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Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

I call my warband the Sons of Deception, this is a proposed list for 1500 points. I use the list in casual games, its pretty fluffy, thoughts and improvements welcome.

HQ

Sorcerer
+Mark of Tzeentch
+2 lvls
+Disc of Tzeentch
+Gift of Mutation
+Sigil of Corruption
+Spell Familiar

TROOP

4 Thousand Sons
1 Aspiring Sorcerer
+4 Thousand Sons
+Gift of Mutation
+Rhino
+Icon of Flames

4 Thousand Sons
1 Aspiring Sorcerer
+4 Thousand Sons
+Gift of Mutation
+Rhino
+Icon of Flames

10 Chaos Cultists
+8 Autoguns
+Flamer

HVY

Predator
+Lascannon Sponsons
+Twin-linked Lascannon

ALLY HQ

Herald of Tzeentch
+Chariot
+Master of Sorcerery
+Bolt of Tzeentch

ALLY TROOP

9 Pink Horrors
+Changeling
+Bolt of Tzeentch

ALLY FAST

3 Screamers
+6 Screamers

TOTAL : 1500pts

This message was edited 2 times. Last update was at 2012/10/19 17:56:07


 
   
Made in us
Sneaky Sniper Drone





United States New Mexico

Your sorcerer needs the spell familiar added to it.
   
Made in us
Power-Hungry Cultist of Tzeentch





The Vaults

I'm running a very similar list right now, yay Thousand Sons!

Here's some thoughts:

Sorcerer - Why the disc? That means he has no one to hide behind all the time. I assume you're trying to put him in with the herald and the screamers, but considering there's a very likely chance they don't turn up until turn 2+, It might be a good idea to look at other options. Trust me, i like the idea of discs, but they kind of lose their steam when your sorcerer can get insta killed by an errant blast from a krak missile, or worse one of those pesky GK dreads.

Kson squads - love 'em. Don't change a thing. - warpfire gargoyles on the rhino?

Cultists - I like the idea of cultists, especially in a Tzeentch army, but what exactly are they trying to do in this list? It doesn't seem like they have much of any survivability, there only being 10 of them, or much firepower for the same reason. If you're looking for a cheap unit to hold a back objective, I'd consider another squad of Pink Horrors. Warpfire is awesome.

Dreadnought - not calling it a hellbrute, not doing it. I have one, and I like that it's become a bit more useful now, but here's my issues with them: 1 - they're gak magnets. not in itself a bad thing, but chances are it's going to get blown up quickly. 2 - they move slow. Unless you're drop pod-ing it in (which chaos can't do wtf) this guy will never make it past the half way point of the board. My recomendation on them is to: 1 - take 2 of them, and 2 - take long range guns.

Predator - A very decent heavy choice. The biggest problem with Ksons armies, is the lack of tank killing. Maybe take 2!

Herald - this guy suffers from many of the same problems that the sorcerer does (ie. the disc.) I honestly can't remember if the chariot is different from the disc, so if I'm way off, please forgive me.

On a side note, the Lord of Change/Fateweaver is a huge badass, well worth any number of points (about 300 with the right options). 1 - it's a flyer, capable of vector striking other fliers 2 - it has breath of chaos, one of the most broken weapons in the game. This is basically the only solo unit in the game that I feel OK just having 1 of.

Pink horrors - awesome. Maybe take 2.

Screamers - I like them in theory, but I think you'd be better served turning them into flamers. Breath of Chaos (which i've already talked about) is amazing. and they have warpfire. They're also a fairly adequate assault unit, provided you breath/warpfire your target first. Well worth the points!


 
   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

So my thoughts on the disc are as follows, mobility for blessings. I run him as a kind of roaming buff support. The chariot is there for the 5 wounds it has, for a 100 pts its just super annoying and it has the ability to pop armor with bolt.

I have had fantastic results with my screamers. I don't think a game goes by in which I don't kill 3-5 squads with them alone, they tend to table a squad a turn.
   
Made in us
Power-Hungry Cultist of Tzeentch





The Vaults

 ruricferrinwheel wrote:
So my thoughts on the disc are as follows, mobility for blessings. I run him as a kind of roaming buff support. The chariot is there for the 5 wounds it has, for a 100 pts its just super annoying and it has the ability to pop armor with bolt.

