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hi i m startin my second chaos force and i like to play pure dedication to a god, as my first force was a khornate one i thought i would try a different aspect. most i m looking for somesorcerus abilities, as i got a sorcer in terminator armour (my new (HQ) master) and 5 termies as body guards.
Try Tzeentch because unlike 3:rd edition the thousand sons can now be a very effective single legion force. If you are going about it strictly however you will ahve some problems marking vehicles and Oblitz.
I have recently found that in smaller games you can use 6 man squads of 1k sons that slog across the board to great effect. You just need some really good incentive to keep your 1k sons from being charged (read termies) and some icons.
have fun and good luck.
Tzeentch is good cause you can get multiple casts in the turn and whip out a deadly combo like wind of chaos and warptime. Soon that sorcerer will become the most feared thing by your friends.
Warptime will also make him kickass in close combat =)
I don't icon my termies, but an icon of tzeentch on the termies would also give that sorcerer a lot of buffer against stuff like vindicator shots..
Be nice to your enemies, it will make them madder!
thanks for you replies, but how would recommend playing a tzeenech force? as i have thought my HQ unit will be around 300 to 400 pts (i think whit the termies).
Giving them the Icon of Tzeentch makes them very hard to kill with the 4+ invulnerable saves.
Change is good
I was refering to Icons on the troops to get your termies where you need them But I would also not run termies with marking them. IoT makes almost as good as assualt marines though horridly expensive, IoK is just godly (though a little obvious), IoS is very underrated for keeping them alive vs meqs the only one I wouldn't recommend is IoN which just doesnt make much difference vs shooting and that really is the big hurdle.
the part whit IoK is ourt of the question cuz my fisrst chaos army is pure kornate and i think it is better to go purededication (my khorn termi got of course IoK).
Nurgle is good fro troops and tzeentch is good for HQ as thye already have an invul save that can be increased. Nurgle just boosts the toughness of the units which is always good plus you have Plague Marines.
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
When trying to decide between Marks of Nurgle and Tzeentch (on Non-Sorcerers, Sorcerers are a no brainer unless you're determined to go Nurgly) I always try and think about what kind of fire each unit will be taking - Because it's basically improving your odds the same amount, either on the save by 1, or on the wounding rolls by 1. Regular troops probably benefit more from the extra toughness, seeing lots of small arms fire - Terminators might see more high AP from a smart opponent - etc. A footslogging Daemon Prince could use Nurgle - but maybe an HQ hunter or heavy fire magnet might want the Invul.
Hope it helps, just a thought.
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