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![[Post New]](/s/i/i.gif) 2014/11/06 22:46:50
Subject: [2000] - Tzeentch Chaos Space Marines - Scions of Fate
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Power-Hungry Cultist of Tzeentch
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Hi all, im new to Dakka as far as posting but ive been reading the threads here for well over a year. This is my attempt at a Tzeentch themed TAC list. Ive got 6-7 games under my belt with this army including various swaps and changes ive made. Its performing well, but i wanted to get some opinions and see if it could be improved upon. Keep in mind im not some uber competative tourney player. I play mostly friendly and casual games with the odd tournament here and there. Anyway heres my list
Primary Detachment- Crimson Slaughter Combined Arms
HQ
Sorcerer-185pts
ML3, Balestar of Mannon, Mark of Tzeentch, Sigil of Corruption, Melta Bombs
Troops
10 Chaos Space Marines-190pts
2 Melta Guns, Power Axe, Melta Bombs
Rhino-52pts
Havoc Launcher, Dirge Castor
10 Chaos Space Marines-195pts
Plasma Gun, Heavy Boltor, Power Sword, Melta Bombs
8 Possessed-186pts
Fast Attack
Heldrake-170pts
Baleflamer
2 Chaos Spawn-60pts
Heavy Support
Predator Tank-150pts
TL Lascannon, Lascannon Sponsons, TL Boltor, Dozer Blade
Forgefiend-200pts
Hades Autocannons, Extra Ectoplasma Cannon
Allied Detachment- Chaos Space Marines
HQ
Sorcerer-200pts
ML3, Terminator Armour, Mark of Tzeentch, Sigil of Corruption, Spell Familiar
Elites
5 Terminators-236pts
Mark of Tzeentch, 4 Combi-Meltas, Reaper Autocannon, Power Fist
Troops
9 Thousand Sons-242
Rhino-52pts
Havoc Launcher, Dirge Castor
Heavy Support
5 Havocs-115pts
4 Autocannons
The plan I use is to run the Sorcerer with Balestar midfield with the Thousand Sons to keep him central to my other units and make the most of his divination powers to turn the tide when needed. The spawn hide nearby in cover to act as a counter charge unit and keep the Thousand Sons out of trouble. The terminator sorcerer drops in from reserve with the other terminators to threaten backfield armor and other high value targets. I roll for Sanctic powers on him since almost all the powers are beneficial to the sorcer and his terminators and make them a massive threat. their 2+ 4++ saves alow them to absorb alot of punishment and keep on fighting. The footslogging chaos squad camp a backfield objective and provide fire support while the melta chaos squad hunt down armor and attack enemy held objectives in conjunction with the possessed. the havocs sit back in a good vantage point with cover and mow down infantry and light armor. The predator sits back and snipes armor from across the board and the Forgefiend sits near midfield to benefit from Prescience and lay down fire. My usual competition is Necrons, Daemons, Tau and Nids with the odd marine player here and there.
Any advice would be greatly appreciated. I can always use constructive critisism to improve my list and play style.
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![[Post New]](/s/i/i.gif) 2014/11/07 03:05:44
Subject: [2000] - Tzeentch Chaos Space Marines - Scions of Fate
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Painlord Titan Princeps of Slaanesh
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oh boy...
If Sorc MoT is not your primary then Tsons can not be unlocked as troops so just moved them to the primary. Actually you do not really need an allied detachment. When people ally CSM with another CSM, they are doing it to get a 4th drake, or heavy support.
Drop your possesed, they are useless.
Your havocs need bullet catchers
There is not much redundancy in your list. Maybe you dont need it.
However, I would typically take as a Tzeentch list
Sorc, MoT, Disc of Tzeentch! BBoS! = poor mans drake. Be very carefull because he can die easily. Could possibly pair him with spawns. (possibly think about converting possessed into spawns)
Elites:
3 Terminators, 3 combi melta
3 Terminators, 3 combi melta (use that termi sorc as their champ)
Troops:
9-Tsons, rhino, no need for dirge caster as you will not charge. no need for havac launcher as you will move full speed ahead. Maybe a combi melta on rhino
10 CSM, 2 meltaguns, swap out bolter for ccw, champ with meltabomb, rhino, dirge caster, dozer blade, combi melta on rhino
10 CSM, 2 meltaguns, swap out bolter for ccw, champ with meltabomb, rhino, dirge caster, dozer blade, combi melta on rhino (Do not use heavy bolter or plasma gun)
Fast:
Helturkey
Spawns-max number with MoT or no mark. Sorc with Disc of Tzeentch can possibly go here as long as you do not use jump but move cavalry speed.
Heavy:
Predator Tri lascannon
Forge Fiend
8Havocs, 4 autocannons
For your heavy I would instead take
3 tri las predators, or 3 forge fiends, or 3 squads of havocs.
Necrons will wreck your preds and fiends.
Preds are not really ment to sit back and snipe. They are suppose to move 6" into a new lane or behind cover, and fire one of the side lascannons at full bs, and snap fire the twin linked turret lascannon. If you wanted something to sit in cover and snipe then use havocs. Proxy your autocannons as lascannons.