I have had fantastic results with my screamers. I don't think a game goes by in which I don't kill 3-5 squads with them alone, they tend to table a squad a turn.


What blessings are you running? Considering he has to take 1 Tzeentch power, what other psychic disiplines are you going with? Like I said, discs are cool, but he's got no cover. And considering he's your warlord, you could be doing a lot more with him than a roaming buff master. I've had my sorcerer on a disc instant deathed too many times to fall for that again. If you want him mobile, give him a jump pack and put him with some raptors! That way he's got 5 3+ saves to hide behind. The sorcerer still commands so the raptors are fluffy enough

If the chariot is working for you, I say keep it. Same with the screamers. I personally user flamers more effectively, but if you can kill 3 squads with them, they're worth it IMO.

For the rest of your list though, Think about what really gets you results and take two of those. And drop anything that didn't fit that first requirement.


 
   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

What blessings are you running? Considering he has to take 1 Tzeentch power, what other psychic disiplines are you going with? Like I said, discs are cool, but he's got no cover. And considering he's your warlord, you could be doing a lot more with him than a roaming buff master. I've had my sorcerer on a disc instant deathed too many times to fall for that again. If you want him mobile, give him a jump pack and put him with some raptors! That way he's got 5 3+ saves to hide behind. The sorcerer still commands so the raptors are fluffy enough

If the chariot is working for you, I say keep it. Same with the screamers. I personally user flamers more effectively, but if you can kill 3 squads with them, they're worth it IMO.

For the rest of your list though, Think about what really gets you results and take two of those. And drop anything that didn't fit that first requirement.


I tend to run one Tzeentch roll and two Telepathy for my powers. Telepathy has been good to me generally giving me useful spells like Invisibility or Puppet Master, If the opponent has high leadership I like to go with Biomancy instead. As far as instant death on him goes I have yet to have it happen, being toughness 5 it takes a shot from a "BIG" gun to kill him, and with a 3+ invuln he tends to walk out of an attack like that. In particular to date he has survived a Nightscythe laser and a battle cannon to the face. Perhaps Ill try a proxy jetpack on the sorcerer and a squad of warptalons for vanguard next game and switch to a more offensive build with Biomancy.

   
Made in us
Power-Hungry Cultist of Tzeentch





The Vaults

 ruricferrinwheel wrote:


I tend to run one Tzeentch roll and two Telepathy for my powers. Telepathy has been good to me generally giving me useful spells like Invisibility or Puppet Master, If the opponent has high leadership I like to go with Biomancy instead. As far as instant death on him goes I have yet to have it happen, being toughness 5 it takes a shot from a "BIG" gun to kill him, and with a 3+ invuln he tends to walk out of an attack like that. In particular to date he has survived a Nightscythe laser and a battle cannon to the face. Perhaps Ill try a proxy jetpack on the sorcerer and a squad of warptalons for vanguard next game and switch to a more offensive build with Biomancy.



Wait, the disc doesn't give +1 toughness... I'm pretty sure your sorcerer is T 4. Maybe the new chaos dex changed that, but I don't think so. because T4 is way too easy to instant death. Invul saves are pretty amazing though, that's why we like Ksons.

I would look at raptors before warptalons, only because they're considerably cheaper. Having said that, I'd really like to run them I just haven't been able to justify it yet. If you run them, let me know how they do! A tzeentch close combat squad would be pretty insane.


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Terminator armour is the same points as a sigil. So you get 2+/4++ rather than 3+/3++ which only seems worth it if you're taking magnus's scrolls. Doesn't he just get torrented down with a 3+ save andonly 2 wounds?

I also hope you're not against any flyers.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

Fliers are abound in the store, I just ignore them. Only flier I have ever had a problem with is the Dakka Jet, to many bullets. And I throw in an aegis with quad gun if I need AA. Termi armor doesn't let me take a disc, so thats why I don't use it, i do see the value in it however.

As for the talons vs raptors thing, I like the idea of a 4++ save on the Warptalons, maybe raptors with flamers would be better though. And in the new Codex the disc is a jetbike so +1 toughness for armored steed.

This message was edited 1 time. Last update was at 2012/10/19 17:51:01


 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I use Warp Talons with MoTz sometimes, they do what they have to.

I like the list.. Invisibility on Screamers is lols.
   
 
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