Switch Theme:

Chaos Space Marines Tzeentch - 1850  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dusty Skeleton




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
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

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).

This message was edited 1 time. Last update was at 2012/10/19 01:09:47


 
   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

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.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

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.
   
Made in us
Dusty Skeleton




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
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

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

This message was edited 1 time. Last update was at 2012/10/19 11:22:08


 
   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

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.
   
Made in us
Dusty Skeleton




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
   
 
Forum Index » 40K Army Lists
Go to: