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Made in us
Regular Dakkanaut





Hey everybody, I'm looking to make a fluffy Tzeentch Warband. Due to this I don't want to remove the Mark of Tzeentch on several units even though it's not the most competitive choice.

Chaos Warband

1 Chaos Lord
- Veterans of the Long War
- Combat Familiar
- Mark of Tzeentch
- Power Sword
- Melta Bombs
- Sigil of Corruption

1 Sorcerer
- Veterans of the Long War
- Spell Familiar
- Mark of Tzeentch
- 2 Psyker Mastery Level
- Force Sword
- Melta Bombs
- Sigil of Corruption


3 Chaos Bikers
- Veterans of the Long War
- Mark of Tzeentch
- 2 Melta Guns
- Chaos Biker Champion with Power Fist

10 Chaos Space Marines
- Veterans of the Long War
- Mark of Tzeentch
- Chaos Rhino
- 2 Melta Guns
- Aspiring Champion with Melta Bombs and Power Axe

5 Chaos Space Marines (Sorceror will be attached to squad)
- Veterans of the Long War
- Mark of Tzeentch
- Chaos Rhino
- Aspiring Champion Base

5 Chosen (Chaos Lord will be attached)
- Veterans of the Long War
- Mark of Tzeentch
- Chaos Rhino
- 1 Power Maul
-1 Power Axe
- 1 Power Fist
- Pair of Lightning Claws
- 1 Bolter

1 Helbrute
- Power Fist
- Multi-melta

The Lost and the Damned

Dark Apostle
- Veterans of the Long War

2x Chaos Cultists
- 8 with Autogun
- 1 with Heavy Stubber

2x Chaos Cultists
- 8 with Autopistol
- 1 with Flamer





This message was edited 1 time. Last update was at 2017/03/12 04:59:56


 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





I'm not sure what you want us to comment on, the stuff in here is a selection of some absolutely terrible options
- The lord with a 3+/3++ and a power sword who isn't killy, isn't EW and is going to get rolled hard in a challenge since he can't beat 2+ armour and can't assault out of a rhino. You could have at least given him a disk and a power fist.
- The ML2 MoT sorc when you don't have to take MoT. At least he has a spell familiar, but again, the force sword is terrible.
- MoT on bikes is double bad because a 6++ won't save you if you don't jink and if you do jink, you've defiantely paid points for nothing since you're not using your 6++ anyway.
- MoT on tacs is bad, again since a 6++ isn't going to do much for you. At least they're in a rhino with double specials, but why have you got a power weapon on the sarge?
- Meanwhile, the sorcs's bodyguard is a min squad with no upgrades?
- The chosen with no weapon focus at all with very expensive weapons that make them terminator prices with only a 3+/6++ and it's a melee squad in a rhino while you're at it!
- The 2 units that can make the most use out of MoT are the cultists wince virtually everything in the game is going to ignore their 6+, so at least you'll get some sort of save against small arms, and you leave them without a mark!

You've also got 1 gun that can realisticaly threaten tanks outside 6" neyond getting lucky with a string of 6's and it's going to be turn 3 at the very earliest before you can assault anything (if any of your units live that long).

Sorry mate, there's compromises for theme and then there's just a terrible army. This is the later.
-

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Regular Dakkanaut





I hate to hear it's that far off course. I knew it looked off to me. That's why I posted it up here. I don't think you'll be able to fit the lost and the damned formation in there without going to 1850, so I'm posting what I was able to do for 1850 with what you proposed. It looks like the Warband itself comes in just shy of 1500 so another chosen or termie would pop it up to 1500.

Main thing I'm wondering about is if a combat familiar gets attacks if you use a lightning claw in this list, are they completely not worth the points? Should I take a chainfist over a powerfist if possible? Are they just too many points for the value? The same with Power Swords, are they just flat out worse than Power Axes & Mauls? Your response on Chosen also makes me ask is their any setup where melee units should take a transport? I feel like I might still be short on ranged tank busting, but I can't find what would be good at holding them inside the formation.

My main army is Dark Angels, so I'm used to playing very range heavy. I'm not as used to kitting out melee squads.

