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![[Post New]](/s/i/i.gif) 2012/10/16 17:11:38
Subject: Tzeentch Army, all models 4++ (or better): Best way to play it?
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Speed Drybrushing
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One of the two Chaos armies that I am working on building is a full Tzeentch army, and one of the builds that I am considering is a Deep Strike-heavy army in which every unit has a 4+ (or better) invulnerable save. It's incredibly expensive, points-wise (and thus low model count), but things should also be rather survivable (though admittedly in a way completely different from a Nurgle high-T army). The luxury of being able to ignore the usual Marine- and Terminator killing weapons is nice to have.
My question, however, revolves around the fact that I don't really know how best to take advantage of such an army. I'm used to playing Eldar, where it's all about moving fast and hugging cover. This army would, I expect, just plod forward and pretty much ignore cover since it won't really gain anything from it. Beyond that, though, I'm not entirely sure what else to do with the army other than make opponents spit-take at all the invulnerable saves.
The sketch of the army is as follows (at 2000 points):
-Tzeentch Sorceror (currently on a Disk, might build another one in Termie armor to use)
-2x9 Thousand Sons (both in Rhinos, though probably won't bother to ride in them; expecting more to run the empty Rhinos up and prevent overwatch on charging Warp Talons/Terminators)
-9 Terminators w/Mark (weapons undetermined)
-9 Warptalons w/Mark
-Herald of Tzeentch (on Disk, with Icon)
-3 Flamers of Tzeentch
-9 Horrors of Tzeentch
Thanks for your suggestions, all.
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Rokugnar Eldar (6500) - Wolves of Excess (2000) - Marines Diagnostica (2200)
tumblr - I paint on Twitch! - Also a Level 2 Magic Judge |
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![[Post New]](/s/i/i.gif) 2012/10/16 17:19:21
Subject: Re:Tzeentch Army, all models 4++ (or better): Best way to play it?
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Regular Dakkanaut
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Strangely I think that Chaos Daemons codex somewhat benefited from 6th edition. The trend against EW for Daemons hasn't passed onto them... and the fact that they're the only ones capable of getting good greater daemons makes me wonder why you didn't pick Fateweaver for this list. He can let you reroll those invulnerable saves, since a 4++ isn't very good (only successful 50% of the time) Sure, he's 333 points, but I'm sure you can drop the Terminators to put him in, since w/o a LR those Termies aren't going to be very effective, imo. At least not as effective as other options available to you for the cost.
Though I'm curious where your anti-tank comes in. I might suggest to you to add in Screamers or something, though they suffer from not being able to attack flyers.
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This message was edited 1 time. Last update was at 2012/10/16 17:20:36
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![[Post New]](/s/i/i.gif) 2012/10/16 18:14:52
Subject: Re:Tzeentch Army, all models 4++ (or better): Best way to play it?
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Fixture of Dakka
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Flamers and Horrors don't have a 4+ Invulnerable save.
Fateweaver only benefits Codex Chaos Daemons units.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2012/10/16 18:22:46
Subject: Re:Tzeentch Army, all models 4++ (or better): Best way to play it?
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Nasty Nob on Warbike with Klaw
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DarknessEternal wrote:Flamers and Horrors don't have a 4+ Invulnerable save.
Fateweaver only benefits Codex Chaos Daemons units.
Correct Flamers have a White Dwarf Update that replaces their Statline in the Book.
Been playing a Flying circus type army @ 1850
Fateweaver
Bloodthirster
2x5 Flamers
4x5 Plaguebearers
3x Daemon Princes wings, misc upgrades (shooting)
You could easily change the thirster to a lord of change. Plaguebearers to Horrors
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![[Post New]](/s/i/i.gif) 2012/10/16 18:35:59
Subject: Tzeentch Army, all models 4++ (or better): Best way to play it?
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Stone Bonkers Fabricator General
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Magc8Ball wrote:One of the two Chaos armies that I am working on building is a full Tzeentch army, and one of the builds that I am considering is a Deep Strike-heavy army in which every unit has a 4+ (or better) invulnerable save. It's incredibly expensive, points-wise (and thus low model count), but things should also be rather survivable (though admittedly in a way completely different from a Nurgle high-T army). The luxury of being able to ignore the usual Marine- and Terminator killing weapons is nice to have.
