yeah but I like to win via the 2 greatest words in the English language.......
I win when you have no men left.
The sad part here is that ard boyz had a gametype in the second round where even if you tabled somebody you didnt massacre unless you held objectives.
besides, I have some awesome ideas for Tzeentch bikes and Raptors I want to make and I love the idea of a fullt themed army just for looks.
For the campaign though, anything goes. I'm quite partial to the early idea from Lord Waffles about Tzeentchyfying zerkers or plague marines.
So far from all your bickering I have gathered the following
(Tzeentch loves it when you bicker)
1: HQ = Daemon Prince... end of story. I'd Imagine Ahriman is rather hard in larger games though
2: Zerkers are awesome and must somehow be included
3: HS choices should be maxed out on Oblit's.... possessed Vindicator is an acceptable alternative.
4: I'm nuts for planning a thousand sons army as they are way too expensive. Are they actually over pointed though for what they do? Surely a pair of 9 man sons units in 1500 holding objectives while other stuff molests the enemy is pretty good?
Let me start off by saying I love, love, love themed armies and will forgive any army makeup if they look good. But yeah what you may want to do is like hollow out some of the tzeentch boy bodies, create like damaged suits with a painted glow coming from the inside for the plague marine look alikes. Have the fluff be something like these suits are held together by the very force of tzeentchs might and only the strongest cannon or densest torrent of gunfire can fell one completely.
For the 'zerked tzeentch boys, you could have an entire troupe of sorcerors that have all perma cast a smaller version of 'warptime' on themselves. They see everything slower during the charge, hence the additional I, WS, and since they can pick where they strike, addition S on the charge. Iunno, I always thought chaos armies always looked better without forcing god troops down peoples throat, rather have the marines exemplify that force(tzeentch: ignore magic attacks with invul, khorne:battle champion, nurgle: hardcore survivers, slaanesh:uuuh...)
Ahriman would be fine if his spells didn't blow. His biggest problem is that he didn't pull his spell from slaanesh. Lash makes you win games more than the other spells.
Putting a final cap on the TSon argument, you are paying for a model that has two things going for it over the generic bolter marine(You dont get two attacks base either like a chaos marine would).
The first being ap3 bolters. This sounds amazing, double tap a squad of marines and kill them all? Awesome! The problem comes in where this is coverhammer 40k, it is hard as hell to catch anyone out of cover who does not want to be there. And a 4+ while worse than a 3+ is still only fifty percent casualties, which isn't what you paid for.
The other amazing thing they have is a 4+ invulnerable save. This works while they get shot at, and in CC against big gribblies. The first would work fine, but again this is coverhammer, we already have a 4+ cover save at all times from existing on the board. And invuls in CC? While this means they last longer, it only really exists to make them an expensive tarpit unit, since you only swing first and don't have access to powertoys beyond the aspiring sorceror you're REALLY hoping that sorc hits and wounds for all three swings, otherwise you get pasted. Plus any large volleys of wounds kill tsons just as fast as a normal marine.
So in short you're paying, if I remember correctly, like 300 for a full squad of nine of them plus the sorceror. This squad has no long range capabilities outside the sorc if you buy him that power. So basically you're a tac squad with an ap3 bolter, and 4+ invul save, these benefits cost you a marine and a half. They're just too expensive and don't fill a role the army doesn't already have covered.
Zerks murder anything with armor 3+(as do double plasma PMs), and the 4+ cover save we always get fixes the 4+ invul at range, and as for CC? The tsons would eventually lose, while the zerks or PMs might actually win. Hope this might shed some more light.
DP warptime + stuff
9 Tsons (maybe tzeentched up zerkers)
9 Tsons (maybe Tzeenthed up plague marines)
9 Squads of 9 with assorted upgrades
possessed, bikers, and raptors are all things you may not want to include if you plan competitive games, neither are ahriman and the tsons.