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Made in ie
Terrifying Wraith






I've been looking for a new project and tzeentch daemons seem the furthest away from what i've run before, what's the most competitive way to run a mono tzeentch list? Are the wulfen formations any good? Fateweaver still an auto take?
   
Made in us
Auspicious Daemonic Herald





The most important part of Tzeentch daemons is summoning. You have a ton of cheap warp charges and a ton of malefic daemon psykers. Summoning is a giant toolbox that can make up for anything your a lacking in any particular match up while also being amazing table control in a game that is largely objective based. As a result you are going to have a 1-3 Lvl3 heralds with relics like Grimoire, Portalglyph, and Paradox; a few 11x pink horror squads, and Fateweaver (who is still auto include especially with the new Tzeentch powers and his errata from GW).. After that you have a couple options that you can include and are all pretty good.

Chaos Knight of Tzeentch - A great option for chaos in general because strictly speaking its an imperial knight paladin or errant but better (as it has +1 against MCs and GMCs on its D weapon) it also has the per of being able to take a demon dedication giving it a daemon 5++ and special god related rule which for tzeentch is rerolling 1s to hit. The big thing that can make a tzeentch one amazing is that its arguable that its Daemon Knight of Tzeentch rule gives Daemon of Tzeentch for rerolling 1's to save allowing you to grimoire it for a crazy hard to kill Imperial Knight. Its not completly clear but its fairly common that it works as such (such as ITC format as ruled in favor as such). Very good if you support it

Screamerstar - I suppose it still works but not nearly as well as it did in 6ed. It just doesn't have the reliabilty of getting off its 2++ like it used to and MSU is more prevalent which can reduce how effective a giant deathstar is in the course of a game. Still a miniature version of it with a large blob of screamers and a disk herald or two as support is still good midfield control especially with summonning and it doesn't have the massive points commitment a full star has if it doesn't quite work out.

Soul Grinders - I personally think these are good. Very durable for their price and do good damage in close combat as well as shooting if you pay for the extra gun. They are a bit slow but they can deep strike to help with that. Their effectiveness is directly linked to how much anti-tank the opponent is bringing and while a couple Soul Grinders can handle a normal amount of anti-tank no problem (and don't care about the S6 and S7 spam that eldar and tau put out) armies like grav spamming SM lists will neuter Grinders with out fail. As a result they area bit local meta dependant for their effectiveness. If you do run them though you need to take like 3 of them for the armour saturation because 1-2 will get focused down too easily.

Lord of Change w/ Impossible Robe - The plan is pretty simple in that you buy it 3++ and hope you get an asditional +1 invul from rolling Cursed Earth, Fighter Ace, or the Tzeentch Warlord trait. If you do manage it, it has a self sufficient 2++ rerollable (plus greater rewards for defense) and can go around punching things in the face with a staff of change for 5-6 S8 sp2 attacks while being totally unkillable. Even without the the +1 invul its still is a pretty impressive unit that will take some dedication to bring down. Its only drawback is if it does take a wound you have to take a Ld test and if it fails it it gets removed from the game but with Ld9 and Fateweaver's reroll it shouldn't happen often if at all (especially if you do get 2++ rerollable).

The Warpflame Host - This formation may be effective. The other one with screamers and chariots is bad for sure. But this one has potential. The +1 Str for shooting is a great rule. With witchfires and stacking it with the Exalted Locus you can get a ton of S7 flicker fire shooting and it makes Exalted flamers have d3 S10 ap2 and a S6 ap3 torrent flamer. While impressive both have bad drawbacks namely the witchfires are terribly WC inefficient and will get up all of you dice just to get a few speels off and Exalted Flamers are short ranged and can't move and shoot their Heavy weapons. On top of this you have to take so many units just take the formation at all. As a result this formation ends up being unweildly but when it works it can be devastating.

This message was edited 1 time. Last update was at 2016/03/18 07:43:02


 
   
Made in ie
Terrifying Wraith






Thanks a lot man, where are the rules for the chaos knight of Tzeentch?
   
Made in ca
Grumpy Longbeard





Canada

Fateweaver is generally considered auto-take for ALL daemon lists.

A combination of a flying circus (2-4 FMC's) and daemon factory (use pink horrors and tzeralds to generate 15+ warp charges and cast malefic) is recommendable. You can consider a screamer star (screamer, disc herald and grimoir combo), but that is a lot to get into one list.

Going psyker heavy gives you some flexibility because you can roll different powers each game.

The new Tzeentch warlord traits are amazing, the new gear is worth a look, but the 9 units you need to make a Tzeentch formation ruins that.
   
Made in us
Auspicious Daemonic Herald





 Spyro_Killer wrote:
Thanks a lot man, where are the rules for the chaos knight of Tzeentch?

Its a free PDF on Forge World's website
   
Made in ie
Terrifying Wraith






So for say 1000 points what would people think of

Lord of Change
L3
The Impossible Robes

11 Pink Horrors
11 Pink Horrors
11 Pink Horrors

Chaos Knight Paladin
Dirge Caster
Daemon of Tzeentch.....or would the errant be the better choice?

This message was edited 1 time. Last update was at 2016/03/18 09:17:02


 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

At 1000 points there is not a lot going on here. This list has 6 Warp Charges, which is enough to on average get off 1 Summoning a turn. A good roll for WC's might get another, but you are going to want something like a Cursed Earth in there too.

At this point level I would lose either the Knight or the Lord of Change. If your meta has a lot of flyers, then keep the LoC. Otherwise, it is a tossup. Keep in mind too that to deal with super heavies Tzeentch has a S shooting attack it can snag in a bind now.

Then back fill with Screamers/Heralds. The Screamers are very fast and even without a 2+ rerollable they are good. Remember, they can Jink every turn for a 4+ cover with almost no penalty. They provide a good assault element plus quasi shooting (slashing attacks).

One item I REALLY like is the Paradox, especially on a Tzeentch Herald.

Daemons Blog - The Mandulian Chapel 
   
Made in ie
Terrifying Wraith






So if i change it up too

HQ
Herald
ML3
Paradox

Troops
11 Pink Horrors
11 Pink Horrors
11 Pink Horrors

Fast Attack
3 Screamers

LoW
ChaosErrant Knight of Tzeentch
is that better?

Or
HQ
Herald
ML3
Paradox

Herald
ML3

Troops
11 Pink Horrors
11 Pink Horrors

Fast Attack
3 Screamers

LoW
Chaos Errant Knight of Tzeentch

This message was edited 1 time. Last update was at 2016/03/18 14:41:54


 
   
Made in us
Furious Raptor




If you drop the screamers, you can add the grimoire, and if a third of your points is the knight, you need the protection more than a min unit of bare screamers. You can then add a few horrors or etherblades too.
   
 
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