My question, however, revolves around the fact that I don't really know how best to take advantage of such an army. I'm used to playing Eldar, where it's all about moving fast and hugging cover. This army would, I expect, just plod forward and pretty much ignore cover since it won't really gain anything from it. Beyond that, though, I'm not entirely sure what else to do with the army other than make opponents spit-take at all the invulnerable saves.
The sketch of the army is as follows (at 2000 points):
-Tzeentch Sorceror (currently on a Disk, might build another one in Termie armor to use)
-2x9 Thousand Sons (both in Rhinos, though probably won't bother to ride in them; expecting more to run the empty Rhinos up and prevent overwatch on charging Warp Talons/Terminators)
-9 Terminators w/Mark (weapons undetermined)
-9 Warptalons w/Mark
-Herald of Tzeentch (on Disk, with Icon)
-3 Flamers of Tzeentch
-9 Horrors of Tzeentch
Thanks for your suggestions, all.
a 4++ isnt all that good honeslty. Loyalists are running around with massed 3++ saves and even those fail a fair amount of the time.
your standard Tson will die to massed fire. Bolters splintercannons, massed lasguns. Same for the warp talons. The termites will take longer, but they cost almost as much as a TH/ SS termite but only have a 4++ and no power fist.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/10/16 18:39:43
Subject: Tzeentch Army, all models 4++ (or better): Best way to play it?
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Longtime Dakkanaut
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Exergy wrote:
a 4++ isnt all that good honeslty. Loyalists are running around with massed 3++ saves and even those fail a fair amount of the time.
Loyalists pay 40 points for 3++ with no shooting attacks. You can have an army wide 4++ that can throw out a grotesque amount of shooting, in Chaos Deamons anyway.
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Unnessesarily extravegant word of the week award goes to jcress410 for this:
jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics. |
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![[Post New]](/s/i/i.gif) 2012/10/16 18:46:45
Subject: Re:Tzeentch Army, all models 4++ (or better): Best way to play it?
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Ruthless Interrogator
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DarknessEternal wrote:Flamers and Horrors don't have a 4+ Invulnerable save.
Think you mean Flamers and Screamers? Horrors still have a 4++.
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![[Post New]](/s/i/i.gif) 2012/10/16 18:56:31
Subject: Tzeentch Army, all models 4++ (or better): Best way to play it?
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Painlord Titan Princeps of Slaanesh
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Some quick hits on this.
Daemons
No icons on the Herald - run him w/ Bolt, Master of Sorcery, We Are Legion, Disc and put him with Flamers or run the Blue Scribes
Run at least 6 Flamers, run Changeling in with the Horrors
Screamers are outstanding, I would consider taking 9x of them over the Talons any day.
CSM
Run Huron or Ahriman to Infiltrate your Thousand Sons closer to the enemy - this lets you support the Daemons that are about to arrive on Turn 1.
Tzeetch Sorcerer should have a Spell Familiar, it might be interesting to run him on a disc as you have and join him to the Flamers after they come in. I wouldn't run him if you do go with Ahriman or Huron. Probably Ahriman in this case since you want the Sons as Troops - but a cheap Tzeetch sorcerer can accompany them too if you like.
No Rhinos for the Sons - it is silly now that they are infiltrating.
Terminators look good for what they are - Mark of Tzeetch is okay for that 4+ you want - I am not sure on kit for these - I would try to keep them cheap - I would probably bring 2 more units of Sons for the cost.
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![[Post New]](/s/i/i.gif) 2012/10/16 19:00:27
Subject: Tzeentch Army, all models 4++ (or better): Best way to play it?
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Ruthless Interrogator
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calypso2ts wrote:Tzeetch Sorcerer should have a Spell Familiar, it might be interesting to run him on a disc as you have and join him to the Flamers after they come in.
Remember, Allied IC's cannot join Chaos Daemon units.  Otherwise this would be a solid idea.
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This message was edited 1 time. Last update was at 2012/10/16 19:00:37
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![[Post New]](/s/i/i.gif) 2012/10/16 19:13:12
Subject: Re:Tzeentch Army, all models 4++ (or better): Best way to play it?
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Nihilistic Necron Lord
The best State-Texas
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DarknessEternal wrote:Flamers and Horrors don't have a 4+ Invulnerable save.
Fateweaver only benefits Codex Chaos Daemons units.
I assume you mean that Screamers don't have a 4++, horrors of course do have a 4++
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