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Made in us
Regular Dakkanaut




I've been a Daemons of Chaos fan for a long time, primarily in fantasy, but am trying to get them to work for me in 40k. I've always had a thing for Tzeentch, enjoying the visual, the fluff, and how they work on the tabletop.

6th has increased the potency of the models I already own, so here's a stab at a 2k (single FOC) list for tournament play:

Fateweaver
Lord of Change

3 Flamers
3 Flamers


5 Horrors (including The Changeling)
5 Horrors
5 Horrors
5 Horrors


6 Screamers
6 Screamers


Daemon Prince (Tzeentch, Flight, Bolt, Gaze)
Daemon Prince (Tzeentch, Flight, Bolt, Gaze)
Daemon Prince (Tzeentch, Flight, Gaze)

This leaves 9 points (an odd number I'm very frustrated with...I blame Kairos!), I can't think of much to do besides throw an Instrument on someone, LoC probably.

The intent would be to drop in the MC and Screamers first, using Krazy Ivan Deep Strike tactics. The Screamers can Turbo-boost to get near FW so everyone has a nice rerolling 4+ (or better) save from shooting. Then depending on the opponents composition I can do lots of different things: shooting and Screamers can work on vehicles; MC can glide in and melee things, or swoop around shooting things if they need to avoid melee; a combination charge by the screamers and an MC or two will do ugly things to most units, and the high AP shooting with BS5 can not be ignored, especially when combined with vector strike attacks on lower AV vehicles.

Weaknesses would be lots of fliers, ironically, as only the LOC can vector strike the vendettas that I'm worried about.

The Flamers are there to jump in safe later and harrass, or to suicide drop in for juicy prime targets. Their extra W now makes them far more potent, and their overwatch is something to consider. They can also strip hull points off vehicles, especially if I can get multiple vehicles in a template!

The biggest weakness to me is the small number of squishy troop units. Hopefully they'll come in late enough that most of the enemy will be struggling with the MC and be ignored, or at least be able to form a half-assed castle with the MC and/or give them nice FW rerolls.

Anyway, I'd appreciate any C&C! Thx!!

This message was edited 1 time. Last update was at 2012/08/01 21:10:32


Never underestimate the power of bad dice!
Blood, Skulls, and Fire! 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Not liking 5 man units of horrors. My horrors (when I run similar config) have been shot up quite a bit lately (mostly because Fateweaver refuses to arrive where I need him), but the rest of your list looks solid. I have turned to using units of 12 or more.

I have experience with the new screamers, and if you're looking for points for extra Gifts, I can comfortably suggest dropping 2 screamers. Two of 5 or one of 9 is just.... Well, just awful for terminators.

Good luck, have fun with it.

This message was edited 1 time. Last update was at 2012/08/01 21:42:47


 
   
Made in ca
Longtime Dakkanaut





I think the list is a good start. i do not agree that 5 man horror squads are bad. In fact I would only use three at 2000. I'll make some suggestions ...

Fateweaver
Lord of Change


I would add 'breath of chaos' to the LoC. It really is that good in 6ed as it will glance vehicles and help with hordes.

3 Flamers
3 Flamers


These guys have really improved. You now get 5 for 115 points and they can do damage. I would use three squads of five and max out.

5 Horrors (including The Changeling)
5 Horrors
5 Horrors
5 Horrors


Nothing wrong here. However daemon troops are meh. I would just go with three.

6 Screamers
6 Screamers


This is where it's at. These guys turbo-boost on arrival, have HoW, rend ... on and on. They are fearsome. Fit in as many as possible over DPs. They are simply better.

Daemon Prince (Tzeentch, Flight, Bolt, Gaze)
Daemon Prince (Tzeentch, Flight, Bolt, Gaze)
Daemon Prince (Tzeentch, Flight, Gaze)


I get ... the five MC flyer list. I'm not saying it is bad but our FMCs other than the 'Weaver and LoC are a bit too pricey and one dimensional. That is why I use screamers.

So how would I play pure Tzeentch with the newest rules and additions?

HQ: Kairos Fateweaver, Lord of Tzeentch 333
HQ: Lord of Change (Breath of Chaos) 270

3x
Elite: 5 Flamers of Tzeentch 345

3x
Troop: 5 Horrors of Tzeentch (3 Bolt of Tzeentch; Changeling) 290

3x
Fast Attack: 9 Screamers of Tzeentch 675

Heavy Support: 2 Seeker Chariot of Slaanesh 80

Yes, chariots can be immobilized. You do have Fateweaver though to roll saves. And they take a lot of heat off the rest of your list. They have to be dealt with when they rend, have armourbane, HoW ... if you let them hit it's like a fourth squad of screamers. So that ois how i would play your core list.

