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2150 tzeentch mortal army list
~disc, armor, shield
~golden eye tzeentch
battle std bearer of tzeentch-365pts
~banner of wrath
~chariot of tzeentch (140pts)
aspiring champion of tzeentch-335pts
~gaze of the gods
~chariot of tzeentch (140pts)
aspiring champion of tzeentch-340pts
~2x dispell scroll
casting dice: 15
dispell dice: 7
this army is kinda dumb, but works pretty effectively. i originlly ran 7 chariots (picked up the ary from a buddy who was quite successful with it a few yrs ago)
the basic idea was to throw 2 chariots on one side of the board kinda like a decoy while setting up, hoping the opponet would spread his army evenly accross the tabletop(assuming you would do the same). then weigh down one side of your deployment zone with the remaining chariots and characters. ideally, one would then focus spells at a few specific units, weakening them for a charge. heaven forbid they opened a gap so you could get a flank charge. multiple chariots charging and either whiping out a unit or breaking it only to overrun/ pursue and hit another unit in the flank is a beautiful sight. however, that list was quite fragile, especially to str 7+ cannons, treemen etc. so i started messin around with other troop types. i really wanted something relatively cheap (although nothing is cheap for chaos), that would keep the general theme of the original army (ie lots of casting dice, fairly mobile, etc) while providing more depth and support. with horros i found i lost some casting dice (i originally could have upwards of 22 dice in my casting pool, although my current 15 i still rather remarkable) and some mobility, but what i lost i regained in bound spells and expendable fodder troops. they've added that depth i was looking for. granted the army is still fickle to play, bad rolls while casting spells will cost games, but i like the unpredictable aspect and feel of the army. i have considered reworking the list to add a unit of chosen knights giving them the tzeentch banner (1+ armor saves along with a 5+ ward save seems pretty good) unfortunately in a list so small, they will be immediate targets, and i don't want to run hounds or marauder horsemen as screans because at that point i'm losing some of that original feel (ie the magic) because the units i'd drop would be the horrors. however, it may be more tactically sound to run knights with fast cav for support. at that point i suppose my characters could dance around the board for 2-3 turns and then clean up where the knights failed. but right now, i'd preferto cast spells untill i'm in range to charge(which is usually turn 2 or 3)at the same time, for the near 350 pts i'd spend on a chosen unit of knights, i could just as easily use 2 chariots with points left to spend, which then takes me back to the original list.
i posted this list because while i've been playing for a while, i am new to the forum and am looking for constructive criticism to optimise the army. right now i just kinda play in friends garages or local gaming stores, but would like to paint the army up and start playing in rogue traders.
additionally i had a question about characters in chariots: unit str of a chariot is 4. the character has unit str 1, i realize that the character displaces one crew member, so then is the character and chariot unit str still 4, or is it 5. (doesn't a unit have to be unit str 5 to get bonuses for flank charges?) i ask b/c i play with some rules lawyers......well lets not make bones about it.....i play with some guys who will blatently lie and cheat and claim to have gotten info from random chronicles n whatnot, though never provide proof of rule. additionally some of our group have developed house rules over the yrs and i often confuse which rules are actually rules and which are just house rules.
sorry for the long post, hope this doesn't scare anyone away.
I like the Unique style of this list. Here are a few suggestions:
Im not sure if the horrors are a good idea as they aren't good in combat and could easily get wiped out becuase of demonic instability. They would also slow your army down and lag behind.
The lord is kinda alright with the eye protecting him and going around blasting units with magic. But ive always liked my lord with a unit to cause real damage (just my opinion).
Instead of using Chosen Knights, you could just use regular knights as the cost less and won't be a massive point sink if they are destroyed. They can also give you more powerdice with the Mark of Tzeentch. You could replace the horrors with knights.
On the Marauder Horsemen, they could be used to take out warmachines and go mage hunting with throwing axes and serve as flankers. On the chariot question I think its still unit strength 4 because you are only effectively replacing a crew member and not 'adding' and more models. Im not sure on this though.
Last edited by Jamo da Jaminator is back; October 29th, 2005 at 17:01.
sorry for a really late reply, i've been workin a lot and got sidetracked with other hobbies (nano-reefing). thanks for your ideas, i wanna try some new stuff out, unfortunately haven't had a chance to play any games. in any case i'll toy around with knights, or no knights, or horsemen or dogs...i dunno yet.