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post #1 of 19 (permalink) Old 06-18-08, 12:34 AM Thread Starter
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Default 1750 Tzeentch List, GT

I played this list and it worked great, any suggestions on it would be great, it hit like a truck! =)

Chaos Lord - Disk of Tzneetch, MoT, Deathscreamer
Chaos Lord - Disk of Tzneetch, MoT, Deathscreamer

Thousand Sons - 9 total, 8 sons with Sorcerer with Bolt of Change, Rhino
Thousand Sons - 9 total, 8 sons with Sorcerer with Bolt of Change, Rhino
Thousand Sons - 9 total, 8 sons with Sorcerer with Bolt of Change, Rhino

Raptors - 5 with IoCG, 2 Meltaguns - Transports the Chaos Lords
Raptors - 5 with IoCG, 2 Meltaguns - Transports the Chaos Lords

Obliterator
Obliterator
Obliterator

Any thoughts? =D, and would this list be considered fluffy ? Anyway just curious what yall think I appreciate your input.
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post #2 of 19 (permalink) Old 06-18-08, 02:11 AM
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Originally Posted by Minion_1981 View Post

Chaos Lord - Disk of Tzneetch, MoT, Deathscreamer
Chaos Lord - Disk of Tzneetch, MoT, Deathscreamer
You might be better off with Sorcerers instead. Though they can't take Daemon weapons, consider this:

Chaos Sorcerer
- Bolt pistol
- Force weapon
- Mark of Tzeentch
- Disc of Tzeentch
- Warptime
- Wind of Chaos

Expensive, but absolutely deadly in close combat. Since this guy costs so much, it might pay to only take one and leave the other guy on the shelf at home.

Quote:
Thousand Sons - 9 total, 8 sons with Sorcerer with Bolt of Change, Rhino
Thousand Sons - 9 total, 8 sons with Sorcerer with Bolt of Change, Rhino
Thousand Sons - 9 total, 8 sons with Sorcerer with Bolt of Change, Rhino
These guys are grand, but I'd like to suggest going with Doombolt instead of Bolt of Change on your Aspiring Sorcerers. If you go to shoot at a tank with your Bolt, all of your other Thousand Son's shooting will be wasted. It'll pay for you to specialize. The saved points will probably be enough to get your extra armor on each transport too.

Quote:
Raptors - 5 with IoCG, 2 Meltaguns - Transports the Chaos Lords
Raptors - 5 with IoCG, 2 Meltaguns - Transports the Chaos Lords
These units are a bit small. Try to squeeze another model in each unit if you have points. Consider losing Wind of Chaos on the Sorcerer if you're really hurting for points.
Quote:
Obliterator
Obliterator
Obliterator
Can't complain here.

Best of luck,

Katie D
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post #3 of 19 (permalink) Old 06-18-08, 02:32 AM Thread Starter
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Chaos Sorcerer - MoT, Warptime, Wind of Chaos, Disk of Tzneetch

Thousand Sons - 9 sons, AS with Doombolt, Rhino
Thousand Sons - 9 sons, AS with Doombolt, Rhino
Thousand Sons - 9 sons, AS with Doombolt, Rhino

Raptors - 7 total - 6 with 2 meltaguns IoCG, AC with powerfist meltabomb

2 Obliterators
2 Obliterators
2 Obliterators
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post #4 of 19 (permalink) Old 06-18-08, 08:05 AM
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My only question is, Why the disk of Tzeentch? It makes you move as cavalry, right? Isn't that 6" move, 12" charge? if so, having the jump pack troops makes them both useless. to escort the lords the jump packs lose their mobility, and as soon as the lord charge the raptors get left in the dust...makes no sense to me. Why not give the lord a jump pack instead? use the 10 points for extra rhino armor or something. as well...give that Raptor champ a chainfist. Katie said it in another post, but having the chainfist is only 5 points more and could potentially steer big stuff like dreadnoughts and vehichles away from your lord.

Also, if you're making the escort for you lord a bunch of raptors I can only assume you want them to get into CC. Also meaning you'll be on the move constantly. It seems like a waste of 20 points to have meltas on them, since if you move you can't fire the meltas. Save another 10 points and give them flamers, especially since you put wind of chaos on the lord.

the 20 total saved points gets you an additional raptor

so:

Chaos Sorcerer - MoT, Warptime, Wind of Chaos, Jump Pack

205

Thousand Sons - 9 sons, AS with Doombolt, Rhino
Thousand Sons - 9 sons, AS with Doombolt, Rhino
Thousand Sons - 9 sons, AS with Doombolt, Rhino

867

Raptors - 8 total - 7 with 2 Flamer IoCG, AC with Chainfist meltabomb

225

2 Obliterators
2 Obliterators
2 Obliterators

450

TOTAL = 1747

that's my take on it. Solid plan all around. Good idea spreading out the obliterators too.