List tailoring suggestions: If you fight necron, then try using 3 squads of 8 havocs with autocannons to shoot down his night scythes. Autocannon havocs are also good versus Nid monsterous creatures and the ones that fly. However, forge fiends with their twin lined hades autocannon are better at shooting down nid flyers and cron air but are vulnerable to their gause.
btw, pm me if you need help acquiring some of these pieces.
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This message was edited 2 times. Last update was at 2014/11/07 03:14:33
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![[Post New]](/s/i/i.gif) 2014/11/07 03:59:54
Subject: Re:[2000] - Tzeentch Chaos Space Marines - Scions of Fate
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Frightening Flamer of Tzeentch
PNW
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With two CSM detachments, they are both considered the same Faction and will need to be CADs (not an Allied detachment).
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![[Post New]](/s/i/i.gif) 2014/11/10 06:06:06
Subject: Re:[2000] - Chaos Space Marines - Tzeentch Themed List
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Power-Hungry Cultist of Tzeentch
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My bad, I typed up this list from memory at work and realized I had some points values wrong. I also mixed up a few things with my 3000pt list that ill post seperately. Heres a corrected list with a few tweaks made as suggested.
HQ
Sorcerer-185pts
ML3, Balestar of Mannon, Mark of Tzeentch, Sigil of Corruption, Melta Bombs
Sorcerer-170pts
ML3, Mark of Tzeentch, Sigil of Corruption, Spell Familiar, Melta Bombs
Elites
5 Terminators-236pts
Mark of Tzeentch, 4 Combi-Meltas, Reaper Autocannon, Power Fist
Troops
10 Chaos Space Marines-180pts
2 Melta Guns, Power Axe, Melta Bombs
Rhino-52pts
Havoc Launcher, Dirge Castor
10 Chaos Space Marines-185pts
Plasma Gun, Heavy Boltor, Power Sword, Melta Bombs
9 Thousand Sons-242
Rhino-52pts
Havoc Launcher, Dirge Castor
Fast Attack
Heldrake-170pts
Baleflamer
2 Chaos Spawn-60pts
Heavy Support
Predator Tank-150pts
TL Lascannon, Lascannon Sponsons, TL Boltor, Dozer Blade
Forgefiend-200pts
Hades Autocannons, Extra Ectoplasma Cannon
5 Havocs-115pts
4 Autocannons
Total: 1992pts
Automatically Appended Next Post:
Filch wrote:oh boy...
If Sorc MoT is not your primary then Tsons can not be unlocked as troops so just moved them to the primary. Actually you do not really need an allied detachment. When people ally CSM with another CSM, they are doing it to get a 4th drake, or heavy support.
Drop your possesed, they are useless.
Your havocs need bullet catchers
There is not much redundancy in your list. Maybe you dont need it.
However, I would typically take as a Tzeentch list
Sorc, MoT, Disc of Tzeentch! BBoS! = poor mans drake. Be very carefull because he can die easily. Could possibly pair him with spawns. (possibly think about converting possessed into spawns)
Elites:
3 Terminators, 3 combi melta
3 Terminators, 3 combi melta (use that termi sorc as their champ)
Troops:
9-Tsons, rhino, no need for dirge caster as you will not charge. no need for havac launcher as you will move full speed ahead. Maybe a combi melta on rhino
10 CSM, 2 meltaguns, swap out bolter for ccw, champ with meltabomb, rhino, dirge caster, dozer blade, combi melta on rhino
10 CSM, 2 meltaguns, swap out bolter for ccw, champ with meltabomb, rhino, dirge caster, dozer blade, combi melta on rhino (Do not use heavy bolter or plasma gun)
Fast:
Helturkey
Spawns-max number with MoT or no mark. Sorc with Disc of Tzeentch can possibly go here as long as you do not use jump but move cavalry speed.
Heavy:
Predator Tri lascannon
Forge Fiend
8Havocs, 4 autocannons
For your heavy I would instead take
3 tri las predators, or 3 forge fiends, or 3 squads of havocs.
Necrons will wreck your preds and fiends.
Preds are not really ment to sit back and snipe. They are suppose to move 6" into a new lane or behind cover, and fire one of the side lascannons at full bs, and snap fire the twin linked turret lascannon. If you wanted something to sit in cover and snipe then use havocs. Proxy your autocannons as lascannons.
List tailoring suggestions: If you fight necron, then try using 3 squads of 8 havocs with autocannons to shoot down his night scythes. Autocannon havocs are also good versus Nid monsterous creatures and the ones that fly. However, forge fiends with their twin lined hades autocannon are better at shooting down nid flyers and cron air but are vulnerable to their gause.
btw, pm me if you need help acquiring some of these pieces.
Your right, I dont have much redundancy in this list. But its performed well in the games ive played with it. There have been a few times where a particularly bad shooting phase or some bad saving rolls have screwed me over but if I play smart I can usually recover. I havent played against Eldar or any really competitive lists but I feel like id probably get stomped. I do agree on the possessed though, I just wanted to try them out using the Crimson Slaughter rules since i had the models anyway but theyre still pretty sub par. Better than vanilla possessed but still sub par.
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This message was edited 2 times. Last update was at 2014/11/10 06:14:22
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