Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hi all, please C&C this list if you get chance:
Staff of Change
Golden Eye of T 493
Sorcerer (with marauders)
Power Familiar 170
Exalted Champ (with warriors)
Additional Hand Weapon
Skull of Katam 224
Aspiring Champ (with knights)
Chaos Steed 216
additional hand wpns
screamers x5 165
Light Armour and Shields
Full Command 163
Warhounds x5 30
Warhounds x5 30
Thanks in advance
Ok, you have the basics of it but there is still a lot wrong with this list. Let me go down it.
General - good build but still risky. I know he has a 3+ ward save against missiles but he is still a liability. The disc is a flyer meaning he can't hide in a unit or even behind units since he counts as a large target for line of sight. The 3+ ward save is nice but at 493 points expect many a bolt thrower or cannon to aim for him. He's too juicy of a target.
Sorcerer - stick him on a barded steed for protection.
Exalted champ - also stick him on a horse for added protection, don't know for sure but if the skull only works for spells he casts it's not worth it (don't have the book with me).
Aspriring champ - BSB - Very illegal - first of all I assume you mean the war banner. the Battle banner is a magic banner only available to high elves. Second, when you take a magic banner you cannot take any other magic items on a BSB.
Warriors - give them shields so they don't get shot up and so you can always go handweapon shield in combat if you need to.
Knights - take the banner, if you don't take the banner it's because you don't want to give opponents 100VP for it if they get beaten. Well if that is the case then you wouldn't put your BSB in there. The combat res bonus stack so take the banner for more combat res. Then need it without static combat res.
No issues with screamers or mauraders.
Warhounds - get rid of them. They will be the bane of your army. Now this may seem like I hate them but no, I love them but I play undivided and you play Tzeentch. If I would play you and I see those dogs I will take my weakest shooters and make them take a panic test aiming to make them run through your army can cause a panic test or 2 on 3-400+ point units. Chances are you are going to be fine. But many times you will encounter opponents that will make you lose up to 25% of your army on turn 1 with a stupid unit of archers.
Overall, an ok list. Oter then heavy on magic not very scary. Not enough things to make me nervous as far as combat goes. I suggest trading some of the magic for a giant or a unit of minotaurs.
Aight I'm new to Tzeentch so take my comments for the grain of salt they are worth. I haven't played them yet (am working on getting the models as we speak) but a buddy of mine does play them with some success.
From my point of view, there are 2 ways to play Tzeentch. The first is how my buddy plays, which would be to take 4 casters (mix of MoT and Sorcs) and alot of low points cost units that can take the MoT to get as many PD as possible (usually upwards of 19-20). This would focus on the strengths of the Tzeentch army, namely magic. The weakness to this is the list is filled with multiple units of 10 chaos warriors which aren't particularly strong in CC if it comes to that.
The second way would be to focus less on PD and more on building some CC strength. I would picture a list like this having a solid block or 2 of chaos warriors or marauders, a unit of knights and a few other things that could hold up in CC. The power dice would perhaps be down to say...14-16ish and maybe only 3 casters instead of 4.
Now as to your list, I think it falls outside of both the examples I listed. It doesn't have the magic supremacy that a 19 or 20 PD list would, and it doesn't quite have the CC power that some other lists might. If it works for you, however, go with it and don't mind me .