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Made in us
Commoragh-bound Peer





NJ, USA

+Chaos Sorcerer: Mark of Tzeentch, +1 mastery level, Spell Familiar
+20 Cultists: Mark of Tzeentch, 2 flamers
+10 Cultists: Mark of Tzeentch, flamer
+10 Chaos Marines: Mark of Tzeentch, Plasma Gun
--Rhino
+Chaos Dreadnaught: Fist + Autocannon (I refuse to call it a "helbrute")
+Vindicator that looks like a basilisk
+Roller Disco Land Raider: Combibolter, Dirgecaster,


Disclaimers: I am a Dark Eldar player who started a Lost and The Damned army back when that was legal, and have previously fielded traitors as Imperial Guard. I have never played a game with any marines list, chaos or not. Points may be slightly off.

Queries:
1. Am I using any straight up "bad" units? Like mandrakes from the DE list?
2. Mark of Tzeentch overload, I know. It's relatively cheap though!
3. Are chaos dreadnaughts okay? In my entire 40k career, I have never fielded a walker. What are people's experiences with the "crazed" table?
4. What tables should the sorcerer roll on?
5. Is sticking a sorcerer in a blob tactically sound? I suppose if they're assaulted, s/he could be totally screwed. Even if the dreadnaught supports the blob in assault, the sorc has to challenge, and probably choke on a sword.
edit- 6: Is mark of flame on those marines worthwhile?


thx!

This message was edited 1 time. Last update was at 2013/08/12 05:34:42


Snakedancer Kabal - My first and true love.
: Gomorran Traitor Command
Pink Piranha Pirates 
   
Made in nz
Regular Dakkanaut




The mark of Tzeentch on the Sorcerer is not that useful if you don't buy him dark glory or a sigil. He doesn't have a natural invulnerable save, so it sticks him with a 6+. As to the marks, with regular marines you are better off with Nurgle, as the 6+ save is far less handy against most armies than the +1 T, at least against most small arms. Only S7+ and AP3 or better, or S2 AP3, will cause the Invuln to be more useful, so most power weapons you are just as good with nurgle if not better.

Dreadnaughts are underperforming compared to equivalent units. Also, there is an issue with sticking the Sorcerer with the 20 man blob in that neither him nor the unit are fearless, and since they die pretty damn easily (Moreso than a guardsman) in most situations, then theres always a chance that he loses it and flees. However, the Sorcerer does not need to challenge as long as the champ is in the unit, as it is up to you who challenges.

Psychic Powers - If you keep the mark, 1 roll must be on that table, so theres one power gone, i'd go with Biomancy or Telepathy, but weighted towards Biomancy for survivability.

As for Mark of Flame, its a 50% chance to do an extra d3 bolter hits on the squad the next round, if you wound. For the cost of the icon, you're better off buying an extra guy, (or more cultists for the mob, remember it can have 35 total)
   
Made in us
Commoragh-bound Peer





NJ, USA

Many thanks, comrade! The sorcerer wargear suggestions are especially helpful.

This is my "just for fun" army, but I will maximize where I can maximize. I totally forgot that Mark of Tzeentch is not a 5++ but merely a +1++, so once I have more models those traitors will probably just get more bodies.

Likewise, I may run my marines as Thousand Sons instead (some have the appropriate bitz). How do they generally perform? 4++ save and inferno rounds and the mini sorcerer seem pretty tasty.

Snakedancer Kabal - My first and true love.
: Gomorran Traitor Command
Pink Piranha Pirates 
   
 
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