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Made in us
Fresh-Faced New User




The goal of this list was to maximize on the Favoured of tzeentch bonus that you get from taking a full formation. I chose to do this with the war cabal because the thought of 2+ 3++ rerolling terminators seems really hard to deal with. This list will be brought up against grey knights and I'm expecting to get beat considering I'm fairly new to the hobby. I purposefully left out transports to fit in some psuedo anti armor in the light of soul reaper cannons and helbrutes and daemon princes. Any suggestions would be helpful, I feel like I'm going to ebcounter alot of 2+ armor on the grey knights side of the board and I have no reliable AP2 weapons.

Core - War Cabal

Daemon Prince
Gift of mutation
Mastery Level 2
Wings
Daemon of Tzeentch
Staff of Arcane Compulsion
Rolling on Sinistrum

Sorcerer
Mark of Tzeentch
Mastery Level 2
Spell Familiar
Force Axe
Rolling on Tzeentch and Daemonology


Sorcerer
Mark of Tzeentch
Mastery Level 2
Spell Familiar
Force Axe
Rolling on Tzeentch and Daemonology

Sorcerer
Mark of Tzeentch
Mastery Level 2
Astral Grimoire
Force Axe
Rolling on Tzeentch and Biomancy

Rubric Marines
Rolling on Tzeentch

Rubric Marines
Rolling on Tzeentch

Rubric Marines
Rolling on Tzeentch

Scarab Occult
Rolling on Tzeentch and Divination


Scarab Occult
Soul Reaper Cannon
Rolling on Tzeentch and Divination


Scarab Occult
Soul Reaper Cannon
Rolling on Tzeentch and Divination

Auxillary- Daemon Engine

Helbrute
Plasma Cannon

My Strategy will be to line the terminators up in a line across the board and use them as meat shields for rubrics in back that will be marching up right behind them. The astral grimoire sorcerer will be sitting in a unit with scarab occults as a way to support other units just like the daemon prince will be doing. Another unit of terminators will be followed up by the helbrute to so he will reliable be buffed with Divination powers. Im assuming im going to just be walking for the first 2 turns of the game so why not use my 17 warp charges to summon a horde of daemons while i walk into mid field.

   
Made in se
Dakka Veteran





I'd consider dropping the Helbrute for +1 ML on your 3 Sorcerers and your Daemon Prince.
4 extra warpcharges and 4 extra powers (and powers make or break this army) is something I'd take over the Helbrute (which as your only vehicle will get shot down instantly) and the meh Grand Coven formationbonuses.

Granted, I've only played with the Grand Coven twice, but both of the times the "manifest one extra power"-bonus didn't really come into play (and it will more or less be negated by your extra ML's anyway), and rerolling the result on Perils only managed to do things worse.

I'd also ditch the two Soulreaper Cannons in your Occult Squads, and instead give all three squads Helfyre Missile Packs.

This message was edited 3 times. Last update was at 2017/01/03 01:01:05


5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





 MinscS2 wrote:
I'd consider dropping the Helbrute for +1 ML on your 3 Sorcerers and your Daemon Prince.
4 extra warpcharges and 4 extra powers (and powers make or break this army) is something I'd take over the Helbrute (which as your only vehicle will get shot down instantly) and the meh Grand Coven formationbonuses.

Granted, I've only played with the Grand Coven twice, but both of the times the "manifest one extra power"-bonus didn't really come into play (and it will more or less be negated by your extra ML's anyway), and rerolling the result on Perils only managed to do things worse.

I'd also ditch the two Soulreaper Cannons in your Occult Squads, and instead give all three squads Helfyre Missile Packs.


Seconded on all points, though this is one of the few times I think the soul reaper cannon might actually be worth it due to the fact that you'll be firing everything at infantry all game anyway and at least this way you might get some rends.

I'd also note that rolling daemonology on those sorcerors is ... not optimal, though if you do keep the helbrute (you shouldn't), at least you've got a decent chance at mitigating the perils you'll be suffering every round. At the very least, switch the maelific rolls to the prince who's only periling on double 6's. Taking a wound with no saves ~45% of the time when you're throwing dice at summoning means your 2W sorcs are dead very, very quickly. What you should be doing is spewing as many witchfires as you can at him before he closes range and starts chopping you up because those fancy power swords aren't going to even tickle terminators.

Speaking of the prince, I think he's going to be a huge waste of points here as not only is he only ML2, he doesn't have armour and he's a daemon against a GK army, more importantly, he's the ONLY daemon against a GK army. I'd cut this down to an exalted sorceror on disk instead.

Against terminators and dreadknights, you're wanting ap2 witchfires like Psychic Shriek, Doombolt, Balelful Devolution. Devolution on the dreadknight is probably the only way you're going to get rid of it before it causes you a large amount of problems since they're characters and you're forced to issue and accept challenges. You can throw your sarges in front of them and you can use force, but you've only got Axes on the HQ sorcs and you're still wounding on 5's. It's going to be an uphil battle, espcially when he's denying on 4's and 5's, possibly even 3's in some case and re-rolling 1's as well if I recall the rules of The Aegis correctly.

I assume that you're rolling on Div for misfortune? It's a bit risky since there's quite a few powers that won't do as much as you'd like on there and the primaris isn't such a great option either since with orracular guidance you're already re-rolling 1's pretty much all the time and casting WC2 powers without a familiar means your already stretched pool of dice drains far too quickly.

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