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  Topic Review (Newest First)
11-09-14 01:05 AM
otasolgryn
Quote:
Originally Posted by GignoidDude View Post
Firstly I want to thank the Warp for finding them time to allow use fellow deviants to advice my plans. and I've taken into account whats been said and I think I've managed to find a nice medium ground for my fluff/rule of kool and competitiveness...Lets see what ya all think


Main Detachment:

HQ: Ahriman - 230

EL: Helbrute (+TL Las Can/+Missile L) - 135

TR: x9 Thousand Sons (+MB's/+Force Sword) - 247
TR: x9 Thousand Sons (+MB's/+Force Sword) - 247
TR: x10 Cultists (+8 Auto Guns/+Hvy Stubber) - 63


HS: Infernal Relic Predator (+Auto Can /w Inferno Bolts/+Side Hvy Bolters/+Maelific Ammo) - 140

Allied Detachment A:

HQ: Herald of Tzeentch (+disc/+ML2/+Exalted Reward) - 125

TR: x11 Pink Horrors - 99

FA: x6 Screamers - 150

Allied Detachment B:

HQ: Lord of Change (+Lesser Reward/+2 Greater Reward/+ML3) - 305

TR: x11 Pink Horrors - 99

HS: Soul Grinder (+Tzeentch/+Bale Torrent) - 160


Total: 2000pts


So start ya engines. what ya think dudes


i really like this army. Like it better without the Allies A though. As mossy say, keep the screamers, skip the rest. Perhaps buy a unit to infiltrate for archiman. Plasma/melta chosen? Termies? hell can you infitrate a Maulerfiend?

as for the cultists, i would keep them if i had some cool minies. some deranged lunatics desperate for power? begging for the forbidden secrets of the warp? im sure i have room for them

not very usefull though, apart from home objectives.
but i love fluffy armies


Edit: The predator, what is that? From Imperial armour, or whatever the book is called, FW stuff?
11-08-14 09:47 PM
Mossy Toes I realize you're somewhat constrainted by the minis you have available, but if you have 2 more flamers rather than the heavy stubbers, those might be more effective on the cultists. Or drop them (or drop one cultist with a stubber outright) or something, if possible, in exchange for an 11th Horror--that extra Warp Charge is very nice.
11-08-14 03:06 PM
GignoidDude Right lol, try and try again. I honestly think I've cracked it this time.


HQ: Ahriman - 230

EL: Helbrute (+TL Las Cannon/+Missile L)

TR: x20 Cultists (+18 Auto Guns/+2 Hvy Stubbers) - 118
TR: x20 Cultists (+2 Flamers/+Champ Shotgun) - 102
TR: x9 Thousand Sons (+MB/+Force Sword) - 247
TR: x9 Thousand Sons (+MB/+Force Sword) - 247

HS: Relic Sicarian (+Maelific Ammo/+Side Hvy Bolters/+LoR Maelstrom Raider) - 220
HS: Infernal Relic Predator (+TL Las Cannon/+Side Las Cannons/+LoR Fourth Quad Rebellion) - 155


Allied Detachment

HQ: Lord of Change (+ML3/+1 Lesser/+2 Greater) - 305

TR: x10 Pink Horrors - 90

FA: x6 Screamers - 150


Total: 1999pts

For those that don't know about those Legacy rules for the vehicle's. The Relic Sicarian has because of its LoR - Gains Outflank & Fear....so that should be HILARIOUS to see peoples faces when that monster roles on table along with Thousand Son troops thanks to Master of Deception warlord trait "thank you very much Ahriman". The Infernal Relic Predators LoR will give it ++4 on its las hull point, but more importantly will give cultists within 12" Fearless I personally REALLY like this list hehehehe
11-08-14 06:24 AM
Mossy Toes
Quote:
Originally Posted by GignoidDude View Post
HQ: Herald of Tzeentch (+disc/+ML2/+Exalted Reward) - 125

TR: x11 Pink Horrors - 99
I might honestly cut these guys out and stick with one allies detachment (folding the Screamers into the one, of course). Yeah, the Screamers won't have a Herald in them, and you won't get Grimoire in there, but... the 224 points you'd free up could go to some great use in your Heavy Support section of your main detachment. Bring back in that second t-l las/las Predator, perhaps; also maybe grab some Havocs with autocannons? (would have to squeeze for a few more points, perhaps, but I think it'd be worthwhile)

You could also swap that Helbrute for the t-l las/las pred, too, if something else catches your eye...

Quote:
Originally Posted by GignoidDude View Post
TR: x10 Cultists (+8 Auto Guns/+Hvy Stubber) - 63
If you're keeping both 1kson squads at full size, plus have Horrors hanging around, I don't know if you really need these guys. They might serve as a bubble wrap tarpit to slow down an enemy melee unit for a turn, sure... by the list might also be better served by taking 2 more Screamers.
11-07-14 11:58 AM
GignoidDude Firstly I want to thank the Warp for finding them time to allow use fellow deviants to advice my plans. and I've taken into account whats been said and I think I've managed to find a nice medium ground for my fluff/rule of kool and competitiveness...Lets see what ya all think


Main Detachment:

HQ: Ahriman - 230

EL: Helbrute (+TL Las Can/+Missile L) - 135

TR: x9 Thousand Sons (+MB's/+Force Sword) - 247
TR: x9 Thousand Sons (+MB's/+Force Sword) - 247
TR: x10 Cultists (+8 Auto Guns/+Hvy Stubber) - 63

