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!
I'm just starting out, but had an idea for a good Tzeentch army I wanted to run by everyone. Basically, it employs the range of Marauder Horsemen and Screamers to flank and harass the enemy, while magic missile after magic missile pummels the army.
1 Lord w/ Mark of Tzeentch, Great Weapon, Disc of Tzeentch, Spell Familiar, Golden Eye of Tzeentch, and Armor of Damnation
1 Aspiring Champions w/ Mark of Tzeentch, Addit'l Hand Weapon, and Power Familiar
1 Sorcerer (lvl 2) with 2 Dispel Scrolls
2 units of 12 Chaos Warriors each w/ Shield, Mark of Tzeentch, and Full Command
16 Marauders with Shield, Light Armor, and Full Command
5 Marauder Horsemen with Throwing Axes, Shields, and Musician
2 Chariots with Mark of Tzeentch
The Army is 1993 points.
This army gives 15 power dice, so I should be able to do constant barrages even with enemy dispellers. The MHs and Screamers will harass and slow down the flanks (march blocking, etc). What are the experts' thoughts?
Last edited by TheCommodore; July 28th, 2006 at 01:54.
Welcome to LO, a friendly community where you'll find all the anwser to your gaming needs.
Your lord could use a bit of tooling. All that casting could get him miscasting, and soon enough with the next edition, miscast will be very, very nasty. The staff of change would be a nice asset. Then you have enough points for the gaze of the gods.
I wouldn't bother with units of 10 horrors. You need numbers to make them an impact unit, otherwise those points will go down the drain. I find 3 aspiring champions and a lord a bit over the top, 2 exalted champions should suffice. Great weapons and shields for flexibility.
Some chariots would be a nice asset instead, or chaos knights if you can spare to mount one of your champions.
If you cut your points right, you could downsize the warriors to 16, and afford a second unit.
Hmmm, i agree about dropping the horrors....they just arn't efective enough in such small units (i actually dont like them all that much at all).
If your going for a REALLY fast tzeentch army.....heres what i field:
Lord of Tzeentch
- Disc of tzeentch
- Staff of Change
3 x Exalted Champion of Tzeentch
- Discs of Tzeentch
5 Chosen/Unchosen Knights of Tzeentch
- Full command
12-16 Chosen/Unchosen warriors of Tzeentch
- Full command
2 x Chariots of Tzeentch
Models = 27
Power Dice = 16
Dispell Dice = 7
The only slow unit is the warriors....
I usually add a number of upgrades to the heroes and lord like weapons etc, and maybe a magic banner or two.
The basic tactic is to simply bombard the enemy with magical missiles etc, then get orange fire on the characters and charge in and do what chaos does best.....combat.
A few suggestions, similar to Wolf_pack's comments;I agree that you have gone a little over the top with characters, Chaos is always outnumbered anyway, taking this many characters is only making the problem worse. Plus, playing Tzeentch, you should be aware of the harsh fact that magic is about as reliable as a bunch of Soviet conscripts. Because magic will often fail you when you need it most, you have to be able to fall back on something. That something is combat power, when magic can't kill them, an axe to the head usually will!Originally Posted by TheCommodore
To that end, I'd suggest you drop two of the Aspiring champions, buy a level 2 Sorcerer and give him the Spell Familiar and the Lore of Fire. You could then upgrade the Aspiring to an Exalted if you feel you really need the extra stats.
Alternatively, instead of the Sorcerer, you could take a Beast herd with a Lore of Death Bray Shaman hidden in it (with the spell familiar, naturally). This not only gives the Shaman a unit to hide in, but because they're skimishers, he gets the 360-degree arc of sight for his spells that wizards find so useful.The Chaos warriors are an excellent choice, also with a good equipment selection, those shields should keep them alive for a long time. However, I can't say I'm a fan of the magic banners available to a Tzeentch unit. I've tried both banners before and neither one achieved anything useful in the games I used them in. Being bound spells, they both seemed to be nothing more than expensive dispel dice wasters (opponents dispel dice, obviously). If you want a magic banner, take the Warbanner, otherwise save your points for something a little more useful, like more troops.Originally Posted by TheCommodore
The Marauder horsemen are cool, but please just don't expect miracles with them. Their throwing axes can do some damage, but they're usually nothing more than a nuisance. Also, be careful about who you choose to charge, particularly when the horsemen attack the flank or rear of an enemy unit that you've already engaged in the front (which is what they're for). They have to be able to kill at least two or three enemies to reduce the number of attacks that fly back at them. Because they're so easy to kill, a few dead horsemen can seriously swing a combat in the enemy's favour.
I had this happen to me once, I had Chaos knights engaged with a big unit of Reiksguard knights. The combat was stalled for about two turns until I charged marauder horsemen into the rear of the Reiksguard unit. They killed about three horsemen, I lost the combat badly and the Chaos Knights fled and got run down. Bear in mind I hadn't lost a single knight up until that point!Wolf_Pack is quite right, ditch these useless sacks of crap, even if you combined them into one unit of 20 (giving you power 10 bound spells), they'd still be rubbish. A blind, one armed baby chimp has a better stat line than a horror of Tzeentch. ( And of course, the real kick in the nuts is their extortionate points cost. Spend the points saved on a couple of big units of Marauders (or another unit of Chaos warriors, more power dice...). Or perhaps even some Chaos Knights.Originally Posted by TheCommodoreExcellent choice! :yes: Just a pity we aren't allowed more than one unit, in the whole army... mutter mutter, grumble grumble... (Originally Posted by TheCommodore
"Peace, through superior firepower."
I took all of your advice to heart and revamped the list. I ditched the idea of fast, and centered around your ideas. Following are the changes, and I will edit my original message:
New Lord has Great Weapon, Mark of Tzeentch, Disc, Spell Familiar, Golden Eye of Tzeentch, and Armor of Damnation (hopefully, that'll help with the darn largeness of the disc).
Ditched one Aspiring Champ and traded another for a Sorcerer (lvl 2). Items stay the same, though the last Aspiring Champ now has an addit'l hand weapon.
Turned 20 man unit of Warriors into 2 units of 12 Warriors.
Added 16 Marauders w/ Shield, Light Armour, and Full Command
Dropped a unit of Marauder Horses and gave remaining horses shields as well as throwing axes.
Added 2 Chariots with Mark of Tzeentch.
Eliminated all Horrors.
Your thoughts now?