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What do people think? Hmmm? Suggestions would be nice.
Daemon Prince 191pts
4 Minor Powers (with hope to get Siren, at least Beam of Slannesh)
Tzeentch Lieu. 140pts
Wind of Chaos
Two Squads of 10 of these guys:
Rubric Marines 245pts
Asp. Champ w/ P.fist
Three Squads of 6 of these guys:
Noise Marines 152pts
Raptors x7 321pts
Asp Champ w/ L. Claws and D. Mutation
Slannesh Havocs x8 256pts
Last edited by LictorInTheGrass; July 24th, 2006 at 02:51.
Sigh... no you need the two gods not to be enemies, as Nurgle vs. Tzeentch and Khorne vs. Slannesh. Sorry about the sigh but I was hoping for an opinion.
I think that your list is pretty solid but i'm not a slannesh player or a tzeentch player i'm more of a khorne player so you might not want to take my word on it but i like it if it counts for anything
Well, I can't say whether you'll be successful or not, sorry! I'm no expert. I'd say you're going to run into some mobility issues, as your sons will be moving much slower than everything else. Your Sons units don't seem to have much purpose, they look like fodder almost. I'd say either throw in BoC and some thralls, maybe even Doombolt. This will give them a more shooty outfit. Another option could be the combat Son squad. Something like this...
7x Thousand Sons - Champ - Powerfist and Bolt Pistol, 3 Thrall Wizards, Gift of Chaos, Warp Focus, Familiar, Wind of Chaos, Rhino Transport
This would be more expensive, but would be very effective as well.
"If you can wait til I get home, then I swear we can make this last."
The list looks quite solid - a couple of questions though...why not use another psychic power with your Lt? It might me good to be able to vary yourself a bit. And what would you do to counter 2 units of SM bikers with chappies in them (can't be pinned - will get into cc) or versus SM at all? I can't see that many weapons with ap3.
I'm not critic - I'm just curious (remember, I've not played with a chaos force yet)
Very true on the chappies, but hopefully the DP would take care of them. if not, follow by the raptors, which has happened in the past.
I think the list is tragicaly flawed. 1/2 your army is slow, and 1/2 is fast and in your face. The two forces you are fielding here do not mesh well. Your deamon prince, Lt, and raptors are all designed for quick assault, while the Noise marines are there for short range firepower, and the Tzeech is slow firesuport and late game assault.I dislike spending 50 points or often more to try and get the siren power. Even if you do get it and run into combat what is this guy going to do against a normal marine squad with a powerfist? I think combat drugs would be a much better option.Originally Posted by LictorInTheGrassWhile not bad, this guy will be running around infront of your army asking to be shot. Who are you going to shield him with when he runs up and flames something? The costly and fragile raptors, or the expensive and fragile noise marines?Originally Posted by LictorInTheGrassYou really should put a psi power in here with some thralls. Either doom bolt or bolt of change. They don't get into combat quickly and the extra shooting power really helps them. In this list they are far too slow. Put them in Rhinos to try and keep up with your forces, but I'm sure we all know how hit and miss rhinos can be.Originally Posted by LictorInTheGrassYou'll have three of these costly not very durable squads close to the opposition with little back up for a turn or two. These squads would probably be better served with an Asp champ and a power weapon or fist and getting into CC to stop being shot. Otherwise a 6 man undivided squad with 2 plas and infiltrate is only 128 points and will do a much better job on terminators and MCs.Originally Posted by LictorInTheGrassThese guys are set up for a first turn charge, but nothing else in your list is. With only 7 models it won't be hard for even IG to just swamp them with numbers, kill them all, and then still have time to shoot your advancing army.Originally Posted by LictorInTheGrassThe blast masters and the autocannons shouldn't be mixed. The best think about the blast masters are the options of heavy or assualt shooting. By placing autocannons in the squad you have taken that option away from them forcing them to be static. As this is an undivided army just drop the MkS altogether and save yourself 32 points by taking 4 autocannons.Originally Posted by LictorInTheGrassI much prefer the autocannon 2 las cannon + demonic possesion Predator, but to each their own.Originally Posted by LictorInTheGrass