Chaos Warband

1 Chaos Lord
- Combat Familiar
- Disc of Tzeentch
- Lightning Claw
- Mark of Tzeentch
- Power Fist
- Sigil of Corruption
- Veterans of the Long War

1 Sorcerer
- 2 Mastery Level
- Disc of Tzeentch
- Force Axe
- Mark of Tzeentch
- Sigil of Corruption
- Spell Familiar
- Veterans of the Long War

10x Chaos Space Marine Squad
- Chaos Rhino
- Missile Launcher
- Flamer
- Aspiring Champion with Power Axe
- Veterans of the Long War

10x Chaos Space Marine Squad
- Chaos Rhino
- Lascannon
- Plasma Gun
- Aspiring Champion with Power Axe
- Veterans of the Long War

3x Chaos Bikers
- Veterans of the Long War
- 2 Meltagun
- Power Axe

4x Chaos Terminators
- Chainfist & Combi-melta
- Powerfist & Combi-melta
- Powerfist & Combi-bolter
- Chainfist & Combi-melta
- Veterans of the Long War

5x Chosen
- Power Maul
- Power Axe
- Power Axe
- 2x Dual Lightning Claws

Helbrute

The Lost & the Damned

Dark Apostle
- Power Maul
- Sigil of Corruption
- Veterans of the Long War

2x Squads of 10 Chaos Cultists
- 8 with CCW & Autopistol
- Flamer
- Shotgun
- Mark of Tzeentch

2x Squads of Chaos Cultists
- 8 with Autoguns
- Heavy Stubber
- Champion with Autopistol & CCW
- Mark of Tzeentch

This message was edited 2 times. Last update was at 2017/03/12 04:44:02


 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Have you thought about using a Thousand Sons Detachment rather than a normal warband?
Also if your going for a fluffy Tzeentch army then why aren't you going for sorcerors galore? Just seems strange that your fluffy Tzeentch warband only has two mastery levels

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Hatachi wrote:
I hate to hear it's that far off course. I knew it looked off to me. That's why I posted it up here. I don't think you'll be able to fit the lost and the damned formation in there without going to 1850, so I'm posting what I was able to do for 1850 with what you proposed. It looks like the Warband itself comes in just shy of 1500 so another chosen or termie would pop it up to 1500.


I'm going to put this as bluntly as possible, so there's no mistaking the truth - Tzeentch is the worst possible mark for anyone to build a warband around. It doesn't work as intended unless you've already got an invulnerable save, and even then it's usually a bad choice. You're also wasting a bunch of points on crap units and crap upgrades, but we'll cover that in a minute. I'll be even more blunt - Unless your meta is fully of bad players with bad lists (or you're just significantly better than everyone else you play against), a Tz warband is going to lose on a routine basis regardless of what you do.

Hatachi wrote:
Main thing I'm wondering about is if a combat familiar gets attacks if you use a lightning claw in this list, are they completely not worth the points?


Combat familiars give 2x str4 ap- attacks, regardless of what weapon you use. No, they're never worth it.

Hatachi wrote:
Should I take a chainfist over a powerfist if possible? Are they just too many points for the value?


On HQ characters with a decent invulnerable or EW, it's usually a solid choice, especially if you've got a second non-unwieldy weapon (read: Lightning Claw) to give you a choice of what to swing. 1 in a unit of terminators (not on the champ) is often handy if you see lots of walkers or mech in your area.

Hatachi wrote:
The same with Power Swords, are they just flat out worse than Power Axes & Mauls?


Against pretty much everything, yes. Mauls are better against anything with a 4+ or less or T6 or more, axes are better against anything with a 2+ (though if their invulnerable is a 3++ or more, the maul is about the same, while the maul is obviously better at a 2++). Swords are just bad unless you absolutely need to fight at initiative against Low toughness 3+ armour targets, so, like, Incubi who've charged through terrain and that's about it.

Hatachi wrote:
Your response on Chosen also makes me ask is their any setup where melee units should take a transport?


