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Made in ca
Frightening Flamer of Tzeentch





So, I lack the rulebook (and might for a little while) but I've been hyped for this game for a while and had to draft a list. Tzeentch is my favourite Chaos god, so I've been wanting to focus on that, and tried to make an inferno bolt "sniper", though if I go into a campaign it might be smarter to cut down on the points invested in that one. But I've come back from the lurking void to ask opinions/thoughts before I go too crazy trying to convert the non-cultists for this list.

Aspiring Champion
Mark of Tzeentch
Boltgun
Inferno Bolts
Power Sword

Chaos Space Marine
Mark of Tzeentch
Boltgun
Inferno Bolts
Telescopic Sight
Camo Gear
Photo-Visor

Chaos Space Marine
Mark of Khorne
Bolt Pistol
Chainsword

Chaos Space Marine
Mark of Tzeentch
Boltgun

Chaos Cultist
Autogun

Chaos Cultist
Autogun

Chaos Cultist
Autogun

I've been juggling the idea of tweaking this to include a heavy bolter or autocannon, but I definitely want some close combat ability (hence the khornate melee and power sword) and would like to have some fodder to tempt shots away from the more valuable marines.

So, what does DakkaDakka have to say on this list? Anything I'm missing out on? Any terribad choices? My understanding of most of this gear is from a demo game I played in my nearby GW.
   
Made in us
Furious Raptor




One Inferno bolter to start with is plenty, if not to much. If you are going to take a Khorne marked guy anyway, make it your champ. He gets free advances if he takes someone out in combat, and advances are rare, plus he can roll on stealth to get into combat safely, more reliably, or more often.

Dont take chainswords. You are one of the few S4 units in the game standard. Take an autoblade for the same str, 10 less points and no noisy.

Dont start with an 80 credit boltgun. Expect to spend your first buy on goodies, and save the telescopic sights for that purchase. Camo gear on all your marines is better than one telescopic sight.

Finally, your list is awesome for a non-chaos list. Unlike most warbands, our cultist never become marines, and it takes a promethium cache to warp in another CSM, so you aren't going to replace Marines quickly, where as cultist are literally 2 per rebuy. For us, and us alone really, it's better to max out the CSM guys to start with and pick up cultist as you go. They pretty much only fill slots to 10 bodies anyway. Standard list that I have seen are 5 marines and a cultist, usually with a plasma instead of the autocannon, although I think every acknowledges a Nurgle rifleman with Marksman and and Autocannon and photovisor is basically a death sentence for one dude a turn, its cheaper to start with a plasma for the range and versatility plus it can pin a genestealer, which is a surprisingly rare and valuable trait.
   
 
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