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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

2000pts:

Ahriman (Warlord)
9 Thousand Sons- Melta Bombs, Rhino
9 Thousand Sons- Melta Bombs, Rhino
5 Chaos Spawn
5 Chaos Spawn
Forgefiend- Hades Autocannons
Forgefiend- Hades Autocannons
Herald of Tzeentch- Portalglyph
Herald of Tzeentch- Grimoire
20 Pink Horrors
5 Screamers of Tzeentch
Burning Chariot

I'm in a pickle.. Overwatch from Tau has been eating me alive lately when I've tried to get some critical charges off. I see an opportunity for Dirge Casters here because at the end of my games lately most of my Rhinos have still been in play and operational, but there are also plenty of Dreadnoughts and vehicles around. In fact, most of the time my Aspiring Sorcerers are usually in range of an enemy vehicle. Which is better in my case if I need to pick one? Melta Bombs or Dirge?

This message was edited 1 time. Last update was at 2014/07/08 21:48:03


 
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

He's back! Was wondering if you had given up the hobby.

Just my initial reaction, I'd go with the dirge casters. Tau overwatch is nasty and you are not abundant with troops.

How has the Burning Chariot been working? And the Forgefiends?

Also from what I have heard casting flickering fire with 3 warp charges isn't all that warp charge efficient. Statistically speaking 6 charges would get it off reliably as half of them would be 4+'s. How has that been working?

Sorry that I have more questions than answers for you haha

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I haven't used Flickering Fire at all in 7th. Horrors will be summoning more Horrors via Malefic. If I have enough Warp Charge to throw 4-5 dice each, the Heralds will be putting Prescience on the Forgefiends (test games have proven this to be effective vs. enemy Storm Ravens/Heldrakes). If I run out of demon models to put on the board, I suppose that I might throw the odd d6 at Flickering Fire because a 50% chance to get 2d6 shots is very nice...

Burning Chariot is excellent, since I don't like Heldrakes.. It's a good replacement and I am pleased with its performance. It is more survivable than I thought, thanks to its mechanic of deciding (for the most part) where hits go.

Half of my games lately have seen Ahriman get Gate of Infinity on the 1st or 2nd attempt.. then I always take Shriek and just dance around.

I'll be honest, I'll miss my Fateweaver re-roll. Saving Ahriman from bad Perils results was great, but 300pts is too much. I wish Boon of Mutation was replaced with that re-roll mechanic. Would be SWEET.

This message was edited 2 times. Last update was at 2014/07/09 04:28:06


 
   
Made in gb
Frightening Flamer of Tzeentch




Huddersfield

Is this unbound? How do you have two heralds and only one troop with your Chaos Daemons?
   
Made in gb
Longtime Dakkanaut




Heralds can now be taken 1-4 in any detatchment. I would want to find enough points to upgrade those spawn to nurgle (unless massive fluff objections). Do you really need the grimoire?

Unsure on the burning chariot, see how it goes..

You will likely face the trouble of a psychic heavy army that you will be able to zap witchfire or summon daemons but not both. Hopefully it works well enough .

I would want dirge casters. And melta bombs. And dozer blades

DFTT 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Dang that seems like a lot of upgrades for Rhinos though... but very tasty!

I can swing Mark of Nurgle on all the spawn.. I had the Portalglyph because I had seen batreps of people getting lots more Warp Charge through Horrors over the course of the game, and the Grimoire is there because I wanted some synergy with the Forgefiends and giving one a better save makes me feel better about the fact that they're only AV12.

Yeah I understand the bad feelz if I fight a 30+ Warp Charge army, but we have no Malefic demonology players and the worst is a CSM player who uses lots of Level 3 sorcerers and lots of 5man minimum CSM units to get them. Yawn. Basically playing "look at how many points I have"
   
Made in us
Maddening Mutant Boss of Chaos





List Looks good.

As for the potency of flicker fire. I ran Fateweaver, a herald lvl 3, and a unit of 12 horrors. The Herald was my divination guy (since he gets flicker fire for free anyway). The list at 1850 actually generates 18 dice in total with my other herald or Dps who are not Tzeetnch.

Anyway Locus of conjuration + misfortune + 4d6 str 6 + 4d6 Str6 + 3d6 str 5 from Faty = dead warhound titans or bane blades in one round of shooting.

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,  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Good grief.

I'd run demons as Primary if I could run Ahriman and two units of TS as allies : [
   
Made in us
Gargantuan Grotesque With Gnarskin




B-B-B-B-BACK FROM THE DEAD

You'd be able to get your primary daemons since both of those TS units can be made a troop choice. Loopholes! Or perhaps that's only possible in 7th.

This message was edited 1 time. Last update was at 2014/12/18 13:24:31


 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Nope, Chaos still has the restriction of Mark of [X] only unlocking cult units for primary detatchments in the codex. Unfortunately, it actually explicitly says "primary detatchment" in the troops clause.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
 
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