Chosen are bad and they should feel bad. Melee units should take a transport if said transport is a land raider and the unit has a super killy HQ like kharn that's going to get shot to death before they reach combat. Taking a Rhino that you don't ever get into and giving it a dirge caster and using it to provide cover for your advancing guys is sometimes an option, as is buying a rhino because as part of a warband it gets obsec and you park it in your DZ on an objective and leave it there while your fighty units run screaming at the enemy. Otherwise, generally speaking, any melee unit that moves 6" a turn is BAD and shouldn't be fielded. Exceptions are world eaters who get their pregame 2d6 move and (whith a bunch of caveats) things that deepstrike like terminators (they're still better considered a shooting platform with combis though).

Hatachi wrote:
I feel like I might still be short on ranged tank busting, but I can't find what would be good at holding them inside the formation.


You're playing Chaos, you're always going to be short on anti tank unless you're playing Iron Warriors. I've got bad news for you - Our codex SUCKS. Our anti tank is stuff with melta guns (CSM, Havoks, Bikers, Raptors, Termies), Oblits and Auto or Las Havoks. That's about it.

Hatachi wrote:
My main army is Dark Angels, so I'm used to playing very range heavy. I'm not as used to kitting out melee squads.


Tzeentch is meant to be a ranged army, which is again one of the reasons why it doesn't work because we've mainly got a bunch of units that all do the same job badly, and very few of them are ranged.

Hatachi wrote:

1 Chaos Lord
- Combat Familiar
- Disc of Tzeentch
- Lightning Claw
- Mark of Tzeentch
- Power Fist
- Sigil of Corruption
- Veterans of the Long War


Much better, though Ideally, he's going to want a unit to go with that can move 12" a turn with him. This means Bikes (MoT is bad), Raptors (MoT is not good for them either), Warp Talons (MoT is OK, but they're already super expensive and die like normal marines for 3 times the points) or Spawn (you should be in cover, but at least MoT will give you some sort of save). Don't pay for VotLW though and definately ditch the combat familiar. If you've got 10 points left over, consider a gift here since the lord's going to get the most out of it.

Hatachi wrote:

1 Sorcerer
- 2 Mastery Level
- Disc of Tzeentch
- Force Axe
- Mark of Tzeentch
- Sigil of Corruption
- Spell Familiar
- Veterans of the Long War


Same as the lord, much better, but you're going to want a unit that moves 12" a turn to put him in. Wargear choice is spot on bar VotLW.

Hatachi wrote:

10x Chaos Space Marine Squad
- Chaos Rhino
- Missile Launcher
- Flamer
- Aspiring Champion with Power Axe
- Veterans of the Long War


No. Missile launchers are snapshooting if the rhino moved, flamers can't fire unless you're danger close, you can't charge if you've fired the missile launcher and missile launchers are trash anyway, plus both weapons have 2 very different targets in mind. Remember that we don't have combat squads, you can't split your guys. You can have 2 specials at 10 men, so IMHO, if you're not deathguard (for relentless, among a host of other benefits), it's double plasma/melta/flamer or you're doing it wrong. The power weapons on the champ is probably a waste too since you're going to be forced into a challenge and any HQ character is going to drop you before you swing. If you insist on it though, the Axe is the way to go, since you'll ether be killed at I5 by HQ characters regardless of what you take, probably tank AP- attacks at I4 from other sargents or swing at the same time as unwieldy characters and at least you get your AP2 attacks in. VotLW is neither here nor there, it's expensive, but in my experience, Ld 10 while the sarge is alive has been beneficial, but is it really worth points? 50/50 at best and those points really add up fast if you're taking vets everywhere.

Hatachi wrote:

10x Chaos Space Marine Squad
- Chaos Rhino
- Lascannon
- Plasma Gun
- Aspiring Champion with Power Axe
- Veterans of the Long War


Less bad compared to the other squad since at least the Las/plas synergise a bit with ap2, mid/high str and decent range, but again, the las is snapshooting if you move. Same goes for the power weapon on the sarge. 15 points is a lot for a guy who should rarely see combat, especially on a relatively long ranged squad like las/plas (though you should be running plas/plas, but that also means you won't be charging).

