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Fighter Pilot


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Hello everyone. I was thinking about trying to get a really niced themed army for my Chaos forces and decided to rock it with Tzeentch.

I don't have my codex near me as I'm sitting in my campus library, but this is what I was thinking about. Are there any specific units that Tzeentch armies stick away from or are more likely to take (beyond Thousand Suns and vanilla CSMs). And would lesser demons be a viable option for the army?

I prefer fluff over getting the best chance to beat down so my army is kind of looking like this, and it clearly needs to be built upon but I want to hear everyone's opinion:

Sorcerer (Maybe 2)

Squad or 2 of Thousand Suns

Squad or 2 of CSMs with MoT

Termies



Thanks all!


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Charging Wild Rider


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Obviously, Tzeentch Players stick away from the units of other gods, (especially nurgle), I believe that lesser daemons (horrors) would work wonders.

40k : 1500pts , Fantasy: 2500 Wood Elves, 1k Vampire Counts, Lotr SBG: 750pts Mordor
 
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Dangerous Outrider


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The problem with Lesser Daemons when you're playing CSM is that they are just that - generic lesser Daemons. Sure, you can use the Horror figures for a Tzeentch feel, but they'll have no ranged weapons at all - when they're running into melee that will detract from the Tzeentch feel. I wouldn't bother with them.

 
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Fighter Pilot


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Ok I came up with a bit of a list just to play around with. Let me know what you think. 1850

Sorcerer
-Terminator Armor
-Warptime, Bolt of Change
-Mark of Tzeentch
5 Terminators
-Terminator Champion
-2 Lightning Claw
-1 Power fist
-4 Combi-Meltas
-Reaper Autocannon
Dreadnought
-Multi-Melta
-Heavy Flamer
Dreadnought
-Twin-Linked Lascannon
-Missile Launcher
10 Thousand Sons
-Bolt of Change
-Rhino
10 Thousand Sons
-Bolt of Change
-Rhino
10 Chaos Marines
-Aspiring Champion
-Power fist
-Icon of Tzeentch
-2 Meltaguns
-Rhino
6 Havocs
-2 Lascannons
-2 Missile Launchers
5 Havocs
-3 Heavy Bolters

Total 1850

This message was edited 2 times. Last update was at 2010/03/14 15:31:20



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At first glance it looks like a good list, keep it going, ooh, 2 TS squads with doombolt is going to put the hurt on marine and necron players cranking out a potential 11 - 26 AP3 shots a turn, with the Rhino giving the mobility S&P takes from them.

40k : 1500pts , Fantasy: 2500 Wood Elves, 1k Vampire Counts, Lotr SBG: 750pts Mordor
 
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I'd consider a mech force with 2 TS units in Rhinos and a CSM unit in a Rhino.
Obliterators are perfect for providing fire support.

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Your dreads arent the smartest choice im afraid. While multi-melta and twinlinked lascannon sounds like a good idea, you will inevitably roll fire frenzy. I personally run mine with dual dread CCW's to avoid any real damage from fire frenzy. But then again, i suppose it depends on which rules you use for fire frenzy.

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There is more than one rule for Fire Frenzy?!

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No there is not two rules. I should have been more specific about this earlier.

Some players play that fire frenzy only takes place in the 45 degree shooting arc that dreanoughts have. While others say that the dead pivots on the spot 360 degrees to find who is in range of fire frenzy.

I think it was faq'd as the 45 degree way to play. But its really personal choice.

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I think it is pretty clear from the text that the dreadnoughts pivot 45degrees and fire. It is the only way for dreadnoughts to pivot while shooting in the rulebook and the special rule doesnt say anything about a special way to pivot.

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