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Made in us
Power-Hungry Cultist of Tzeentch





The Vaults

My friend challenged me to make a Tzeentch Only CSM list. The rule was units could be only Mark of Tzeentch or un-marked and I tried to stay as fluffy as possible.

HQ:
Sorcerer - MoZ, Level 2, Aura of Dark Glory (115 pts)

Sorcerer - MoZ, Level 2, Aura of Dark Glory, Jump Pack (130 pts)

Troops:
Thousand Sons - 8 Rubric + Sorcerer, Rhino (277 pts)
Thousand Sons - 8 Rubric + Sorcerer, Rhino (277 pts)
Cultists - 9 scrubs + champion (50 pts)
Cultists - 9 scrubs + champion (50 pts)
Cultists - 9 scrubs + champion (50 pts)
Cultists - 9 scrubs + champion (50 pts)

Fast Attack:
Heldrake - Baleflamer (170 pts)
Heldrake - Baleflamer (170 pts)
Raptors - 4 Raptors & Champion, Melta gun @ Combi-melta/flamer/whatever (115 pts)

Heavy Support:
Obliterators - 2 Oblits, MoZ (156 pts)
Obliterators - 2 Oblits, MoZ (156 pts)

Fortifications:
Aegis Defense Line W/ Comms relay (70 pts)

Total: 1836


 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Sorcerer's need Spell Familiar instead of AoDG and that one Sorcerer needs a bike for extra toughness instead of Jump Pack. Only run 9-man Tsons units when you want to put a character in. Give an extra Rubric Marine to a Tsons unit by dropping a few cultists.. Then make the Cultists into 2 units. Raptors with Melta should be Bikes with Melta for the extra toughness and better speed.

This message was edited 3 times. Last update was at 2013/10/22 14:37:09


 
   
Made in us
Power-Hungry Cultist of Tzeentch





The Vaults

So you're thinking something more like this?

HQ:
Sorcerer - MoZ, Level 2, Spell Familiar (115 pts)

Sorcerer - MoZ, Level 2, Spell Familiar, Bike (135 pts)

Troops:
Thousand Sons - 9 Rubric + Sorcerer, Rhino (300 pts)
Thousand Sons - 9 Rubric + Sorcerer, Rhino (300 pts)
Cultists - 14 scrubs + champion (70 pts)
Cultists - 14 scrubs + champion (70 pts)


Fast Attack:
Heldrake - Baleflamer (170 pts)
Heldrake - Baleflamer (170 pts)
Bikers - 4 Bikes + Champion, Melta & Combi Whatever (130 pts)

Heavy Support:
Obliterators - 2 Oblits, MoZ (156 pts)
Obliterators - 2 Oblits, MoZ (156 pts)

Fortifications:
Aegis Defense Line W/ Comms relay (70 pts)

Total: 1842

I feel like there's too few scoring units in this army though, that's why I was all about the MSU cultists. I like the bikes though, a bunch of fun modeling opportunities there


 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

If MSU is your thing, go for it. I just see too many 10man units of Cultists get wiped off (and sometimes do the wiping myself).

With the potential for AP2 goodness that your foot slogging sorcerer has, his best spot is in one of those Rhinos. Dropping a single Rubric Marine now could give you 31pts. Go go gadget Burning Brand on Bike?
   
Made in us
Power-Hungry Cultist of Tzeentch





The Vaults

 Brometheus wrote:
If MSU is your thing, go for it. I just see too many 10man units of Cultists get wiped off (and sometimes do the wiping myself).

With the potential for AP2 goodness that your foot slogging sorcerer has, his best spot is in one of those Rhinos. Dropping a single Rubric Marine now could give you 31pts. Go go gadget Burning Brand on Bike?


Ah, see I'd envisioned him holding down the fort with the cultists since the Thousand Sons are already monster targets and have a sorcerer in them.

Burning Brand Bike sounds like a) my 3rd alt-rock band in college, and b) a good time.


 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





you can do 18 or 27 sized units for the cultist and still keep with the tzeentch 9

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

They have a Sorcerer in them, but he can't have Wind of Chaos or Hallucination/Invisibility (if he rolls well). Not to mention if you roll Biomancy and get Endurance or something. Putting that HQ in there also makes him Fearless basically. If he goes with your Cultists and you botch a morale check because you lost a few chaff, that's an HQ sorcerer who is running as well!

This message was edited 2 times. Last update was at 2013/10/22 15:07:20


 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





honestly I highly suggest using ahrimian, he is a freaking boss HQ ML 4

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

He is good. I normally don't recommend him automatically though. Two sorcerers have pros over him. You could lose MoTz on guy riding with the Tsons. That'd be nice..
   
Made in us
Screeching Screamer of Tzeentch





 Sneezembop wrote:
My friend challenged me to make a Tzeentch Only CSM list. The rule was units could be only Mark of Tzeentch or un-marked and I tried to stay as fluffy as possible.

Raptors - 4 Raptors & Champion, Melta gun @ Combi-melta/flamer/whatever (115 pts)
/quote]

technically, Raptors can't have mark of tzeentch, fluffwise.

2000pts
2000pts
1200pts
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

GW/Black Library have messed up the fluff. I won't go into too much detail here, but their inconsistencies with Thousand Sons means that we can pretty much make up things as we go.

So if you want Tzeentch Raptors, its fine..
   
Made in us
Power-Hungry Cultist of Tzeentch





The Vaults

 Brometheus wrote:
GW/Black Library have messed up the fluff. I won't go into too much detail here, but their inconsistencies with Thousand Sons means that we can pretty much make up things as we go.

So if you want Tzeentch Raptors, its fine..


Plus, I left them un-marked as I said at the top. even though Thousand Son raptors would look amazing. I'm excited for the modeling possiblities with Thousand Son Bikers


 
   
 
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