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![[Post New]](/s/i/i.gif) 2012/10/19 00:50:11
Subject: Chaos Space Marines Tzeentch - 1850
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Dusty Skeleton
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Hello Dakka,
It has been a long time but I need some help with my Tzeentch-centric (with sprinkle of Khorne) list I am working on. This would be an "all comers" list. 16 Strength 8 shots and the templates plus 18-36 AP3 bolters should force the enemy to forward into my melee units - if not, the Mauler can push a head.
HQ:
Sorcerer -
2 Mastery Levels
Mark of Tzeentch
Gift of Mutation
Sigil of Corruption
Spell Familiar
Troops:
Chaos Space Marine x 20
Melta x 2
Power Fist
All models have CCW
Mark of Khorne
Chaos Cultists x 20
Flamers x 2
Thousand Sons x 9
Thousand Sons x 9
Heavy Support:
Forge Fiend with Ectoplasam Cannon
Forge Fiend with Ectoplasam Cannon
Mauler Fiend
Should come out to 1849 total if my math is right.
Thanks everyone!
- Strig
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![[Post New]](/s/i/i.gif) 2012/10/19 01:09:16
Subject: Chaos Space Marines Tzeentch - 1850
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Hey, I have experience with a list much like this.
Neither your HQ nor the 20man CSMs are Fearless and obviously you can't put the HQ with the Khorne dudes- The CSMs need to have Icon of Vengeance to keep them in the game.
The forgefiends are fine. I'd drop the Mauler Fiend in favor for some Havocs. The CC fiend doesn't offer much to this list other than standing out and providing the enemy with a First Blood kill.
Similarly, the cultists need to be in 2 separate units because they could get sweeped easily and two units of 10 will spread enemy attention (namely units like Grey Hunters podding into your deployment to rapid fire a single target).
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This message was edited 1 time. Last update was at 2012/10/19 01:09:47
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![[Post New]](/s/i/i.gif) 2012/10/19 03:05:13
Subject: Re:Chaos Space Marines Tzeentch - 1850
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Thrall Wizard of Tzeentch
Baltimore, MD
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The cultists are also great for holding points so splitting them into 2 squads serves a dual benefit. I'd also advise transport for the 1k Sons, I play a pure 1k Sons list and transports are core to the play style, it'll also make your opponent choose between shooting the rhinos or the Forgefiends. If they don't shoot the rhinos you'll be in rapid fire range on turn 2 and should mow down the enemy with gun fire. Just be wary of giving up First Blood with a rhino, happens to me a lot but the ensuing carnage tends to swing the game back in my favor.
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![[Post New]](/s/i/i.gif) 2012/10/19 03:42:51
Subject: Chaos Space Marines Tzeentch - 1850
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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He does have a point.. Normally I would recommend leaving Thousand Sons on foot but you aren't taking Ahriman or Huron and so you will hardly ever see Master of Deception.
Let's also consider that most opponents will come to you.. Transports might not be an automatic inclusion. I'd tweak some things like the cultists and then test it in a game.
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![[Post New]](/s/i/i.gif) 2012/10/19 11:07:10
Subject: Re:Chaos Space Marines Tzeentch - 1850
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Dusty Skeleton
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Thank you very much everyone! At least I wasn't out in left field with a hockey stick lol.
So I have a few modifications I can make, rhinos havocs etc
Iv never used dev squads in mt BA list, so I'm not 100% on how to equip havoks. Maybe middle launcher plus flakk missles?
If it comes down to it, I could even squeeze points around and try to fit ahriman.
Thanks again any more input would be great.
Strig
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![[Post New]](/s/i/i.gif) 2012/10/19 11:21:44
Subject: Chaos Space Marines Tzeentch - 1850
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Regarding havocs- Start with keeping their upgrades to a minimum.
4x Autocannons or ML with Mark of Nurgle is a fine choice. Compare that price to what they were in the last codex and you might smile. Any more points spent on them might be a waste.
Add flakk if you see Flyers
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This message was edited 1 time. Last update was at 2012/10/19 11:22:08
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![[Post New]](/s/i/i.gif) 2012/10/19 15:23:51
Subject: Re:Chaos Space Marines Tzeentch - 1850
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Thrall Wizard of Tzeentch
Baltimore, MD
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I'm personally opposed to havocs, save for flakk if you expect a flier armada. Havoc are pricey though, and they aren't very durable, granted MoN helps (I won't do ever because I am a fluff whore), but I think armored heavy support is more reliable. The forgefiends you have should be pretty great at that. If your still looking for more anti-ground units though, I'd say look to either raptors/warptalons or the Helldrake, they clear out clusters of weak units, something you'll find the Rubricae struggle with, and they also are scoring in the Scouring. I think a balanced list seems to do better in 6th then spam, with the new missions and such. Havocs are great, but just not my personal slice of cake.
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![[Post New]](/s/i/i.gif) 2012/10/20 16:50:03
Subject: Re:Chaos Space Marines Tzeentch - 1850
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Dusty Skeleton
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Went back to the drawing board and this is what I came up with:
HQ:
Ahriman
Troops:
CSM x 20
2 melta guns
power weapon
MoK
Icon of Vengence
Gift of Chaos
Thousand Son x 9
Rhino
Thousand Son x 9
Rhino
Cultists x 10
Cultists x 10
Heavy Support:
ForgeFiend + ectoplasam cannon
ForgeFiend + ectoplasam cannon
Havok squad
Missle Launcher with Flakk x 4
MoN
I went with the havoks due to my meta having an influx of fliers, but their points round nicely with the Hel Drake or even some Raptors. Also I am not sure of the Psychic powers for Ahriman, I was thinking 2 tzeentch and 2 Biomancy? Hoping for 3 Witch Fire powers?
I like this second list a lot, any thoughts?
Thanks everyone!
- Strig
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