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Made in nl
Automated Rubric Marine of Tzeentch



Netherlands

Double battalion for Thousand Sons and Tzeentch Daemons. The aim of this list is to create a fast moving army that can harass multiple targets and also lay out an ungodly number of smites and other mortal wound spells. Bonus points for the enemy's big weapons being practically useless in the matchup. Let me know about your opinion.


++ Battalion Detachment +3CP (Chaos - Thousand Sons) [65 PL, 1189pts] ++

+ No Force Org Slot +

Relics of the Thousand Sons (1 Relic)

+ HQ +

Ahriman on Disc of Tzeentch [9 PL, 166pts]

Daemon Prince of Tzeentch [9 PL, 180pts]: Helm of the Third Eye, Malefic talon, Wings

Exalted Sorcerer on Disc of Tzeentch [8 PL, 147pts]: 6. High Magister, Plasma pistol, Seer's Bane, Two power swords, Warlord

+ Troops +

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

+ Elites +

Tzaangor Shaman [5 PL, 90pts]: Force stave

Tzaangor Shaman [5 PL, 90pts]: Force stave

Tzaangor Shaman [5 PL, 90pts]: Force stave

+ Fast Attack +

Tzaangor Enlightened [5 PL, 102pts]: Aviarch, 5x Enlightened, Fatecaster greatbows

Tzaangor Enlightened [5 PL, 102pts]: Aviarch, 5x Enlightened, Fatecaster greatbows

Tzaangor Enlightened [5 PL, 102pts]: Aviarch, 5x Enlightened, Fatecaster greatbows

++ Battalion Detachment +3CP (Chaos - Daemons) [48 PL, 806pts] ++

+ No Force Org Slot +

Chaos Allegiance: Chaos Undivided

+ HQ +

Fluxmaster [5 PL, 104pts]: Flickering Flames, Gaze of Fate, Staff of Change

The Blue Scribes [5 PL, 86pts]

+ Troops +

Horrors [4 PL, 36pts]: 3x Blue Horror, 7x Pair of Brimstone Horrors

Horrors [4 PL, 36pts]: 3x Blue Horror, 7x Pair of Brimstone Horrors

Horrors [4 PL, 38pts]: 4x Blue Horror, 6x Pair of Brimstone Horrors

+ Elites +

Exalted Flamer [5 PL, 90pts]

Exalted Flamer [5 PL, 90pts]

Flamers [8 PL, 140pts]: 4x Flamer, Pyrocaster

+ Fast Attack +

Screamers [8 PL, 186pts]: 6x Screamer

++ Total: [113 PL, 1995pts] ++

Created with BattleScribe

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Made in us
Sister Oh-So Repentia




Correct me if I'm wrong but only the TSons get to cast smite on a 5+. The Daemons would still suffer from the FAQ rules about Smite Spam. This would lead your horrors unable to cast it at all the Daemon HQ fairly difficult as well. At most I see you getting off 8 smites and while that is great but nothing in this army has any punch.
   
Made in nl
Automated Rubric Marine of Tzeentch



Netherlands

Bound2Earth86 wrote:
Correct me if I'm wrong but only the TSons get to cast smite on a 5+. The Daemons would still suffer from the FAQ rules about Smite Spam. This would lead your horrors unable to cast it at all the Daemon HQ fairly difficult as well. At most I see you getting off 8 smites and while that is great but nothing in this army has any punch.


There are a million little synergies in the list. Tzaangor shaman with enlightened and they can shoot on a 2+. Add a TS HQ and you get reroll 1's. And you have 18 of them, moving 12" and shooting 24 for a 36" effective range. That's 36 shots on a rerollable 2+ that autowound on a 5+ and are str 5. Beyond that, the fluxmaster can move in place second turn, while you drop your flamers from deep strike and enjoy str 5 ap-1 flamers with 12" range. Same goes with the screamers, who can attack with 3 attacks a piece, str 7, ap-3 and 2 damage when near the fluxmaster and with reroll 1's from the daemon prince.

8 smites are indeed a lot. But that's not all you have. Between all the characters, I can have an additional 5 spells that do mortal wounds damage (firestorm, doombolt, infernal gaze, infernal gateway, bolt of change). That makes for 12 potential spells that do mortal wounds, with most of them striking from 24" away on 12" moving platforms. The blue scribes have 33% to cast another and then an extra smite if they happen to siphon any spells of the opponent. I don't care about the horrors, they really only exist as first turn fodder. The important thing is the characters, and they are so many (enlightened and exalted flamers are characters) and so fast that they can always hide behind a fodder.

There is a lot of punch in this list, even if it does not exist in the form of str 8/9/10 shooting attacks.

This message was edited 1 time. Last update was at 2018/04/27 00:24:14


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Made in gb
Wicked Canoptek Wraith




You don’t have enough bodies to counter how fragile thousand sons are. You need at least 6 squads of brims on top of the cultists. The body count you’ve got won’t last one turn. Psychic powers don’t do that much compared to regular shooting otherwise they would be everywhere in the meta. DE have a threat range of upto 56”, Eldar serpent Spam 40” threat range. Guard gun line will rip this army apart. Most of your powers will kill 4pt guardsmen, whilst the tanks and mortars sit nice and pretty at the back, removing your entire army. Also what do you do vs Magnus and Morty, where they can effectively shut down your psychic phase, what about triple knights. I think you’ve over estimated the damage output of psychic powers, and the damage output of enlightened. There’s a reason why people took 80 odd enlightened in a List before the FAQ.

This message was edited 1 time. Last update was at 2018/04/27 05:37:57


 
   
Made in us
Regular Dakkanaut




I like almost all the units you have, in isolation but I think the combination of them has two major weaknesses:
1) Lots of characters and fragile units (screamers, flamers, Enlighted) mean that your going to quickly run out of units to screen your characters with.
2) Real lack of anti-infantry firepower. The flamers and enlightened are the only units even reasonably good at taking out massed infantry, so you're going to struggle hacking/smiting your way through Orks, Nids, Guard or even daemon lists. Given that massed infantry is generally strong in 8th, this could be a real problem.

Personal suggestion for fixing it would be to drop a shaman or two and the exalted sorcerer in order to get some Pink Horrors in there, they are hard to shift (especially with some points for splitting) and great at removing infantry.
   
 
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