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Made in se
Fresh-Faced New User




I'm playing around with the new Daemon codex trying to reinvent my Tzeentch army. This is what I've come up with for 1750 points so far:

HQ
1 x Lord of Change, mastery level 3
1 x Herald of Tzeentch, mastery level 3, Exalted locus of conjuration
1 x Herald of Tzeentch, mastery level 3, Exalted locus of conjuration

Troops
20 x pink horrors, instrument of chaos
20 x pink horrors, instrument of chaos
10 x pink horrors
10 x pink horrors

Fast attack
9 x screamers

Heavy
1 x daemon prince of Tzeentch, daemonic flight, warpforged armour, mastery level 2, greater reward
1 x soulgrinder of Tzeentch, phlegm bombardment

I'm thinking the heralds join the 20-man horror units to give them all S6 shooting. They throw prescience on their units and use the rest of the warppoints to boost their flickering fire shooting, so that should be 7d6 S6 shots with rerolls to hit due to prescience per horror/herald unit. Good stuffs. The flying DP has the job to biomance himself and chop stuff up in CC. He will pick the default Greater Gift giving him the Mutating Warpblade, then he goes off looking for characters to turn into spawns. The LOC will try and go for the Bolt to go after heavy armor and flyers that mr Soulgrinder can't deal with. Screamers do the same thing as before more or less - deepstrike and do slash attacks then go after tanks or terminators.

What do you think, is it a workable list? Anything obvious I'm missing? (besides that I will get my face smashed if my opponent brings Runes of Warding )

This message was edited 2 times. Last update was at 2013/03/03 13:30:37


 
   
Made in gb
Longtime Dakkanaut







Looks good to me

Only thing i'd worry about, is there isn't anything to help out the horrors if they get assaulted.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, the list looks quite good at first glance. The chosen psychic powers make sense. But 7D6 S6 shots seem to be overkill. The two smaller Pink Horror units are questionable. I'd include a unit of Flamers. They are still useful due to the number of wounds they can inflict, and no one would want to charge them with their flamers.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in fi
Warp-Screaming Noise Marine






As all see flamers as being nerfed to hell and back, i see them as a new kind of threat. Now people will think they will not do that much damage and ignore them (possibly) which will give a big unit of flamers jumping across the board a good change to get tons of wounds done. Even if the enemy will get their saves (i'm looking at you termies and MEQ!) the amount of wounds will inflict casualties no doubt. The change in the lists will be, that there will be maybe one big unit of flamers instead of maxed out three units of 5-6 flamers now. Still i am looking forward on doing a mono Tzeentch list myself as soon as i get my copy of the book.

White Scars Space marines
Daemons 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Id drop the Prince and Lord of change abduction get 3 Soulgrinders going away from theme, Nurgle seems too good not to take on them. Also think Plaguebearers work well as small units for objective camping and Horrors not so much. I disagree with Westenflux (unusually) I think 7d6 S6 is perfect. That is on average only 21 shots which is actually less than the 24 that scatter laser war walkers pump out and everyone takes them in 3s...

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 gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

In any army ask yourself, whats the rock to your scizzors? I played almost that exact list yesterday and my runes of warding almost single handedly won me the game, whats your counter to that?

 
   
Made in ro
Regular Dakkanaut



Romania

Only thing that worries me is that any psy. army will nullify ( 5+ even 4+, and Eldar...) most of your shooting

BRINGG BACK THE SQUATS!!!! WARHAMMER 40K - SPACE DWARFSSS 
   
Made in us
Been Around the Block





West Bend, WI

 ALEXisAWESOME wrote:
In any army ask yourself, whats the rock to your scizzors? I played almost that exact list yesterday and my runes of warding almost single handedly won me the game, whats your counter to that?


A new Eldar Codex.

   
Made in us
Maddening Mutant Boss of Chaos





Boston

fredrik wrote:
II'm thinking the heralds join the 20-man horror units to give them all S6 shooting. They throw prescience on their units and use the rest of the warppoints to boost their flickering fire shooting, so that should be 7d6 S6 shots with rerolls to hit due to prescience per horror/herald unit. Good stuffs.


I'm not sure whether or not heralds will bring the number of shots that high. The wording for flickering fire reads (in part):
Flickering Fire of Tzeentch can be manifested using 1, 2 or 3 Warp Charge points--declare how many Warp Charge points will be used before attempting to manifest the power. Flickering Fire of Tzeentch fires an additional D6 shots for every Warp Charge point expended after the first.

So is 3 Warp Charge points the maximum? (Think I'll pose this question on the You Make Da Call forum.)

(In either event, the maximum extra warp charges a single herald will be lending is 2, since he will have to expend one warp charge on Prescience.)

edit: so yeah, this idea is not getting love on the Rules Forum.

This message was edited 1 time. Last update was at 2013/03/03 22:44:15


   
 
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