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Made in gb
Fresh-Faced New User




This 1000 point list is cut down from the 1500pt army that I am aiming at. As discussed in an older thread a Tzeentch leiutenant is subverting the will of a slaanesh lord and his forces. He has reconfigured his troops to 6 man squads as part of the deception.

This list is led by the tzeentch leiutenant, the full 1500 will be led by the slaanesh lord. As such, even though the list will scale to have more Slaanesh units than t, there are about even numbers now (slaanesh stuff is counting as elite because of the Tz. leader).

HQ
Leiutenant 151
Mark of Tzeentch
Disk of Tzeentch
Wind of chaos
Demonic visage
Bolt pistol
Power weapon
Demonic essence
Demonic resilience

Elites
6 noise marines 173
Aspiring champ
Frags
Power weapon
Demonic visage
Blastmaster
Infiltrate

6 havocs 192
Mark of Slaanesh
3 blastmaster
Tankhunters

Troops
6 1000 sons 197
Aspiring Champ
Bolt of change
2 Thrall wizards

6 1000 sons 197
Aspiring Champ
Bolt of change
2 Thrall wizards

6 Demonettes 90

Total = 1000 points

Can you guy let me know how this might fare? I will also post the full 1500 points soon along with full fluff.

Cheers.
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Made in us
Omnipotent Lord of Change





Albany, NY

Nice army concept! I dig the combination of gods, and actually neat to see you're using 6-man 1k son squads. I've had some success running 6-strong squads, though honestly it was a cheaper way to get the über-sorcerers (fist, ccw, mutation, bolt of change, warp focus, thralls) that give the real anti-tank & combat power to the little squads in the first place. To that end, I'd really like to see at least some kind of combat nastiness on your sorcerers, but I'm at a loss as to what to cut out. Perhaps infiltrate on the noise marine squad? Perhaps essence on the lt? I'm really not sure what can be cut to add some combat oomph in there ...

Otherwise neat list. I might also suggest getting strength on the infiltrating noise champ (by taking essence off the lt), and maybe getting focus on the 1k son sorcerers - in fact, I'd suggest this over kitting them for combat, but I'm not sure how many others are with me on the focus liking. I dunno, just that little push past 24" generally gets my bolt where it needs to be (i.e. into the enemy zone). Also, nice on the 2 thralls - loads of tank-breaking when you need it

Good luck with the list, I look forward to the larger one.

- Boss Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Dakka Veteran




I like the list as well but is there a reason you didn't get Twisting Path and a familiar, sorry but I like the idea of that power haven't used it yet though. . .
   
Made in us
Omnipotent Lord of Change





Albany, NY

Found my 1000 pts 1000 Sons list I posted a while ago. Kinda shows where I'm coming from with my comments, hope it helps a little bit.

And to citadel97501: I'm a big fan of using under-used army choices, but Twisting Path is just too useless vs. all the killy psychic powers Tzeentch can take.

- Boss Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Regular Dakkanaut






Assuming the Tzeentch sacred number is nine, your list is screaming for you to add an extra thrall to each of the Tzeentch squads, so you can have the sacred six and the sacred nine at the same time, much more fluffy ;-)

So I assume the Daemonettes are in there to provide close-combat punch when needed. For the same 90 points, why not give each of the troops' ACs' power fists (30), Additional Thrall to each as well (15), Upgrade another man in the Havoc squad to carry your fourth blastmaster (15.. or is it 20?), Daemonic Strength on the Noise Marines AC because wounding on 3's instead of 4's with a power weapon is a big bonus (5)...

So that's 30 + 15 + 15(20) + 5 = 65(70), making each of your units much more effective (to the point where they provide the close combat ability you added in the Daemonettes to perform), and you still have spare points to toss onto the Lieutenant *cough*lightningclaws!*cough*


And God said unto Abraham, "Take this mighty bolter, my son, and smite thy enemies from afar. Fear not, Emperor protects..er, I mean, well, youknowwhatImean." 
   
