatically on turn 1 and lands them right next to my troops and Magnus.

And out come his Dreadnought and Decimator Engine.

He moves everything up the field.

Unit of Rubric Marines with Flamers and the Sorcerer in Terminator Armour that joined them are removed as casualties. Their dedicated troop transport gets blown up as well.

Magnus then takes flight and lands behind the two drop pods and walkers and lines them up for some beam attacks.

Magnus blows up a Decimator Engine and a Drop Pod with his mind an immobilizes the Chaos Dreadnought that remains.

Kharybdis lands behind enemy lines and the Scarab Occult Terminators it was transporting, disembark getting ready to go for the enemy’s artillery pieces hiding in ruins.
At the end of Turn 1, Chaos leads 2:0.
Turn 2

Bloodthirster notices another unit of Terminators that infiltrated down the left flank and goes towards them.
Screamers of Tzeentch were flying above the Rubrics trying to cause enough wounds to get them off the board.

Magnus continues gliding to the enemy’s side of the field. After reducing the Bloodthristers invulnerable save by 2, he kills the Chaos model with the help of the Scarab Occult.

Thousand Sons take the lead. The result is 5:2.
Turn 3


Turn 4

Final result 7:2. Thousand Sons Victory.

by Arch Nemesis | Nov 18, 2016 | 40K, Battle Report, Thousand Sons, Ultramarines
Thousand Sons [Milan] vs Ultramarines [Julio D]
2000 pts
Army List:
HQ:
Ahriman
Cypher
Elites:
Contemptor Dreadnought
– Heavy Conversion Beamer
– Butcher Cannon
– Dedication of Tzeentch
Chaos Terminators
– Mark of Tzeentch
– 4x Combi-melta & 4x Lightning Claw (4 Terminators)
– Reaper Autocannon & Lightning Claw (1 Terminator)
– Combi-melta & Chainfist (Terminator Champion)
Chaos Land Raider (Dedicated Transport):
– Combi-bolter
– Dirge caster
– Dozer Blade
– Extra Armour
Troops
Chaos Cultists
Chaos Cultists
Heavy Support
Kharybdis Assault Claw
Lord of War:
Chaos Typhon Heavy Siege Tank
– Dirge Casters
– Havoc Launcher
– Lascannons
– Multi-melta

Ahriman’s Phychic Powers

Deployment

Ahriman, Cypher and the Terminators were riding in a Land Raider on the left hand side of the board. Typhon Heavy Siege tank was grabing some cover from the ruins in the bottom right, while maintaining line of sight to the opponent’s deployment zone. Contemptor Dreadnought kept it’s targeting arrays on the right hadn side of the battle field with it’s S10 template weapon. Two units of cultists infiltrated in ruins to benefit from some cover.
Ultramarines failed to seize the initiative, so the Thousand Sons had the fist turn.
Turn 1

Land Raider move up a bit and disembarked its passangers into the ruins.

Lascannons from the Land Raider were unsuccessfull in taking of Hull Points from the Ultramarines tank it could see. Typhon could only see the Land Raider across the board diagonally, and it’s blast was unable to do anything of significance. Contemptor was able to do some damage on the right hand side, and took out a the Ultramarines Dreadnought and a few other models behind the ruins in top right, giving the Thousand Sons First Blood and their first Victory Point.

Kharybdis decided not to play it safe, and landed right on top of the tank upon which the Ultramarines Warlord was embarked. The opponent did not take significant damage though.

Turn 2
It got charged by the Imperial Knight on the subsequent Ultramarines turn and sliced out of existance by the Knight’s D Strength Chainsword.

Ahriman’s unit moved up a bit hoping to Doombolt the Knight and/or the Land Raider or Psychic Shriek the two units of Ultramarines fast approaching. Simultaneously enemy’s Thunderfire cannon was going crazy dropping templates on this unit.
Turn 3

The two forces continued just duking it out during this turn, Thousand Sons weapons mostly ineffective agaist the Ultramarines vehicles due to some terrible dice rolling during both the Psyichic and Shooting phases.
Turn 4

This turn Sons lost their Land Raider and some cultists but the score remainded unchanged. End of turn 4, they were in the lead 1:0.

