Combined Arms Chaos
1500 points
Renegades and Heretics
Primary Detachment
Command Squad
covenant of tzeentch
primaris rouge witch
lvl 2 psyker
autocannon
extra dudes +3
2x Mutant Rabble
extra dudes +2
stubbers
Renegade Heavy Ordnance Battery
2 Earthshaker Emplacements
Renegade Strike Battery
2 Griffons
Renegade Strike Battery
1 Griffon
Renegade Sentinels
Aegis Defense Line
Quadgun
Chaos Daemons
Allied Detachment
Battle Brothers
3x Herald of Tzeentch
lvl 2
Pink Horrors
extra dudes+1
Chaos Furies
extra dudes +5
Chaos Space Marines
Allied Detachment
Battle Brothers
Sorcerer
melta bombs
psyker level 3
Chaos Space Marines
plasma gun
ccw +4
Rhino
havoc launcher
Raptors
meltaguns +2
extra dudes +2
meltabombs
Helbrute
plasma cannon
Grand total
1500 points and 13 pysker levels
This list is based off of a mono Tzeentch list I had built for fun. I have a tournament coming up that the theme is fast attack so I included a unit of fast attack from each detachment. The main play of the army is summoning mostly just to get Greater Daemons by sacking the heralds but also grab some hounds, blood letters, plague bearers, and heralds of nurgle. also once the heralds are dead, I summon them again. I am limited to mostly these as I only have so many models. All told though, the indirect fire and target saturation makes the list work. You just cannot kill that many models plus all the extra coming in. Plus it is always fun to pull out a bloodthirster first round. I have found that a Keeper of Secrets works better most games as it doesn't have a extra round caught up in changing flight modes. The Chaos Sorcerer and the Renegade Commander generally take all there psyker abilities in pyromancy while the daemons all take malefic daemonology. The Renegade Commander's Covenant of Tzeentch allows snap shots at ballistic skill 2, which makes the Quadgun more viable versus ground targets. So far the only problem I have run into is the shooting phase takes a long time and can bog down the game. The psykic phase is actually rather simple and quick, as unless there is something close to set on fire, all the dice go into cursed earth and summoning.
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