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I've convinced myself (with the help of the lovely picture on page 58 of the 'dex) to start a Tzeentch army.
However, I like to make up my own armies with their own fluff, and this is where I'm lacking ideas/inspiration. It might be just because I'm tired, so I'll be checking back tomorrow, as well.
No Thousand Sons for me - I want an army that maxes out on the whole sorceror thing, as well as the mindless automaton thing, while still keeping them reasonably "good" ish ... as in, not mutated by Chaos, but simply anti-Imperium.
I was thinking about something to do with Chess pieces, but, that might be a little too cliche ... if anyone has any ideas that you might think would benefit me, let me know. ^_^
As far as the actual army list goes, I have my HQ down and I'm pretty firm set on him:
+Mark of Tzeentch
+Bolt of Change
An effective range of 36", and able to take care of lots of threats (i.e., light to heavy infantry as well as tanks). Has an invulnerable save to make sure he survives, can run away really well (), and his IC status will keep him mostly protected (keeping him near lots of other squads for max survivability). Not to mention, he's reasonably cheap (compared, at least, to my other Lord, who was tooled for CC ... over 200 points for that one).
Two or three things are worrying me.
1) Why have a Kai gun and Bolt of Change when both fire in the Shooting Phase. I can always imagine something to shoot at with BoC so I'd change that.
2) He's not very mobile. I know he's got a 36" range, but I would like some mobility.
3) A Lord, in any shape or form, is a CC unit. You're paying 160 points for an AC at the moment. I'd give him Resilience, Flight (or a Disc) and Strength and send him into a vulnerable squad on a flank.
Beasts of Chaos (4000)
Chaos Marines (3000)
1) Simply because the Kai Gun is excellent at what it does, and that's killing MEQ's and lighter infantry. With more shots, at the Lord's BS, it is much more effective than the Bolt of Change when it comes to anti-Infantry. The Bolt of Change is there when the Lord encounters a vehicle or heavy infantry (i.e. Terminators), making him able to handle almost any threat.Originally Posted by Tones
2) Not very mobile? You did notice that Daemonic Flight is on him, correct? I'd hope so, because in your next point you tell me to add it ... it's already on there, so he is reasonably mobile. I can get him to either flank when I need to.
3) I disagree. I find that this particular setup, while "expensive," is an excellent shooter. I don't want that BS to go to waste, and with this setup I don't think it's going to. While not necessarily the end-of-all-things type of Lord, he's reasonably cheap (as far as my personal taste in Lords goes) and can get the job done when I need him too. Not to mention he sticks well with the image in my head. I would never send him up into an assault simply because, in a Tzeentch army especially, he will have little to no support in CC - a single model, all alone, rushing into CC will be a goner. Sure, he'll cause a little bit of havoc, but the retaliation will be swift, and he'll go splat.
Thanks for the ideas, but I'm looking more towards the fluff/theme end of things, as I have a reasonably good idea of what my army will be like. ^_^
This looks like two lords crushed into one. You'll find these stats would work better on a chaos lord (w/ bolt o change) and a Lt. w/ the kai gun. Basically, you want to be firing both every round. On your lord you will need thrauls to for the machine gun affect. Seriously consider breaking this into two H.Q. You'll find it will work very effectively.Originally Posted by Lost Nemesis
I've considered it, however it will end up costing more points, points that I could end up spending elsewhere. The Bolt of Change is merely there to make him a versatile firebase - other BoC's and Doombolts will most likely find their way into the list.Originally Posted by boydgarrett
Now, could I please direct everyone away from army list suggestions (as I will have an army list up sometime soon, for everyone's much appreciated feedback) and back towards fluff and theme? ^_^
If you don't want to split it or you do, give them Discs of Tzeentch, they confer Flight and Mutation, and then give him Mutation as well.. that gives you a maximum of 6 attacks 7 on the charge. And thats just good stuff. I do that with Lt's when I need a good counter charge man. Muatation, the Disc and Lightning Claws.
My 2 Cents... No pun intended haha.
You Can't Stop the Eighp
Had Tzeentch before I knew how to play :P
So, are you planning on trying a list using the 1K Sons cult rules, or something along the lines of Black Legion where you just have quite a few units of 1K Sons?
I was thinking awhile back of a list using cyborgs. Designed to eventually replace humans in the front lines, but with only a rudimentary AI to control them. Due to the severe lack of intelligence (we're talking one step below servitor level), they'd need a flesh and blood being to lead them around. Having the "sergeant" a psyker would allow him to control the entire squad with only but a thought.
Meh, just an idea. Feel free to make of it what you will.Thought I'd point out that since the Disc of Tzeentch confers the Mutation upon the IC already, it's not avaliable to take again. Each gift may only be taken once.Originally Posted by Centum
What you mean by that ? Can you clarify what you say, cause the Mutation of the Disc dosnt count towards the IC if dismounted.Originally Posted by Caluin
MEAT IS MURDER
How do you dismount from a steed? It works exactly like how a model is mounted on a Bike - they're on it, and can't get off during the battle.Originally Posted by Nagato
Steeds, with the exception of Chaos Marine Bikes, are just "package deals" that you buy to save a few points here and there. By buying the Disc, you recieve Flight and Mutation for a slightly cheaper price than if you had bought them separately.
Just to help Caluin a bit here to explain, as well: the Disc confers the Daemonic Flight and Daemonic Mutation abilities to the character. They do not confer them separately - those are the abilities they get. The character does not get an ability LIKE Daemonic Mutation - he gets Daemonic Mutation and that's that. He can't select it again from the Armoury because he technically already received it by selecting a Disc.Originally Posted by Caluin
Back to fluff and theme ideas.
I'm not sure if I'm using straight-up Thousand Sons rules or if I'm going to just have a lot of Tzeentch stuff - it will probably end up with my just using their rules, though, just for the Aspiring Champions.
The cyborg idea is a good one but not quite what I'm looking for. I'm looking more towards a mystical type of army, as opposed to technological. I like the idea of Chess pieces, but, that's still a bit too cliche for my liking..