 
   
Made in ca
Tzeentch Veteran Marine with Psychic Potential






Victoria, B.C. Canada

10 points for Master of Sorcery on the Lord of Change lets him vector strike and use both Gaze and Bolt. Pretty good deal.

A Lord of Change with Breath is 280 by the way, not 270.

Seeker Chariots of Slaanesh do not belong in a Pure Tzeentch list

This message was edited 2 times. Last update was at 2012/08/02 00:35:29




Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.

No game of chess can be won without pawns, and this may prove to be a very long game.


http://www.youtube.com/watch?v=xLnIFn-iROE 
   
Made in ca
Longtime Dakkanaut





Yep ... 280 indeed. I wrote it up quickly. Just drop the changeling and you are on points. I know the chariots are not Tzeentch but they work so well with Fateweaver and the list is 95% Tzeentch after all. One could put master on the LoC if points allowed. I suppose you could drop the chariots and add a few horrors. It is just a template for IMHO, a more refined list. The gist of it is that screamers are the nastiest unit Tzeentch can now field.

HQ: Kairos Fateweaver, Lord of Tzeentch 333
HQ: Lord of Change (Breath of Chaos; Mastery of Sorcery) 290

3x
Elite: 5 Flamers of Tzeentch (3 Pyrocasters) 360

3x
Troop: 6 Horrors of Tzeentch (3 Bolt of Tzeentch) 342

3x
Fast Attack: 9 Screamers of Tzeentch 675

- 2000 -

This message was edited 1 time. Last update was at 2012/08/02 03:12:28


 
   
Made in gb
Implacable Black Templar Initiate



Glasgow, UK

That looks like a solid all-Tzeentch list, but I really think 3x6 horrors is not enough. Seeing as quite a few of the missions have numerous objectives, I think at 2000 you need at least 4 different units of troops. This allows you for a bit of redundancy in case of unpreferred wave, deep strike mishap etc. causing the early loss of a unit or two of troops.

Other than that, theres loads of killy stuff, looks ace to me. I would maybe stick with 2 Daemon Princes so you have four flying monstrouscreatures and then a good mix of screamers/flamers but I guess once you playtest it you'll have a better idea of what works for you and what doesn't

Chaos Daemons - 3000
CSM - 2000
Black Templars - 1500 
   
Made in us
Regular Dakkanaut




Thanks for the great feedback guys! I slightly modified the above list, but the guts were the same: FW, LOC, 4x 5 Horrors, 2x 6 Screamers, 2x 3 Flamers, and 3 Flying Tz DP.

I took this to a FoB qualifier past weekend, and did far better than I expected.

First game against triple Land Raider BA with Mephiston went really well, wiping out the Blood Angels in a fast-paced very fun game against one of the greatest players I've ever met!

Second game was nearly a disaster, playing against Grey Knights with Interceptors and two SS for horrible Warp Quake coverage, along with about 200 Razorbacks and Dreadnoughts along with two Dreadknights. I chose to go second (perhaps foolish against all that Warp Quake, but the mission was Qtrs with objectives secondary, I really wanted to be able to see where I needed to fly to win), then got non-preferred drop, then had horrible scatters throught the game (no hits, consistently scattering 10" + to get in to WQ trouble). Despite all that, going second helped me out as I was able to get the high-point MC in the zones I needed to win Primary. I turned a Dreadknight in to a Spawn...good times.

Third game was against SM, I got the feeling he was trying out differnt things to see what worked and what didn't, he had Vulkan, lots of melta and flamer, assault terminators in land raider, 3 land speeders, scouts, thunderfire, vindicator, big blob of troop bikes with a bike captain to lead them. The circus killed the thunderfire first turn, second turn the flamers and circus killed the bikes while the screamers killed scouts and the vindicator. Third turn he fell short on a charge thanks to overwatch from flamers, leaving his terminators out in the open for flamers and MC to kill, and Vulkan was turned in to a Spawn. The game ended at turn 5, where he had only 1 damaged Speeder left, I'd lost screamers and a horror unit.