Hatachi wrote:

3x Chaos Bikers
- Veterans of the Long War
- 2 Meltagun
- Power Axe


Yep. Ditch VotLW though, you're already fearless with the lord in here, Ld10 with the sorc and if you've lost them both already, the bikers aren't going to turn the tide. The Axe is OK, but remember that your lord is going to be fielding most challenges that you can win, and you're going to be throwing your biker champ into any that you don't want your lord to face, so strongly consider dropping the axe here. Rememeber that these guys are ablative wounds for your HQ's, so don't be afraid to jink when you're hit with AP3 or better because their only job is to get those HQ's where they need to be.

Hatachi wrote:

4x Chaos Terminators
- Chainfist & Combi-melta
- Powerfist & Combi-melta
- Powerfist & Combi-bolter
- Chainfist & Combi-melta
- Veterans of the Long War


No. Too many fists, no excuse to not have all combis. Their job is to drop in, pop something pricy and then threaten to bully other units if they're not dealt with so they are forcedd to shoot your termies instead of your more squishy elements. Power Axes should be fine (they're free) with 1 chainfist in there so you don't get punked by a dreadnaught and you can almost assure the destruction of any tank you get into combat with. 3 is the usual size, but I (and many others) can't roll dice and repeatedly fail to achieve anything with 3 combis, so going to 4 (or even 5) men isn't the worst thing ever, but it is 36 points for a combi (with attached terminator), so it can add up fast. Vets isn't usually required since either they're all dead or you're not testing. If your opponent has gotten wise and turns plasma/melta/grav on them, then MoT can help out here. It's not the best thing ever, but it's one of the few places you don't have to feel so bad about sticking to your theme.

Hatachi wrote:

5x Chosen
- Power Maul
- Power Axe
- Power Axe
- 2x Dual Lightning Claws


Chosen are bad, melee chosen are even worse. Look at how much the unit costs compared to some terminators with the same weapon loadout. You also only need 1 elite choice, so unless you've already got 3 heavy support havoks, you don't need chosen for their ability to bring 4 specials and you never need melee chosen.



Fine. It's not great since it's forced to walk across the field, but there are worse choices. Consider that autocannon havoks are excellent light vehicle hunters for roughly the same points in the same slot though. 8 str7 ap4 shots is decent for 110 points.

Hatachi wrote:

Dark Apostle
- Power Maul
- Sigil of Corruption
- Veterans of the Long War


Since he's the lynchpin of your cultists and he's already got a sigil, a MoT on him isn't the worst choice ever. Vets is pointless since he's already got zealot.

Hatachi wrote:

2x Squads of 10 Chaos Cultists
- 8 with CCW & Autopistol
- Flamer
- Shotgun
- Mark of Tzeentch


Could be worse. Don't expect these guys to eve make combat though and don't be surprised if they get wiped before they swing if they do. Cultists are not a combat unit unless in overwhelming numbers (40 is not overwhelming numbers by the way).

Hatachi wrote:

2x Squads of Chaos Cultists
- 8 with Autoguns
- Heavy Stubber
- Champion with Autopistol & CCW
- Mark of Tzeentch


If they're going to sit in terrain (and they should), MoT doesn't do as much for them.

Also keep in mind that you've already got a bunch of infantry who're generally trying to get into CC or rapid-fire range. More trash tier infantry aren't going to make much of a difference, so cultists (traditionally used because they're cheap mandatory troops, not because they're good) aren't going to scare anyone.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Regular Dakkanaut





It sounds like I'm getting closer at least. I may have to subside to keeping the theme mainly via disks. To keep Tzeentch theme in this list I dropped the apostle for another Sorcerer (I'll magnetize my Apostle's head and it should be an easy switch.) I'd think of another squad of termies or havocs at some point, but those are basically out of the budget at the moment. A second biker squad is pushing things what I can do already on that front. I'd attach the CAD Sorcerer to the CAD Bikers and Lord & other Sorc to the formation one. I already own the Firestorm Redoubt from a version of a dark angels list I ran. They have awful anti air outside their flier themselves, and I wanted to keep it straight Greenwing. It would also give one of the cultists squads a steady job occupying the building and using it for cover. YMMV, you might not be a fan of the fortification.

