Son of aY3ti wrote:
Also not sure why you are running 11 Horrors. If thats what you have and want to run them got it, but i would run 10 in each to save some pints.
Horrors generate 1
WC if they number 1-10 models, 2
WC if they're 11-15, or 3
WC if they're 16-20 models. Starting with 11 models in the squad means that they'll be generating additional charges until they begin to take casualties. Really, 9 points for a Warp Charge/turn is about as cheap as you'll ever get it.
As for the actual list. There are a few things in there that I think are simply downright bad and not worth taking, and also a few things that are amazing and you've not picked. Perhaps it was aesthetics that led you to these choices and if that's the case, please ignore this advice. That having been said, here's what I'd suggest:
Sorcerer needs Mark of Tzeentch, or change his Disc to a Bike. I'd probably give him mastery level 3 as well. You also should specify what type of Force Weapon he has -axe/sword/mace etc.
Warpsmith is pretty garbage and should be dropped entirely.
Thousand Sons are unfortunately pretty bad. I'd replace them with another squad of marines in a Rhino or some cultists to free up points.
Helbrutes are some of the worst units in the
CSM list. They're like bad Dreadnoughts that don't follow your instructions a good chunk of the time. They also pack pathetic firepower for their cost while also not being very durable.
Forgefiends suffer in the same was a Helbrutes with high cost, middling durability and limited damage output.
Some units that are strong - Heldrakes, Bikers, Spawn, Maulers (kinda), Oblits (kinda).
All of these units are potentially Tzeentchy in their own way, Spawn especially so, and form the backbone of most effective
CSM lists. Unfortunately for the
CSM, they're already bottom of the pile, so picking poor choices from a weak book with leave you getting stomped even in the fluffiest of environments. You can get away with spamming the most "
OP"
CSM units and you'll still not come close to matching the power of a "fluffly" Eldar or Tau list. Perhaps consider these units as well to some degree to give yourself a actual chance of winning.
Daemon allies are fine - probably drop the Locus from the Herald and get an extra mastery level instead. Make the screamers into a single unit of 8 (seeing as the "herald" can be easily converted from a Horror riding a Screamer). The soulgrinder is better than almost all of the
CSM walkers, so perhaps consider using more grinders instead of the Brutes and Fiends.