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1000 pts Tzeentchian Brainstorming

2.2K views 29 replies 10 participants last post by  Syko515  
#1 ·
I have heard on the forums that in the current edition, poor Tzeentch is on the sad side of the wheel of fortune; naturally, there were a couple of counter-arguments. Being a big Tzeentch fan (and a total newb, lol), I'm very interested in gaining deeper insight in the matter.

Okay, tl;dr.

The question: what would be your (theoretical, obviously) 1000 points Tzeentchian Army like? Preferably 100% Tzeentch, but Slaanesh is welcome too, since he is the least hostile towards the Raven God.
Also, mainly for my selfish desire for greater knowledge, try to support your decisions with some sort of argument, even if it is personal preference.
 
#2 ·
well, the prevalence of cover saves sadly negate part of the perks with 1Ksons..
and, well the infernobolts are a boon against meq armies.. against others, not so much.


In theory, my idea of a list would go something like:

Ksons x8
+Asp. sorc, doombolt

Ksons x8
+Asp. sorc, doombolt

Ksons x8
+Asp. sorc, Bolt of change

Sorcerer
MoT, Bolt of change, Doombolt

~50 points left to play with.


If fluff isn't a must, dropping the units down a model or two each and putting in either a dread or defiler for some CC power might be a bit more balanced.


Take with a pinch of salt though, as i play slaanesh.
 
#3 ·
In a slightly asshole yet fluffy way to play 1000 points:

Daemon Prince
-MoT, Warptime, Wind of Chaos
205

Daemon Prince
-MoT, Warptime, Wind of Chaos
205

8x Thousand sons, +1 Sorceror
-Doombolt
-Rhino w/ havoc launcher
304

10x Chaos Marines
-Aspiring Champion w/ power weapon
-2x flamers
-IoT
-Rhino w/ havoc launcher
280

994 points

This list takes two daemon princes to maximize threats in a 1k setting, as anti-tank and anti-mc will be at a minimum. These two present a significant factor for devastation of all threats, with a flamer template, rerolls, and a tough statline and save to deal with hordes, and likewise to deal with MEQ. Your 1ksons squad can deal with MEQ admirably, and pop hordes in a pinch. The regular squad will shoot down whatever needs to be shot down and counterassault as necessary. Havoc launchers add additional anti-horde (read: ork) punch.
 
#4 ·
I would say get a Ahriman and a few 1ksons squads of 20
This will mean that tou can get those objectives easier and 1ksons are hard as nails and more then a match for most squads.
With any points left over i would get some Oblitarators as heavy fire power for taking out those tanks.
 
#5 ·
Hmm... interesting...

I lean towards killmaimburn's idea, because it seems rather flexible. I wouldn't field Obliterators, because - I might be wrong here, I'm just guessing - there aren't too many tanks in 1000 point army lists from what I've seen. One or two, but more often transports than actual pieces of nasty metal with menacing guns pointing at my lads. Also, Kson spam looks... well, boring (no offense intended). However, I'm considering a Demon Prince - Ahriman combo. What do you think about that? Just out of curiosity.

I was wondering if it would be a good idea to put wings on the DPs instead of Wind of Chaos (I don't know the points, so feel free to point-and-laugh if I'm mistaken)? They could move around more easily and escape if necessary. Also, I can see using them as IRL aggro-machines, if you get what I mean. Just imagine your 1000 points army being constantly molested by two, hulking DPs that can jump around and occasionally kill someone. I'm probably totally wrong here, but I can't help but imagine it and laugh...:laugh:
 
#6 ·
frankly , the thousand sons really have a difficult time in the lower points levels. with a final squad of 9 costing more then a squad of 10 grey knights, its really difficult to build a "competative" 1000 point list. there are aspects to both lists here that are nice. for one...killmaimburn's dual prince list is atrociously nasty. but it lacks troops. 2 troops at 1000 should do it but i like to make sure. arachanids list has troops but no mobility. if you take smaller 1k son squads 3 or 4 squads, give them all barebones rhinos, and settle on 1 prince, i think you may have a winner here. also, at 1000 i would not be surprised to see a monolith or a landraider so take something with a few lascannons for your own good.
 