Chaos Warband

Chaos Lord
- Mark of Tzeentch
- Disc of Tzeentch
- Sigil of Corruption
- Lightning Claw
- Power Fist
- Gift of Mutation

Chaos Sorcerer
- +2 ML
- Mark of Tzeentch
- Disk of Tzeentch
- Force Axe
- Sigil of Corruption
- Spell Familiar

x10 Chaos Space Marines
- Chaos Rhino
- 7x Boltguns
- 2x Plasmaguns
- Aspiring Champion with Chain Axe (I know I could run them naked but it just feels awkward putting them together and them blending into the other marines)

x10 Chaos Space Marines
- Chaos Rhino
- 7x Boltguns
- 2x Meltaguns
- Aspiring Champion with Chain Axe

x3 Chaos Bikers
- 2x Meltaguns
- 1x Chain Axe & Combi Melta

x1 Helbrute
- Power Fist
- Multi-Melta

x5 Terminators
- Chainfist & Combi-melta
- Force Axe & Combi-melta
- Force Axe & Combi-melta
- Force Axe & Combi-melta
- Force Axe & Combi-melta

Standard CAD

Chaos Sorcerer
- +2 ML
- Mark of Tzeentch
- Disk of Tzeentch
- Force Axe
- Sigil of Corruption
- Spell Familiar

x3 Chaos Bikers
- 2x Meltaguns
- 1x Chain Axe & Combi Melta
-
10x Chaos Cultists
- 8x AutoPistol & CCW
- 1x Flamer
- 1x Shotgun

- 10x Chaos Cultists
- 8x AutoPistol & CCW
- 1x Flamer
- 1x Shotgun

Fortification

Firestorm Redoubt
- 2x Quad Icarus Lascannons (Intercepter, Skyfire, Twin-Linked, & with two attacks each)
- Magos Machine Spirit (Let's the auto guns fire at BS3 instead of 1)

This message was edited 1 time. Last update was at 2017/03/12 22:21:43


 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

If you want a fluffy Tzeentch army why not take more sorcerors, exalted sorcerors, rubrics, Tzaangors, etc.? The list you have there isn't bad but nothing about it says "we are dedicated to Tzeentch", it's more like just a generic warband that has hired a few sorcerors of Tzeentch.

Sorry to be so frank but if you want to do a fluffy Tzeentch army properly then TS is the best way to go, Drasius is right when he says a Tzeentch warband won't hold up.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Regular Dakkanaut





Mrhappyface, I know where you're coming from, and I intend to buy more Thousand Sun Rubrics and Scarab Termies to make a Thousand Suns army at some point. However the idea for the army was a (comparatively) recently fallen chaos chapter to Tzeentch instead of Thousand Suns. For straight up Thousand Suns, a lot of lists are already up here already that I could work with. I'm not denying the advice at all. It's just something I was already planning on doing at another time.

I think you can understand why for a fallen chapter that wasn't part of the original TS legion it would be awkward to field Thousand Sun themed units in the list. Rubric lore isn't nearly as open as the other gods equivalent models. You don't worship Tzeentch and become a Rubrics like you would worship Khorne and become a Berzerker. I actually own a box of Rubrics at the moment, but they feel weird with any type of normal CSM in the list.

 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Chain axes are worse than almost any other options since anything that has a 4+ or worse is going to get wrecked in combat except an Ork Nob. Either pay for a power axe or don't, but friends don't let friends take chainaxes. If you're worried about him not sticking out, he's got a melee weapon and pistol instead of a bolter for one and you can always fancy his weapons/armour/base up for that specific purpose if you want.

There's also no reason to take the 2nd unit of bikers in the CAD instead of the Warband where they'd get free rules and ObSec.

