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![[Post New]](/s/i/i.gif) 2010/03/13 18:57:45
Subject: Tzeentch Army
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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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"Whatever happens, you will not be missed."
Guard Tank Company: 3k
PHR for DZC: 4k |
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![[Post New]](/s/i/i.gif) 2010/03/14 04:43:46
Subject: Re:Tzeentch Army
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Terrifying Treeman
The Fallen Realm of Umbar
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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.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2010/03/14 10:21:03
Subject: Tzeentch Army
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Battlefield Professional
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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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![[Post New]](/s/i/i.gif) 2010/03/14 14:47:57
Subject: Re:Tzeentch Army
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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
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This message was edited 2 times. Last update was at 2010/03/14 15:31:20
"Whatever happens, you will not be missed."
Guard Tank Company: 3k
PHR for DZC: 4k |
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![[Post New]](/s/i/i.gif) 2010/03/15 08:31:19
Subject: Re:Tzeentch Army
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Terrifying Treeman
The Fallen Realm of Umbar
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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.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2010/03/15 09:02:27
Subject: Tzeentch Army
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Ladies Love the Vibro-Cannon Operator
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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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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2010/03/15 18:11:32
Subject: Tzeentch Army
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Tail-spinning Tomb Blade Pilot
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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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Necrons 2000+
Space Wolves 2,000+ |
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![[Post New]](/s/i/i.gif) 2010/03/16 06:21:01
Subject: Re:Tzeentch Army
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Terrifying Treeman
The Fallen Realm of Umbar
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There is more than one rule for Fire Frenzy?!
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2010/03/16 07:34:34
Subject: Tzeentch Army
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Tail-spinning Tomb Blade Pilot
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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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Necrons 2000+
Space Wolves 2,000+ |
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![[Post New]](/s/i/i.gif) 2010/03/18 03:32:45
Subject: Re:Tzeentch Army
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Nurgle Veteran Marine with the Flu
Pennsylvania, USA
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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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In the embrace of the great Nurgle, I am no longer afraid, for with His pestilential favour I have become that which I once most feared: Death.
-Kulvain Hestarius, Death Guard |
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