#7 ·
Land Raider/Monolith at 1000 points? ; _ ; My illusions have been shattered. Utterly. Can't the princes deal with the armour the opponent fields? Two princes should be able to bear a bit of beating 'till the Sons arrive.

How about a Defiler instead of one of the DPs? That should help with charging in and also, with a bit of luck, blowing some armour. And Troops would be 2x5 Sons with Sorcerers and rhinos, plus 2x5 CSM with rhinos at least. The Sons would be the defenders of objectives and providing cover fire, CSM would be the "NO U" kind of reply to everything, the DP and the Defiler would be either causing havoc or ripping armour to pieces.
This setup relies heavily on IRL aggro (so they wouldn't notice that if they focus fire the prince and the Defiler, I'm pretty much screwed because my squads are too small to be able to withstand too much beating) and the opponent not having too many tanks (ideally none lol). Also, you'd have to make use of every bit of rock you can use as cover to keep your lads alive. Its risky as hell, but looks like fun to me.
I dare not say more or go into inventory details because I don't have the rulebook with me right now (nor at all, lol) to check the points. But I would be very happy if you checked it for me. :)
 
#8 ·
A Defiler does not come close to competing with a Daemon Prince. The DP is much more mobile and, with Warptime, is a CC beast. He is also Eternal Warrior, so can't be one shotted, which is a Defilers biggest downfall..the first turn decommision.

Expect to see a decent amount of tanks against a 1000 point Imperial Guard Army. You won't see a Monolith in 1000 points, and if you do, just focus on his Necron units and phase him out for being an idiot. I wouldn't expect to see a whole lot of Land Raiders in 1000 points either. If you do, it is probably packed with Termies, which means that tank consists of half his army points. Since he will need an HQ choice as well, kill his two tiny troop squads, grab one objective, and thank him for an easy win. And yes your Daemon Princes can easily take care of any Land Raiders you come across so its really a moot point.
 
#9 ·
Thanks, Zaden, that was very reassuring. :) But if I come across Monoliths or Land Raiders (in this 1000 point setting), what should I do: 1, focus fire them with the two DPs or 2, kill everyone else and leave them last?

I just found that there are the points of Chaos units in the CSM codex (lol), so heres my idea after all that you have said.

Daemon Prince
-MoT, Warptime, Wind of Chaos
205

Daemon Prince
-MoT, Warptime, Wind of Chaos
205

8x Thousand Sons
- Asp. Sorcerer
- Rhino
279

7x Chaos Space Marines
- Asp. Champion
- Rhino
155

7x Chaos Space Marines
- Asp. Champion
- Rhino
155

999 points

Those Thousand Sons are very pricey, they cost the same as Plague Marines, even though from what I've heared, PMs are better than the Thousand Sons. They should be like 20 points each or something, not 23.
The idea is that I hold objectives with the Sons, cause havoc with the DPs (at the very least) and the two squads of CSM would go for take and hold in the meantime. Otherwise, its all plug and pray.
Your thoughts?
 
#10 ·
Definitely avoid a Monolith in a 1000 game. Go for the Necron phase out win, which is made much easier if he throws points into Monoliths, C'tan, Pariahs and Spyders, especially at this point level.

The Land Raider is a different situation. If it is filled with Terminators, I would try to avoid it and kill his troops. If the LR is filled with troops, you need to get them out of it, so send a Daemon Prince at it.
 
#11 ·
agree'd avoid monoliths at all costs. melta's, chainfists, and deamon princes are all ineffective, if you do go for it choose lascannons. othere then that phase out is key.

with landraiders. i find that a nasty, but cheap squad of

3 Terminators - 3 combi-melta - 105 points

shall do the trick. if you deepstrike them and land near the land raider you can effectively blow it up and possibly tie up the squad inside with a cheap suicide squad of termies.
 