Made in gb
Fresh-Faced New User




Thanks a lot for the feedback guys. I especially like Mr. Bombadidaloo's suggestion of the sacred 9 and 6 together.

My leiutenant is a bit over the demonic stuff cost and thus illegal - I don't know what to drop on him. Things I would like are strength on the Lt or Slaanesh champ, power weapons or fists on the Tzeench champs, more thralls and a rhino. Obviously this has to be paid for from somewhere - but where!?!

The 1500 I am working on gives room for this sort of stuff - I'm looking at a big Slaanesh lord, more Sl. combat marines and more daemonettes but that's about all I can fit in to 1500.

I must admit to being a bit of a forum whore - I have stuck this list on several forums and the number of replies has been best here so thanks! A comment made elsewere was that only about 50% of the points are on models with the rest on upgrades - is this a massive problem? I kind of thought that was how Chaos was meant to work.

Any more advice would be great - thanks!
   
Made in us
Regular Dakkanaut






I don't think power weapons over firsts will work that well for you on the Tzeentch AC's...
-The power weapon strikes at initiative four, but when will this be more useful than striking at initiative one? The rest of your squad strikes at initiative one anyways (slow and purposeful) and letting your opponent strike first in combat is not something you have to worry about much when your 'Sons can take two hits each instead of one.
-The power weapon wounds on fours (vs most opponents). The fist wounds on twos. Simply because of this, the fist is much more effective.
-The fist can take out vehicles, the power weapon cannot (unless you get lucky enough to get back armor then lucky enough to get a six)
Anyway it's really up to you if you need that extra ten points elsewhere; I think that extra ten points gives you the best "bang for your buck" right here on the AC's.

Your Lieutenant is over the limit? Lets take a look...
Leiutenant- 151
Base (45), Mark of Tzeentch (10), Disk of Tzeentch (10) 15? don't remember, Wind of chaos (20/25), Demonic visage (5), Bolt pistol (1), Power weapon (15), Demonic essence (15), Demonic resilience (10)...
Daemonic gifts: 10/15 + 5 + 15 + 10 = 45/50. Your Daemonic gifts limit is 50, so you're ok here. If I'm wrong on the Disk point cost, you can always take out the Visage (not that useful when it's only -1) or the mutation (see below ;-))
Other wargear: *none!* Many people miss this, but per explanation in the Chaos Codex after the wargear section (and Chaos FAQ), weapons, marks, veteran skills, and psychic powers do NOT count towards the wargear limit OR daemonic gifts (unless they're weapons selected from the four Gods' lists, i.e. that Khorne axe that rolls again for every six). So you can spend as many points you want on these items and not exceed your limit, which means your Lieutenant is fine the way he is, or like i mentioned earlier, you could even give him Lightning Claws to get around the downside of him wounding things on fours.

One more thing about your lieutenant- You gave him the steed of Tzeentch. Doesn't that confer Daemonic Speed and Daemonic Mutation? Your taking of Daemonic Mutation again is useless, you can only benefit from this +1 attack once. Taking that out will free you space to add Daemonic Strength so you can wound on threes :-)

Did you forget to pay for the Mark of Slaanesh on your Noise Marines? I don't see it listed...

So I'm guessing you don't want to take out the Daemonettes then? The only other places I see that could use trimming are dropping the Blastmaster on the Noise Marine squad (they'll most likely always be moving and thusly you'll always be using the lesser version of the gun's stats, plus they'll be infiltrating so that may equal fewer shots until you get into combat), Wind of Chaos on the Lieutenant (you should be able to rape whatever you're going to assault just by assaulting), Visage on the Lieutenant (only going to give the enemy -1, why bother when you don't add anything else to modify the combat resolution i.e. monstorous creature outnumbering) Maybe infiltrate on the Noise Marine squad (if you do this then I'd give them back the blasmaster)... can't see much else that would make sense to take out :-(

Anyway hope this all helps!

And God said unto Abraham, "Take this mighty bolter, my son, and smite thy enemies from afar. Fear not, Emperor protects..er, I mean, well, youknowwhatImean." 
   
 
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