Turn 5

Enemy general ran it’s Knight into the Lord of War that could not do very much to it all game and managed to roll a 6 on the Destroyer Weapons chart, taking off all of it’s Hull Points.

Dice roll decided that the game will not go to Turn 6, so the game ended in a tie.
Final Result: Draw 1-1
by Arch Nemesis | Nov 13, 2016 | 40K, Battle Report, Imperial Fists, Space Wolves, Thousand Sons
Thousand Sons [Milan] vs Space Wolves [Jeff C] & Imperial Fists [Kevin P]
2000 pts
Army List:
HQ:
Ahriman
Cypher
Elites:
Chaos Contemptor Dreadnought
– Heavy Conversion Beamer
– Butcher Cannon
– Dedication of Tzeentch
Chaos Terminators
– Mark of Tzeentch
– 4x Combi-melta & 4x Lightning Claw (4 Terminators)
– Reaper Autocannon & Lightning Claw (1 Terminator)
– Combi-melta & Chainfist (Terminator Champion)
Chaos Land Raider (Dedicated Transport):
– Combi-bolter
– Dirge caster
– Dozer Blade
– Extra Armour
Troops
Chaos Cultists
Chaos Cultists
Heavy Support
Kharybdis Assault Claw
Lord of War:
Chaos Typhon Heavy Siege Tank
– Dirge Casters
– Havoc Launcher
– Lascannons
– Multi-melta

Opponent’s Army – Imperial Fists (1000 pts)

Opponent’s Army – Space Wolves (1000 pts)

Deployment

Ahriman, Cypher and the Terminators were in the Land Raider obscured by ruins in bottom left of their deployment zone, right next to the Contemptor Dreadnought in ruins. Typhon was in the bottom right corner so that it could have line of sight diagonally across the board for some S10 AP1 template goodnes. Ahriman rolled a 6 for his Warlord Trait (Master of Deception). Two units of cultists infiltrated as a result. They started the game in cover right next to the two Tactical Objectives in the middle of the board.
Sons failed to seize the initiative and the opponents went first.
Turn 1
Wolves moved towards the Thousand Sons taking the shortest route possible. An Imperial Fists razorback was sneaking in on the left hand side as well. A lot of lascannon and missle launcher fire raining on the Sons units. Opponent used a Formation that allowed infantry to disembark, shoot and embark back into their Dedicated Tranports, which made it interesting.


As per usual, Thousand Sons dropped the Kharybdis right on top of the enemy. The Assault Claw went for the Space Wolves this time, focusng on the Wulfen and the Calvary as they can do some serious Melee damage and were getting real close real quick.

Land Raider moved up a bit and disembarked the Terminators and Ahriman, while the Heavy Convesion Beamer on the Contemptor and Typhon’s 7” Ignores Cover Insteant Death Dreadhammer cannon were trying to wittle down infantry models in the top left and top right of the board.
Turn 2

Ahriman was the only Psyker on the board and his rolling during the Psychic phase was terrible. The only thing he was able to successfullt manifest was Iron Arm.

Kharybdis was in hover mode after coming in via Deep Strike so the opponents attempted to do some damage to it by assaulting it.


On the left side the Wolves were coming, and the Fists were positioned perfectly to fire on the Terminators and HQs.

Imperial Fists also shot the heck out of the cultists holding objective marker 3 in the center of the board.

In addition, Imperial Fists used their one use ability to call in Orbital Bombardment which resulted in the Land Raider blowing up. Terrible rolling when making armour saves for terminators resultad in their Champion and three additional models being removed as casualties.

Thousand Sons were able to achieve two of their Tactical Objectives (Ascendancy and Hold the Line).
Result at the end of turn 2 was 4:2.
Turn 3

Wolves went for Ahriman’s unit.

After close combat was resolved Ahriman and Cypher were the only ones left standing and used the Dark Angel’s Hit & Run special rules to disengage.

They ended up in cover benefiting from Cypher’s Shrouded special rule. Both the Contemtor and Typhon kept raining death on units they could see, while Kharybdis was burning models it flew over left and right.

Thousand Sons were able to get some more objectives and Victory points and were in the lead at the end of turn 3.
Result 7:2.
Turn 4

Imperial Fists bikers were coming down for the HQs.

