Albrecht the Unmaker - 425
Sorceror Lord (235), Level 4 (35), Mark of Tzeencth (20), Disc of Tzeentch (20),
Conjoined Homonculous (20), Chaos Runesword (50), Golden Eye of Tzeentch (25), Spell Familiar (15), Favor of the Gods (5)
Sorceror - 320
Level 2, Mark of Tzeentch (20), Skull of Katam, Bloodcurdling Roar, Chariot of Tzeentch
Sorceror - 330
Mark of Tzeentch (20), Level 2, Infernal Puppet, Third Eye of Tzeentch
Exalted Hero - 344
Soporific Musk (20), Book of Secrets (25), Power Familiar (25), Halberd (4), Shield (5), BSB (25), Chariot of Tzeentch (120),
Mark of Tzeentch (10)
Marauder Horsemen - 81
x5, Flails, Musician
Marauder Horsemen - 81
x5, Flails, Musician
Marauder Horsemen - 81
x5, Flails, Musician
Warhounds - 30
Warhounds - 30
Warhounds - 30
Warhounds - 30
Chaos Knights - 310
x5, Full Command, Mark of Tzeentch, Blasted Standard
War Shrine of Tzeentch - 150
TOTAL: 2242
Hit hard, hit fast. Barring a Dwarf/Empire artillery barrage, just about the whole army should be able to crash into the foe no later than Turn 3. With three character-ridden chariots, a Sorceror Lord who can fly AND fight, Knights, and a War Shrine for beefing up, that's a fair amount of power. And since all characters are competent casters (the Exalted Hero only knows 1 spell, but generates as many power dice as the other Sorcerors), the absence of shooting won't hurt too much. Use Warhounds to screen, Marauder Horsemen to bait/flee and flank, and I think you've got a fast force.
NOTE: I only use Tzeentch. With any luck, I will only ever use Tzeentch. I didn't use Undivided lists in the last book to take a mix of units because I want a characterful, themed army. I know full well that I'll be more susceptible to psychology, and I'm willing to take that risk. So please, comments about taking the Mark of Slaanesh on my Horsemen are regretfully unproductive. The goal is to make an all-Tzeentch list that is not only well-themed, but effective. Thank you.
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