#12 ·
Thanks for the advice, I'll keep that in mind! :)

Umm, are Monoliths so powerful that even 2 DPs can't beat them? Seriously. What are your experiences with them? I don't have a rulebook, nor the Necron's own book, so I'm pretty much in the dark about what you guys are talking about. Especially the part about "phasing out". Would you mind telling me? I'm a noob. :p
 
#13 ·
Necrons, being as i used to play them, are a bitch. but once you kill 75% of their models with the NECRON specail rule, the rest of whats left over just goes away and the game ends. Monoliths are AV 14 all the way around, and chanifists, melta's MC's and even ordinance blasts only get a single d6 vs pen as opposed to the 2 d6 plus strength like normal. further more its one of the major elements in the necron force allowing the player to retake his we'll be back roles, which are like feel no pain, but a bit better imho.
 
#14 ·
I've heared from less professional people that Necrons are waaay overpowered and that its barely possible to beat them. I'd really-really like to ask some more, but it'd be much better if I faced them in battle. Or play a game at least. :p

Thanks for the info! I can already feel that +1 to my IQ. :)
 
#15 ·
I played a game with the necrons working with me againest the chaos and because of them ,even though we where about half there points down we took out about over half there army including abbadon with out taking losing one squad. The main reason was because they had a monalith with took his men from one end of the battle field to the other. So if i where you i would stay away from the thing and focus on taking out the necron warriors.
 
#16 · (Edited)
Your tl/dr is longer than your actual post.

::edit:: I never have problems with necrons. Obliterator plasma cannons + lash + vinicators, and you send them home. Use plague marines and you will have the exact same advantages they have only with better weapons and melee prowess. Jusst go for the phase out, you will get it pretty much every time unless the necro hides in the corners.
 
#17 ·
Your tl/dr is longer than your actual post.
Because that is as far you would have read it if I had written the whole thing in my mind. :p
 
#19 ·
Personally at a 1000 pts I wouldn't take any Thousand Sons, instead go for ordinary Chaos Marines with Icon of Tzeentch, as the resulting benefit comes in real handy. Additionally you can equip them with Lascannons or missile Launchers for some anti-tank, as well as meltas. For your HQ either a DP or Sorcerer with warptime and the other powers you want. Finally add in some tough supporting units such as Terminators, Havocs or a Predator to draw away fire from your marines.

For instance:

DP, MoT, Wings, Warptime & Doombolt

10 Chaos Marines, Aspiring Champion with Power Weapon, IoT, meltagun & Missile Launcher.

10 Chaos Marines, Aspiring Champion with Power Weapon, IoT, Plasma Gun & Lascannon.

5 Terminators, Terminator champion, IoT, Reaper Autocannon.

2 Spawn

Note that if you go for Havocs, expect them to draw a lot of fire.
 
#23 ·
You seem to miss the point: the question (and the challenge) here is to make a useful 1000 point TS army list. My personal problem with your list is that its far too... "fashionable" for me. Yeah, sure, I'm positive that this list is very competitive, there isn't even a spark of doubt in my mind whatsoever. But you can't tell me its not boring as hell. Whats the big deal in winning in the exact same way as everyone else? I prefer having a good time over victory. Thats why I would gladly field any kind of army that looks fun to me. Chaos Dreadnoughts and Raptors, even.


I would like to mention that in my list posted on the first page of this I forgot to type wings on the cost of the Daemon Princes...a 205 point DP does indeed have wings, wind of chaos, warptime, and mark of tzeentch. My bad on that typo :victory:

A problem with Ahriman is that he doesn't have immunity to instant death and costs 45 points more than a fully kitted out DP of tzeentch. Take into account that he is far more likely to fry himself with perils of the warp than a normal DP and you have a package made of fail. Don't get me wrong, I love his fluff, and he is fun to play, but with ksons you are already behind just by starting with your tzeentch troops and so you need to make up lost ground with your HQ. In bigger points games obliterators, havocs, or chosen are vital for anti-tank. If you expand to 2k you should consider some obliterators for your anti-tank needs (model them as essentially terminator sorcerors for fluff and it should be cool) and then take chosen with meltaguns or flamers to mitigate these weaknesses of your army.
Whoa, wait a sec, doesn't Ahriman have a rule that he automatically passes those nasty rolls? Or am I confusing him with someone else (DPs, maybe)? I don't have my codex on me right now, so I can't tell. Little help, please?
Well, for 2K point lists I'm planning Obliterators, at least one Predator and Vindicator, some more TS, CSM, Havocs, Chosen, a Sorcerer and a Chaos Lord (a normal and a Termie armour version of each), at least one squad of Termies, some Horrors, maybe a Lord of Change even, and Ahriman is a must. And maybe, seriously just maybe, one or two Chaos Dreadnoughts; they're sooo cool and even useful, they're just hard to make good use of without getting your own boyz killed... :p
 
#21 ·
That's a point. Well there you go stick the marines in the Rhinos.
 
#22 ·
I would like to mention that in my list posted on the first page of this I forgot to type wings on the cost of the Daemon Princes...a 205 point DP does indeed have wings, wind of chaos, warptime, and mark of tzeentch. My bad on that typo :victory:

A problem with Ahriman is that he doesn't have immunity to instant death and costs 45 points more than a fully kitted out DP of tzeentch. Take into account that he is far more likely to fry himself with perils of the warp than a normal DP and you have a package made of fail. Don't get me wrong, I love his fluff, and he is fun to play, but with ksons you are already behind just by starting with your tzeentch troops and so you need to make up lost ground with your HQ. In bigger points games obliterators, havocs, or chosen are vital for anti-tank. If you expand to 2k you should consider some obliterators for your anti-tank needs (model them as essentially terminator sorcerors for fluff and it should be cool) and then take chosen with meltaguns or flamers to mitigate these weaknesses of your army.
 
#26 ·
Just to include in this discussion. This is the list im currently building.

HQ

Chaos Lord (145)
Mark of Tzeench, Daemon Weapon

Troops

8xThousand Sons (294)
Aspiring Sorcerer, Doombolt, Personal Icon, Rhino

8xThousand Sons (294)
Aspiring Sorcerer, Doombolt, Personal Icon, Rhino

Heavy Support

Obliterator (75)

Obliterator (75)

Summoned Daemons

9xLesser Daemons (117)

TOTAL: 1000pts

What do you guys think of it?
 
#28 ·
@Azzar

Meatshield Demons: okay
TS: okay by default :)P)
Lord: Drop Demon Weapon; you can avoid a Dread killing your own troops (gear it for melee, send him in and he'll be engaged), but not a Demon Weapon eating away your Lord's precious wounds.
Oblits: little too few if you ask me (which means I could easily be proven wrong). 5 Termies are way better. Also, if you drop the DW and 1 Lesser Daemon, you can upgrade one to a Champion, give him and 3 other a pair of lightning claws and a Heavy Flamer for the last. Should keep lots of melee monsters at bay, or at least away from your TS. Drop all the Daemons and give them more Termies and IoT. OR you could drop the Daemons and the DW and buy another Obliterator and extra TS.

Otherwise your list looks good to me.

Or if you want to be mean and don't mind taking risks:

Chaos Lord (145)
MoT, Termie Armour, pair of lighting claws

6xChaos Terminators (260)
IoT, Terminator Champion, Heavy Flamer, 3 pairs of lightning claws

8xThousand Sons (294)
Aspiring Sorcerer, Doombolt, Personal Icon, Rhino

8xThousand Sons (294)
Aspiring Sorcerer, Doombolt, Personal Icon, Rhino

Total: 993

The idea is that you roll ahead with your Rhinos, one for the closest objective, the other for cover closest to the enemy (point is: a place where you won't get killed and is rather close to the enemy), DS the Termies with the Lord to the latter and thats it. I know its rather all-or-nothing, with its focus on anti-infantry, but if you don't want Dreads, this looks like a good idea.