Remainder of the Fists in the center of the opponent’s deployment zone was continuing to have a hard time with the Kharybdis.

Dreadnought moved a bit to get a better line of sight for it’s next round of shooting and to secure objective next to it, while Ahriman and Cypher just tried to remain alive. Both of them made a bunch of saves but took some wounds.

At the end of turn 4 result was unchanged – 7:2.

Turn 5








Final result 11:4.
Result: Victory Thousand Sons
by Arch Nemesis | Oct 28, 2016 | 40K, Battle Report, Eldar, Thousand Sons
Thousand Sons [Milan] vs Eldar [Faust]
1850 pts
Army List:
HQ:
Ahriman
Cypher
Elites:
Ferrum Infernus Dreadnought
– Missile Launcher
– Power Scourge
Chaos Terminators
– Mark of Tzeentch
– 4x Combi-melta & 4x Lightning Claw (4 Terminators)
– Reaper Autocannon & Lightning Claw (1 Terminator)
– Combi-melta & Chainfist (Terminator Champion)
Chaos Land Raider (Dedicated Transport):
– Combi-bolter
– Dirge caster
– Dozer Blade
– Extra Armour
Troops
Chaos Cultists
Chaos Cultists
Heavy Support
Kharybdis Assault Claw
Lord of War:
Chaos Typhon Heavy Siege Tank
– Dirge Casters
– Havoc Launcher
– Lascannons
– Multi-melta

Ahriman’s Psychic Powers

Opponent’s Army

Deployment

Ahriman, Cypher and the terminators were in their Land Raider dedicated troop transport outflanking. Dreadnought was embarked in the Kharybdis and was held in reserve.

Thousand Sons were able to seize the initiative and went first.

Turn 1
Thousand Sons drew Big Game Hunter, Secure Objective 6 and Secure Objective 3 on Turn 1.

Assault Claw as per usual arrived via Deep Strike and landed smack in the middle of the opponent’s deployment zone, behind enemy lines.

Both units of Cultists moved up and took the two TO that were just outside the Deploument Zone.

During the shooting phase Typhon’s Strength 10, AP1, Ignores Cover 7” Blast Primary Weapon, deleted the opponent’s Warlord and the rest of it’s unit. This gave the Thousand Sons First Blood and Warlord Kill at the end of Turn 1.
Eldar focused pretty much all of it’s shooting on the Typhon but were unable to do damage to it. Casualties during opponent’s turn were a few cultists holding the objective 2.

Turn 2
Ahriman’s Land Raider arrived from reserve right on top of objective 6. Dreadnought disembarked from the drop pod within 3” of Tactical Objective 3.

Kharybdis changed it’s flight mode to Zooming and moved directly behind the Eldar Wraithknight to harass it.
Thousnad Sons were able to get another Victory Point for holding TO 3 for a score of 3:0.
During Eldar turn 2 a unit equipped with D Flamers arrived from reserve via Deep Strike without needing to deviate (eldar trickery). This positioned them perfectly to take out Ahiman and the Occult Scarab terminator retinue.

In addition, the Eldar Flyer equipped with D weapons came in from reserve and went to work on the Ferrum Infenus Dreadnought that was equipped with Skyfire missiles.
This resulted in the Land Raider blowing up along with three terminators. The Dreadnought did not make it either.

At the end of Turn 2 the result was 3:4.

Turn 3

Ahriman and Cypher moved into the ruins after loosing all of their terminators from enemy fire. Cypher’s Shrouded got them a 2+ cover save and made it difficult for Eldar flamers to charge them in terrain. Cypher’s overwatch at full ballistic skill (BS10) with both his bolt and plasma pistols acted as a persuasive deterrent.

Cultists assaulted the one remaining Eldar jetbike, removed it as a casualty and consolidated back on top the objective marker.

Turn 3 ended with Thunsand Sons tied at 4:4.

Turn 4
Kharybdis gave chase to the Eldar Zomming flyer and shot all of it’s ten twin-linked Strength 6 missiles at it’s rear armour, taking away two of its three hull points and making the flyer fly off the board.

Typhon was trading fire with the Eldar Wraithknight for the past few turns of shooting.
Sons were able to secure some additional Victory Points by fullfulling these tactical objectives.

Final result 8:4.

Result: Thousand Sons Victory