2000 Tzeentch - Warhammer 40K Fantasy
 

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Thread: 2000 Tzeentch

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    2000 Tzeentch

    19 Casting Dice

    Lvl 4 Lord of Change
    - Daemonic Robes
    - Flames of Tzeentch
    - Power Vortex
    Lvl 2 Herald of Tzeentch
    - Power Vortex
    - BSB: Great Standard
    Lvl 2 Herald of Tzeentch
    - Power Vortex

    19 Pink Horrors
    - Full Command
    19 Pink Horrors
    - Full Command
    10 Pink Horrors
    - Full Command
    10 Pink Horrors
    - Full Command

    3 Screamers of Tzeentch
    3 Screamers of Tzeentch

    2000 Pts


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    Quote Originally Posted by sometimesnj8 View Post
    19 Casting Dice

    Lvl 4 Lord of Change
    - Daemonic Robes
    - Flames of Tzeentch
    - Power Vortex
    Lvl 2 Herald of Tzeentch
    - Power Vortex
    - BSB: Great Standard
    Lvl 2 Herald of Tzeentch
    - Power Vortex

    19 Pink Horrors
    - Full Command
    19 Pink Horrors
    - Full Command
    10 Pink Horrors
    - Full Command
    10 Pink Horrors
    - Full Command

    3 Screamers of Tzeentch
    3 Screamers of Tzeentch

    2000 Pts

    ok, for starters both heralds need to be able to fly! second dont go cramming dice in for dice sake, think about how you are going to run your spells and plan it out, an extra couple of dice are useless if you dont have the dice for it, or if you get stuck with a spare you dont need, that can be even worse, third youll need some flamers, these little buggers are great, tough, manouverable and with disgusting firepower, the last thing i want to mention is the horrors, by all means run big units but do keep in mind the additional spell you acheive will require your pool dice, if you want these dice to go here then your fine but if you dont then you will need to dull them down to 10 men strong, any horror unit under 20 men strong should never have standards or command, these are exrta points to the enemy.

    hope this all helps and remember these are suggestions, you may have entirely differnet plans for your army.

    cheers

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