The taking of the CAD for a fortification is fine, but unless you face a boatload of fliers, you'd be better off saving the points and ignoring them because your fortification is basically costing you ~300 points, since the cultists tax is significant and 4x BS slightly-above-4 lascannon-shots aren't worth >300 points, especially when they have to snap fire against non-fliers and non-skimmers while also being forced to shoot the closest target. If your meta is still playing 6th and is full of fliers, fine, but also keep in mind that cultists aren't going to need to man the building since it's doing its machine spirit thing and if anyone has a flamer, those cultists are all very dead anyway while the building can claim an objective within 3" just as well as anything else.

5 termies is probably overkill, but you should be all but assured to pop or render combat ineffective anything that's not a land raider barring spectaularly bad sice rolls.

You're also missing out on a BUNCH of free stuff for the sake of not taking a single spawn as an Aux choice. Drop a terminator if you insist on keeping the CAD, but get an Aux choice in there for free benefits.

If you wanted to put fallen in with Thousand Sons, you could just do a black legion force, they accept all sorts of riff-raff and are known to use any legions units for their purposes. Unfortunately, the black legion warband sucks, but no more or less than a Tz themed army I guess.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Regular Dakkanaut





Thanks for the tip on the axes. Hmm, I could put the Bikers back in the first Formation. The reason I took it out and put it in the CAD was I thought it counted as an allied detachment so I wouldn't be able to attach the sorcerer before game. Am I wrong there? It didn't occur to me I was losing the full detachment rules from dropping the "The Lost and the Damned" formation. A single spawn would let me jump to a full multi formation detachment.

The other main reason I was doing it was looking at the black legion formation list I didn't think to just put the Sorcerer into the "Lord of the Legion" slot if I can attach him pregame to bikers that way. I'm looking through the Codex again and I noticed I could use Alpha Legion as a base and get a formation as a single free floating lord to make the sorcerer. I could then fit "The Lost and the Damned" back in. It would also fit in fluffy with my chapter idea.

I'll give a real quick rundown to see if you can think another chapter might fit better. Shortened, they fell due to Tzeentch cursing them with the power to see all the paths to their worst possible futures constantly except including one path they'll survive which works best with what Tzeentch wants them to take/ finds amusing. It seems like the "I am Spartacus" Warlord rule would work with preparing for who would most likely fall in combat. Can you think of a legion that would fit better?

This message was edited 1 time. Last update was at 2017/03/13 02:14:30


 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





As long as you're battle brothers, any IC can join any unit (except for Daemons, they have restrictions on daemonic instability not allowing them to join or be joined by units without it). 2 detatchments with the same faction (ie CSM) can always join each others units.

Keep in mind with single model "formations" that they can't be taken outside of their parent formation, so you can't simply take a single sorc as a "lord of the legion detatchment" unless it's as part of a warband, the same way as you can't just take a unit of deathmarks as their own formation outside of a Necron Decurion.

Your real issue with legions is that only black legion and word bearers can freely take marks, everyone else is either Chaos but very anti-gods (Night Lords, Alpha Legion, Iron Warriors) or totally devoted to their specific god (Emperor's Children, Thousand Sons, Death Guard, World Eaters), so you're kinda stuck with BL, WB or renegades. Your fluff suggests to me that you just play them as the new fallen faction allied to a warband of whatever legion, though wither black legion or thousand sons would be the obvious choices (though neither are condusive to winning games).

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Regular Dakkanaut





I think I might have found a way to work everything into an 1850 list. I had to take a Black Legion attachment and a Word Bearers Attachment to do it.

Black Legion Speartip

Black Legion Warband

Chaos Lord
- Mark of Tzeentch
- Disc of Tzeentch
- Sigil of Corruption
- Lightning Claw
- Power Fist

x10 Chaos Space Marines
- Chaos Rhino
- 7x Boltguns
- 2x Plasmaguns
- Aspiring Champion with Combi Plasma

x10 Chaos Space Marines
- Chaos Rhino
- 7x Boltguns
- 2x Meltaguns
- Aspiring Champion with Combi Melta

x3 Chaos Bikers
- 2x Meltaguns
- Aspiring Champion with Combi Melta

x1 Helbrute
- Power Fist
- Multi-Melta

x4 Terminators
- Chainfist & Combi-melta
- Force Axe & Combi-melta
- Force Axe & Combi-melta
- Force Axe & Combi-melta