HS: Infernal Relic Predator (+Auto Can /w Inferno Bolts/+Side Hvy Bolters/+Maelific Ammo) - 140

Allied Detachment A:

HQ: Herald of Tzeentch (+disc/+ML2/+Exalted Reward) - 125

TR: x11 Pink Horrors - 99

FA: x6 Screamers - 150

Allied Detachment B:

HQ: Lord of Change (+Lesser Reward/+2 Greater Reward/+ML3) - 305

TR: x11 Pink Horrors - 99

HS: Soul Grinder (+Tzeentch/+Bale Torrent) - 160


Total: 2000pts


So start ya engines. what ya think dudes
11-07-14 11:10 AM
Mossy Toes Sorry for taking a while to get to this, PM and all.

Thousand Sons are very good in their niches of "mid-range killing MEq" and "taking heavy duty punishment and still standing," but they come with the pretty hefty downsides of high cost, being poor in close combat, Slow and Purposeful... and dying just as easily as a marine 10 points cheaper to light arms fire.

That's not to try to persuade you not to take them: they're very cool and characterful models, after all, and you're the one saying competitiveness isn't your top priority. Do be careful with them on the battlefield, though: they need to be pretty well supported by other units like your Helbrute there, and I'd honestly field only one full sized squad or two minimum-sized squads. There's nothing wrong with taking a dirt-cheap squad of unmarked cultists in a Tzeentch list...


With 7e's changes to the psychic phase, a big block of Horrors with a Herald with an Exalted Locus... isn't that great, anymore. It was kind of borderline in 6e, when there was chances to perils and enemy anti-psychic denial abilities... but now, you have to dump an awful lot more power dice into the unit to (even probably be able to) get the S6 Flickering Flames off on different levels, and you can only cast the power once per unit (so the joined Herald can't cast his own Flickering Flames using his Locus, too)--honestly, I think that ship has sailed.

Horrors aren't half bad at hanging back to defend objectives and acting as Warp Charge banks to fuel your better psykers. They can even roll on Daemonology for a chance at a good power like Cursed Earth, coupled then with the free Flickering Flames and Summoning Primaris Powers... they're worth the points, certainly. But I don't think trying to make them into a strong shooty unit is going to work out too well, honestly. Consider dropping that Herald entirely and bringing the squad down to 11 members to free up some points.

That Lord of Change is looking pretty good, though I'd grab a second Greater Reward.

I'd try to fit that Tzeentchi Soul Grinder back in--pretty easily doable if you've cut out the Herald, 8ish Horrors, and a few 1ksons, I think (if not the 1ksons, since you want to keep them all, well, perhaps a Screamer and downgrading the second tl-las/las pred to auto/las?). It would mesh with the Preds and Helbrute well, to my mind. Consider giving it Warp Gaze (and casting Prescience from a Herald/LoC on it) or Baleful Torrent, since you already have a decent amount of AP3 shooting in the 1ksons... better to cover more bases with some ignores cover or something...

A problem here: what units are you going to be Infiltrating with Ahriman's Warlord Trait? The 1ksons don't want to get too close to the enemy, though they might work, but... there's no real infantry here that needs to close the gap fast to be effective. Consider taking a Tzeentchi Sorc who can grab a spell familiar--sure, he won't be ML4, but he'll be getting his powers off much more often. Then he can get a SoC for a 3++ (with MoT) or get Termi Armor for a 2+/4++: probably more survivable than Ahriman, even with a wound fewer, and can take a force axe or something. Ahriman is a lot of fun, though, so feel free to stick to your guns with him. If you do swap Ahriman out to save a lot of points, you can grab another Mastery Level on the disc Herald, if you like, among other things...
11-05-14 08:59 PM
GignoidDude HQ: Ahriman - 230

Troops: x9 TS squads(+MB's/+force sword) - 247
Troops: x9 TS squads(+MB's/+force sword) - 247

Elites: Hellbrute (+TL Las Can/+Missile L) - 135

Heavy Support: Predator (+TL Las Can/+Side Las Can's) - 140
Heavy Support: Predator (+TL Las Can/+Side Las Can's) - 140

Allied Detachment - A

HQ: Lord Of Change (+ML3/+1Lesser/+1Greater)
Troops: x11 Pink Horrors - 99

Allied Detachment - B

HQ: Herald of Tzeentch (+Disc/+ML2/+Exalted) - 125
HQ: Herald of Tzeentch (+ML2/+Exalted Conj) - 95

Troops: x19 Pink Horrors - 171

Fast Attack: x9 Screamers - 225

1999pts


So what ya reakon dudes, as I said I'm not looking to make it a competition list. but I also wana kick some arse too and of course theirs always rule of kool too
11-05-14 07:01 PM
mayegelt Oh yeah, the chaos ones were left out of the sweeping faq that fixed ones like old orks and stuff for changing 'primary detachment' in to just 'the detachment'.
11-05-14 05:41 PM
Ravner298 Forgive me if I'm off here as I don't have my codex Infront of me, but doesn't Ahriman/mot sorcerer only shift sons into troop of they're the primary detachment?
11-05-14 02:28 PM
mayegelt Currently he has 11 and 19 for 5WC
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