So, things went damned well, BUT, I didn't have to deal with much 'anti-flier' stuff, and had enemy fliers to deal with myself...a weakness I don't really know how to overcome yet. I took first place in the tournament, Necrons (with fliers) had second, and all drop-pod Blood Angels took third.

I'm considering dropping a DP for 5 more Screamers and 3 more Flamers, so will be testing that before the next big tournament.

So thanks again for the feedback and thoughts! Very much appreicated!

Never underestimate the power of bad dice!
Blood, Skulls, and Fire! 
   
Made in au
Frenzied Juggernaut





Australia

With the new update to screamers I dont even take Princes anymore, for a Tzeentch prince with a couple of upgrades you can probably get 5-6 screamers which can do some good damage when they arrive and can kill either tanks or infantry pretty well while being harder to kill off than a single prince.

Dark Eldar- 1500pts Completed
Grey Knights- 1500pts 1 Guy done
Chaos Daemons- Approx 5000pts
Slaanesh Daemons- 1500pts, in progress
Khorne Daemons- 1500pts, in progress
Death Korps of Krieg- Plans being formulated.
---------------------------------------------------
High Elves- Approx 2000pts
Vampire Counts- Raising the dead once more 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

Awesome list mate. All I'd do is try and get Bolt on some of the Horror units.

Read Bloghammer!

My Grey Knights plog
My Chaos Space Marines plog
My Eldar plog

Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

I would contemplate dropping gaze from your DPs to exchange for Unholy Might. The bump in strength would help your vector strikes.

 
   
Made in us
Bloodthirsty Bloodletter






USA, OREGON

From the sound of it s Screamers are the way to go in Ed 6. If this was a mixed Daemon list, with allies allowed. Would screamers still be more handy the DP or other Fast Units?

The Good: 8,000
Ultramarine, Scouts, Blood Angels, Dark Angels
The Bad: 8,000
Chaos, Daemons, Dark Eldar, Orks
VS  
   
Made in us
Regular Dakkanaut




Thanks again for the great feedback guys.

FYI Battle Reports for the small tournament, some of them I actually remember to take pictures, are here:

Round 1

Round 2

Round 3

@Xeriapt I do think the Screamers are far more point efficient, but I really like the FMC spam. I intend to keep at least 4 MC of one kind or another, they just attract so much attention and I think they're really versatile. Gaze and Bolt is probably not the greatest thing since sliced bread, but it does allow them to put out a respectable amount of fire (considering the BS5) that works against multiple target-types while maintaining range...now they can either Swoop around and stay far away, or Swoop/Glide in close and threaten Vector Strikes and Melee.

@Godless, I'd not mind having more Bolts, for sure, but there just aren't enough points to go around, and the BS3 on the Horrors makes them less than ideal for shooting. :(

@Green, if I thought Unholy Might worked with Vector Strikes, I'd agree...but the Vector Strike rules is pretty specific: "unmodified Strength". If it gets FAQ'd later, I'll do a rethink on this, but for now it's not worth it for infantry bashing...against vehicles I'll be doing the big Smash Attacks at S10 anyway.

@Adrian The Screamers point-for-point are probably far better than the DPs, and in fact for their cost can't see any other Fast really competing...especially with the FW bonus applied!


I have a small FLGS tournament this weekend that I may get to participate in (though if we have an odd number I'll be dropping out). I'm modifying the list slightly to get more of the new goodies, though I lose one of my beloved Daemon Princes:

Fateweaver
Lord of Change

5 Horrors (incl. Changeling)
5 Horrors
5 Horrors
5 Horrors

3 Flamers
3 Flamers
3 Flamers

6 Screamers
6 Screamers
5 Screamers

Daemon Prince (MoT, Wings, Gaze, Bolt)
Daemon Prince (MoT, Wings, Gaze, Bolt)

Basically trades in the Bolt-less DP for 5 Screamers and 3 Flamers (which, as luck would have it, is exactly how many models I have!). I'm thinking I may try dropping the LoC for a third DP, drop 2 screamers (for 3x 5) and add a flamer to each unit. The unit of 3 just doesn't quite dish out the damage that I'd like...I want complete enemy unit destruction when I drop them in! But still, as is the 3-man units are terribly scary, and cheap enough that I can be really agressive with them if I want.

This message was edited 1 time. Last update was at 2012/08/14 17:43:41


Never underestimate the power of bad dice!
Blood, Skulls, and Fire! 
   
 
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