Cyclopia Cabal Formation

Chaos Sorcerer
- +1 ML
- Mark of Tzeentch
- Disk of Tzeentch
- Force Axe
- Sigil of Corruption
- Spell Familiar

Chaos Sorcerer
- +1 ML
- Mark of Tzeentch
- Disk of Tzeentch
- Force Axe
- Sigil of Corruption
- Spell Familiar

Chaos Sorcerer
- +1 ML
- Mark of Tzeentch
- Disk of Tzeentch
- Force Axe
- Sigil of Corruption
- Spell Familiar

Word Bearers Grand Host

Lost and the Damned Formation

Dark Apostle
- Power Maul

10x Chaos Cultists
- 8x AutoPistol & CCW
- 1x Flamer
- 1x Shotgun

- 10x Chaos Cultists
- 8x AutoPistol & CCW
- 1x Flamer
- 1x Shotgun

- 10x Chaos Cultists
- 8x Autogun
- 1x Heavy stubber

- 10x Chaos Cultists
- 8x Autogun
- 1x Heavy stubber

Spawn Formation

1x Chaos Spawn

*EDIT* Changed Detachment names for easier reading after lower posters noticed mistake.

This message was edited 3 times. Last update was at 2017/03/13 10:48:44


 
   
Made in us
Auspicious Daemonic Herald





The single unit choices for the Mega Detachments aren't formations, they are just auxiliary choices for that detachment. You can't take them on their own. So that single spawn is illegal. If it's a formation it will have its own data sheet
   
Made in ru
Cackling Chaos Conscript





Why did you take cultists as WB and not BL auxiliary?
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 CrownAxe wrote:
The single unit choices for the Mega Detachments aren't formations, they are just auxiliary choices for that detachment. You can't take them on their own. So that single spawn is illegal. If it's a formation it will have its own data sheet

Although he has named it wrong, he is taking the spawn as an auxilery in his Word Bearers detachment so it's perfectly legal.

If you are going to take the cultist spam why not take it in an AL detachment since you have no marks in your WB detachment, that way you come back in on a 3+.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Auspicious Daemonic Herald





 mrhappyface wrote:
 CrownAxe wrote:
The single unit choices for the Mega Detachments aren't formations, they are just auxiliary choices for that detachment. You can't take them on their own. So that single spawn is illegal. If it's a formation it will have its own data sheet

Although he has named it wrong, he is taking the spawn as an auxilery in his Word Bearers detachment so it's perfectly legal.

If you are going to take the cultist spam why not take it in an AL detachment since you have no marks in your WB detachment, that way you come back in on a 3+.

I would help if he called it by its name of Grand Host instead of just saying Word Bearers detachment since anything that is using the Word Bears faction rules is a word bearers detachment
   
Made in us
Regular Dakkanaut





My bad on mislabeling the Grand Host Detachment. Mr happy face was right with where I was going on that. I would like to take it for Alpha legion. I honestly like Alpha Legion Specials Abilities and Warlord traits, but I saw two issues.

#1 No marks so I can't fit it in for my primary guys with the Tzeentch disks

#2 Word Bearers are the only ones who can take "The Lost and the Damned" as a core detachment

@Sonic KeyboardMade

Looking at it again I could possibly fit it in. The main reason I was originally looking to push for Lost and the Damned as a core was to fit another HQ slot for a Sorcerer, however I went with the Cyclopia Cabal instead. At this point moving the LatD formation into the black legion would give me fear and gain the points back from the Spawn to gain a ML level; I would lose 8 paths for my Dark Apostle thouhg. LatD doesn't get any use out of the deep strike bonus rule from Black Legion either. It would definetly make for a cleaner army list. Thanks for pointing it out to me.

Sometimes I get so lost in figuring out how to fit something in that I forget the concessions I made earlier aren't necessary anymore if I go a different route. It's why I like posting on the boards. It keeps me from missing the obvious if I keep needling things sideways between 50 points everywhere.

This message was edited 2 times. Last update was at 2017/03/13 10:50:12


 
   
 
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