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Made in us
Veteran Knight Baron in a Crusader






At my desk

I am starting a new army, just traded some old stuff for some cultists and I want to make a chaos force to go with them. I really like Tzeentch and want to theme my army around devotion to (him).

I want to take Ahriman as a HQ, to unlock Thousand Sons as troops (take a group of eight with Aspiring Sourcerer, in Rhino with Havoc Launcher), two groups of cultists (Dark Vengeance loadout).

I want to know what you guys think, and what I could do for a Tzeentch themed list.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in gb
Longtime Dakkanaut




My favorite tzeentch unit is a fully kitted out lord on a disk with some spawn.

The other tzeentch strength is daemon allies, horrors and herald for warp charges and summon option

DFTT 
   
Made in us
Annoyed Blood Angel Devastator



Arizona

I would ally in daemons for summoning. Makes tzeentch so much scarier. Example

2k points

Csm

Hq

Ahriman warlord. Telepathy you want psychic shriek. He can do it three times a phase. Plus invisibility is broken

Troops
7x thousand sons rhino
7x thousand sons rhino

Fast
Heldrake

Heavy
Oblit of tzeentch
Oblit of tzeentch

Daemons
Lord of change level 3 exalted, greater daemonology
3x heralds 1 w/ exalted for portal. All on daemonology

Troops
10x horrors
10x horrors

Heavy
Soul grinder of tzeentch. Phlegm bombardment

This message was edited 1 time. Last update was at 2015/01/12 13:55:01


 
   
Made in us
Frightening Flamer of Tzeentch




PNW

As the Thousand Sons squads aren't sticking to fluff numbers of nine, I would reduce and increase the amount of Horrors to increase WC.

 
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

Check out this video of a youtuber reviewing a list I had made:

https://www.youtube.com/watch?v=_UHtGhUeAfE

The lesson here is this:
1) Make sure you have at least 3 squads that can really benefit from infiltrating. You don't want a single point of Ahrimans 230 point cost going to waste.
2) Make sure the rest of your army has the range to support your D3 squads that are getting aggressive TURN 1. This means lascannons, autocannons, rocket launchers. Units with extreme speed is also acceptable but not as good imo. Think maulerfiends.

Here is the current list I'm using:

Prodigal Sons 1843 Points:

Ahriman (Warlord)
8 Thousand Sons- Rhino (Ahriman)
9 Thousand Sons- Rhino
9 Thousand Sons- Rhino
Predator- TL Lascannon, Lascannon Sponsons
Predator- TL Lascannon, Lascannon Sponsons
Predator- TL Lascannon, Lascannon Sponsons

Lord of Change- ML 3, 2 Greater Rewards
10 Pink Horrors

Lord of Change vector strikes, shoots mind bullets starting turn 1. I'll land him turn 3 or 4 if his CC could assist me.
Predators I stick in cover and fire every turn
Thousand Sons infiltrate, or I move at cruising speed and flat out, disembarking on turn 2. That's 18" movement (12" Max speed, 6" flat out move)

The general strategy is I alpha strike all the vehicles and elite forces in the army. I can often kill them all without losing anything but rhinos. Then, its a race to kill my opponents swarms of troops (Comparatively a swarm that is) before my 27 rubrics get killed.

"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  
   
 
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