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Discussion Starter · #1 · (Edited)
Since 7th is major psy powers I have been thinking in a way to maximize that on chaos, so for 1850pts here it goes:

HQ
LV2 sorcerer w/PW, sigil of corruption 125pts
LV2 sorcerer w/PW, sigil of corruption 125pts

Troops
9 CMS, 2 plasma, AC with PW and melta bombs in rhino w/dirge caster, combi bolter and havoc launcher 219pts
10 CSM, 2 plasma, AC with PW and melta bombs 175pts

Elites
10 Thousand Sons, AS with melta boms and icon of flame in rhino w/dirge caster, combi bolter and havoc launcher 342pts

Heavy
Forgefiend 2xautocannon 175pts
7 Havocs, 4 lascannon, icon of vengeance 180pts
Deamon prince, power armor, wings, psy level 2 255pts

Fast
4 bikers, 2 meltas 110pts
5 raptors, 1 melta, AC with melta bombs 110pts

Total points 1842
Models in army 51

What do you guys think?
 

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looks a nice list one suggestion i would make though would be to drop the Thousand Sons down to 9 and with the points give both of your sorcerers a MoT. that way they get the extea +1 inv and that will make the Thousand Sons a troops choice, which would be another scoring unit.
 

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looks a nice list one suggestion i would make though would be to drop the Thousand Sons down to 9 and with the points give both of your sorcerers a MoT. that way they get the extea +1 inv and that will make the Thousand Sons a troops choice, which would be another scoring unit.

HQ
LV2 sorcerer w/PW, sigil of corruption 125pts
LV2 sorcerer w/PW, sigil of corruption 125pts
As stated, I'd give one guy a MoT, and lvl3 to give him maximum damage output. Also give the unmarked guy the "Prophet of the Voices" item from Crimson Slaughter codex. This will make him a "Daemon" and give him Malefic powers. Then, start spamming summoning of Pink Horrors and laugh maniacally. Also, both sorcerer's need a spell familiar and scrap the power weapons. Force weapons are better and they're free.


Troops
9 CMS, 2 plasma, AC with PW and melta bombs in rhino w/dirge caster, combi bolter and havoc launcher 219pts
10 CSM, 2 plasma, AC with PW and melta bombs 175pts
Scrap these guys I think. Magic will be your strong point, use it!


Elites
10 Thousand Sons, AS with melta boms and icon of flame in rhino w/dirge caster, combi bolter and havoc launcher 342pts
As mentioned by @Woodzee316, these guys become troops, therefore scoring (although they're scoring in a bound army anyway), drop them to squads of 9 and have another 2 squads (totaling 3)


Heavy
Forgefiend 2xautocannon 175pts
7 Havocs, 4 lascannon, icon of vengeance 180pts
Deamon prince, power armor, wings, psy level 2 255pts
Daemon Prince can't be a heavy choice in a Chaos Space Marine codex, only in a Daemons codex, so scrap him. You won't need him anyway. Use the points in another Havoc squad with 4x Autocannons. 8 shots at str 7 really makes a mess of light armour, and some heavier armoured squads too.


Fast
4 bikers, 2 meltas 110pts
5 raptors, 1 melta, AC with melta bombs 110pts
Here, I'd scrap either the Bikers or the Raptors. 4 Bikers won't be enough and 5 raptors are just going to be a suicide unit. Take some Heldrakes instead, they're harder to kill and deal out a wicked amount of damage. Use 2 if you have the points and have 1 with a flamer and 1 with the autocannon and use them together. One can fry troops, the other can fry enemy flyers or tanks.


Total points 1842
Models in army 51

What do you guys think?

That Malefic sorcerer could be made lvl 3 too if you have the points. Both Sorcerers need a spell familiar to save them from miss casts. This list has potential to be absolutely devastating if played right! Hope this helps.
 

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Yes, whittsy makes good points.

Basically i would go with one herald of tzeentch with 11 pink horrors, and the other marine sorc with MoTzeentch and maxed level from normal chaos book. Then, i'd use 3 slightly beefed up (say 7 strong) units of TSons in rhinos w/combiflamers or havoc launchers to get midfield and rape things.
I'd support them up close with bikers OR (better) spawns. a drake seems mandatory to get rid of enemy aircraft with hades cannon (you don't need that much AP 3). Heavy support could come from a Soulgrinder with phlegm bombardment if you are worried about enemy aircraft or (better) a Forgefiend with hades cannon and 2 units of havocs. So, in the end:

Herald of Tzeentch
2 nd level (daemonology full)
(70)

11 Horrors (99)

1 Chaos sorceror
3rd Level
MoTzeentch
Sigils of Corruption
Force Axe
Spell Familiar
Meltabombs
(170)

6 Thousand Sons
melta bombs & force maul
rhino w/combimelta
(223)

10 Thousand Sons
melta bombs & force axe
rhino w/havoc launcher
(313)

6 Thousand Sons
melta bombs & Force Maul
rhino w/havoc launcher
(225)

5 Spawns
MoNurgle
(180)

Heldrake w/ hades autocannon
(170)

Forgefiend w/hades autocannon
(170)

5 Havocs
4 autocannons
(115)

5 Havocs
4 Autocannons
(115)

1850 on the nose.

You will struggle a bit vs lots of 2+ armour saves but spawns are perfect to tie up the usually small units of 2+ armoured specialists. I use them to overrun Ork Nobz in Mega armor... Also, spawns and heldrake gives the TSons a much needed fast support, while rhinos gives them ability to redeploy and most important, mobile cover! The three units should work in group with the combimelta one used just in case as suicidal antitank/charge blocker. Also, that much AP 3 is just rape for the new shiny Mareens Codexes. Meltabombs and the odd combimelta are there as antiarmour insurance. 8 Str 7 shots and 12 Str 8, pinning shots a turn should mess with any light and mid armour (also remember power of the forge! It can save your game!) The big amount of AP 4 weapons is due to the heavy presence of xenos on the tourney scene. Modify as you feel fit. Also, 10 power dice even before the roll...what is this, magic the gathering ??!! :grin:
 
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