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Iím about to start building an all Tzeentch army and Iím looking for any advice players can give me.
Someone was kind enough to lend me their army for a game against a standard Tau army so Iím pretty used to all their basic units, so far this is my 1500pt list that Iím thinking of using.
Lord Of Change: We Are Legion and Breath Of Chaos
2X 3 Flamers Of Tzeentch
2X 10 Horrors: Chaos Icon
1X 11 Horrors: Changeling
2X Daemon Princes: Unholy Might, Bolt and Mark Of Tzeentch.
It did rather well thrashing an entire Tau army with 1 to 11 kill pts especially the LOC shooting two targets and mopping up the one that took the least damage.
But Iíve still got several questions like how do you deal with combat armies like Orks and multiple objective based missions could someone please answer these questions and offer me some extra tactics and advice.
(Note: For my own reasons I have no intention of using either Heralds or a Fateweaver, so please donít suggest them)
Also Mono-T player here.
Personally, I'm not a fan of DP's. They serve certain purposes, but Tzeentch DPs simply lack the toughness that is necessary to keep them alive under supression fire. My experience has shown me that Soulgrinders generally earn their points back at a minimum, whereas DP's may or may not. Unholy Might's a CC upgrade - don't take it if you're not shelling for Wings for them; buy them Daemonic Gaze instead for the same points. Tzeentch DP's really amount to nothing more than highly accurate gun platforms until their points costs take them into GD range, in which case, you might as well take another LoC instead.
Screamers unit is fine, the Horrors units seem on the large side to me. How about splitting those into four separate units (9, 8, 7 and 7). They've got range in their guns that splitting them shouldn't be much of a problem, and it makes them harder to catch. (Plus, gives you more scoring units.)
You need Master of Sorcery on your LoC so he can fire all three weapons you've given him in one turn. Personally, I like Boon more than Breath, but that's just my opinion. (It's a specialized weapon and an additional CC attack... very useful for certain problematic targets - think Eldar Farseers or Marine special characters, for example. In CC against virtually anything, you can just get lucky. We Are Legion makes Boon actually decent - you're not sacrificing anything to shoot it at someone.)
Last edited by SMann233; March 29th, 2009 at 23:32.
Seem to me a well designed list!
Heralds and fateweaver are very strong HQs, what is your reason for being opposed to them?
Also, the blue scribes are an excellent choice at 130 points if you take off might on the princes and take out some horrors you should be able to field them
1 x 8 horrors + blue scribes
1 x 8 horrors + changling
1 x 9 horrors
Still lots of horrors, the excellent blue scribes (plus their cheeky rule!) and you've got the number 9 happening there
And you'd have 9 units
couple of other points.
Unholy might is not needed on the DPs because they won't be in CC too much and against vehicles even if they survive bolt you can still assault and get 2d6.
Master sorcerer is such a cheap upgrade for what it does! definately put it on the lord of change.
That's all I can think off right now, Kinda hard when I play mostly slaanesh
EDIT: Dam I had that reply open for like an hour and Smann beat me to the punch!
im a Tzeentch player as well Tzeentch Daemon players have 2 big things going for us and thay are..
#1. We can split fire
#2. We shoot first PERIOD.
if your going with a LoC your going to need "We are Legion" to split fire but if your going to go with more gifts then go with Fate Weaver.
Heralds are good for a sum what cheep fire power i like them in a group of horrors with We are Legion, Master of Sorcery, and Bolt of Tzeentch, for the gifts and they come with Daemonic Gaze so you get 2 shots. (that you can split)
ive said it a 1000 times I LOVE HORRORS!!!! with Assault 3 weapons 10 horrors = 30 shots makes them grate for cuting up troops (if your doubtful see numer 2.)
Screamers are the best tank hunter we can get sum love um sum hate um. (im in the love category)
as for combat armies cuting them up with Horrors is the ez way to go and when that fails Boon of Mutation is a good way out if your not going all Tzeentch i like fiends for this.
Last edited by GAX70; March 29th, 2009 at 23:53.
No Heralds or Fateweaver? Well that makes thing tricky.
Lots of shooty, Flamers and Screamers to flit around to disrupt enemy advances, and the DPs/LoC for any HtH.
Chariot Heralds can dish out all the firepower a Lord of Change can muster for 1/3 the cost, same speed, and on a very tough platform.
In a mono-Tzeentch army you need to keep the enemy at arm's reach for as long as possible and pop those nasty tanks ASAP, 3 Tzeralds on chariots can buzz around the battlefield lighting up problem enemies before running away.
The Blue Scribes would be handy too for the possibility of 2 bolts, 2 pavanes, and the like.
This thread belongs in the army list section.
(any threads dealing with army lists should be posted in the army list section )
Spambot kill tally. . .337
IMO, on Heralds -
Buying them We Are Legion, Master of Sorcery, and Bolt costs more than I'm willing to spend on that model. Heralds of Tzeentch are far and away the best of the Heralds group, but it seems odd to me to spend the 120 odd points to deck them out like that.
Rather, you can spend 65 and just not give them Bolt, at which point you have a high-speed model with a long range gun (Daemonic Gaze), a bucket's worth of wounds, and an invulnerable save. This makes them cost exactly the same as a Necron Heavy Destroyer, but with massively heavier firepower and surviability, plus, them just being better anti-infantry.
My opinion on most things is different from the other posters here. I hate Flamers, not super keen on Heralds, and I'm "meh" on DPs.