Thousand Sons: 5W - 2L - 0T
Emperor's Children: 7W - 1L - 1T
Necrons: 1W - 2L - 1T
Salamanders: 3W - 1L - 1T
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post #5 of 19 (permalink) Old 06-18-08, 08:11 AM
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Dude two words.... DAEMON PRINCE
I see many a chaos list and no daemon prince.
Two physic powers and T6 as well whats not to like
and dont forget eternal warrior.
also wings

So you
Daemon Prince
-Wings
-MoT
-Wind Of Chaos
-Warptime

Now i dont have me codex on me at the momento but thats like 170 points I beleive probably give or take around 15 points but thats still pretty decents espiacally since rerolls to hit and to wound. ohhhh im drooling at the thought of it.
you ndont need anymore force weapons your champs are all weilding them

peace out
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post #6 of 19 (permalink) Old 06-18-08, 08:20 AM
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it's actually 205. But still a VERY good choice as well. The only difference is sorcs with MoT can use 2 powers per turn. making it possible to use warptime then fire away with wind of chaos in the same turn.

also my bad for the chainfist comment...I didn't read thoroughly enough. <statement retracted>

Thousand Sons: 5W - 2L - 0T
Emperor's Children: 7W - 1L - 1T
Necrons: 1W - 2L - 1T
Salamanders: 3W - 1L - 1T
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post #7 of 19 (permalink) Old 06-18-08, 08:34 AM
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whoa I was way off with the points
I guess thats what i get for being a khorne player, I dont know the costs of the physic powers.
and where in the codex does it say that you cant use two if your a daemon prince, it says you can take two???

peace out
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post #8 of 19 (permalink) Old 06-18-08, 12:26 PM
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Quote:
Daemon Prince
-Wings
-MoT
-Wind Of Chaos
-Warptime
This is the HQ that I run as well and it WILL wreck entire units on its own with incredible ease. Even beyond that is the fact that a dp like this will terrify your opponent and force him to spend shots that would otherwise be coming in at your expensive troops.

Quote:
Raptors - 7 total - 6 with 2 meltaguns IoCG, AC with powerfist meltabomb
Meh. Raptors are... ok but have yet to impress me enough to recommend them. I would almost recommend losing these and taking one more tson per unit and/or a Slaanesh sorcerer with Lash of Submission instead.

one thing I want is the ability to split my fire everywhere, it makes no sense that a squad of 10 guard or marines or whatever all have to fire at 1 target with everything, is the guy with the lascannon not smart enough to realize maybe he would be better off firing at the massive tank looming overhead instead of the little man no bigger than a squat running at him, or is that far too complex for the 10yr olds?

My Thousand Sons Project Log
My Warriors of Chaos Project Log
My Cryx Project Log
My Necron Project Log
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post #9 of 19 (permalink) Old 06-18-08, 02:52 PM Thread Starter
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The disk of tzneetch makes him move like Jump Infantry and confers + 1 attack, as Katie pointed out in chatbox that is 5 attacks all the time that reroll to hit and wound with a force weapon =D. The same setup for a Daemon prince compared to a sorcerer is 205 for DP and 215 sorcerer, the daemon is stronger thats true but he is monstorus and can be shot from anywhere making him scary to play with lascannons and such targeting him even with a 4+ invuln save.

The oblits will deepstrike from the IoCG and the Sorcerer, I haven't tried this list but I think it seems pretty solid, do you guys have any suggestions on possibly dropping the oblits all together to take up 3 preds? that way there is more for the opponent to shoot at as far as tanks goes making the rhinos more useful, but then I lose some incredible units.

The biggest change I can see in my list that could be made is to add another HQ maybe a DP with lash possible its 155 points for that, I can fit that if I drop the personal icon on the sorc and drop 2 oblits but is that worth it?
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post #10 of 19 (permalink) Old 06-18-08, 03:58 PM
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the dp is worth every point spent on it, the ability to move units into the fields of fire of your thousand sons is VERY nice. i'd say hang on to the oblit's though. they add the range that the thousand sons lack. i never have been a big fan of deep striking but that is mostly because i like my las cannons in position to do unto before the other guy can do unto me. having them off the board for at least one turn deprives you of at least two chances to kill somethin. i wouldn't switch the oblit's out for pred's. tanks are big targets and all it takes is one shot to brew 'em up. the cover save thing will help in 5th but you still have to hide 'em in terrain where as the diversity of an oblit is just awesome and it takes at least 2 shots to kill 2 of 'em(unless they get plastered with ord.)

when you gotta shoot, shoot. Don't talk...
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