Tzeentch Super Magic Heavy - Warhammer 40K Fantasy
 

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  1. #1
    Member JackalLegion's Avatar
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    Tzeentch Super Magic Heavy

    Lord of Chaos
    +Mark of Tzeentch
    +Power Familiar
    +Power Familiar
    _________________________
    450 points

    Aspiring Champion
    +Mark of Tzeentc
    +Power Familiar
    _________________________
    200 point

    10 Warriors of Chaos
    +10 Shield
    +Mark of Tzeentch
    _________________________
    170 points
    10 Warriors of Chaos
    +10 Shields
    +Mark of Tzeentch
    _________________________
    170 points

    Chariot of Chaos
    +Mark of Tzeentch
    _________________________
    140 points

    Chariot of Chaos
    +Mark of Tzeentch
    _________________________
    140 points
    40 Ungors
    +40 Shields
    _______________________
    200 points

    40 Ungors
    +40 Shields
    _________________________
    200 points

    10 Screamers
    _________________________
    330 points

    2000 points Exactly (Total of 15 power dice, 12 of which are usable by the lord with the new 7th Ed. rules, and 3 dispel dice)

    Wut do u think?

    Edit: No individual costs

    Last edited by Wolf_Pack; August 29th, 2006 at 02:26.

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  3. #2
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    Hmmm...

    Um, I don't think you can have 3 power familiars in one army. They are a magic item (technically) and if I am not mistaken, an army can only have one of a non-common magic item. Also, I don't really think you need them... paying 150 pts for 3 extra PD, when you would otherwise have like 15 or so seems a bit of a waste. Concidering all the points you are paying for those characters, I would want some protective magic items - at least for the lord!
    Also, I think 10 screamers may be overkill, and 10 warriors is definately not going to go very far. I'd say bulk em up, or drop em entirely

    Cheers
    J

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    Ps:

    Those units of ungor are not legal either. Beast herds must have at least 5 gor and 5 ungor. Plus, gor are better in CC, so how about like 10 gor/20 ungor in those units? And I don't think the ungor shields are worth while really, since they only get a 6+ save...

    J

  5. #4
    I've had enough! timk1111's Avatar
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    you can only have one of any magic item, and only one item from each group (arcane, armour etc..) read the rules.

    those warrior units are gonna do nothing. the chariots you have are way better than these guys. 15 min full command shields. bare minimum

    out of 10 sreamers, you'll get about four in combat at once. plus, with only unit strength 1 each, the difference between 10 and 5 is very little.

    im be-duffled as to how you could could create a unit of beastmen in the first place without reading the book?? you need at least 5 gors and 40 of these guys is useless anyway since you need 25 percent of the unit to be in charge ranged to charge. no armour+getting charged=dead. (oh, and shields dont count)

    a chaos army cant win on magic alone. they still need good combat units to get them throughthe battle backed up by magic. read some other posts in this forum to get a good idea of what 2000 points should have in it.

    cheers, tim

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