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Pure Tzeentch (almost) - 2400pts; A tzeentch fluffy list hoping to be competitive
Topic Started: Sep 30 2013, 07:51 PM (290 Views)
ChosenofTzeentch
Slave
[ * ]
Sorceror Lord - 400pts
Mot, Disc of Tzeentch, Enchanted Shield, Talisman of Preservation, Chaos Familiar, Third Eye of Tzeentch and Lore of Tzeentch

Exalted Hero - 226pts
MoT, Disc of Tzeentch, Charmed Shield, Talisman of Endurance, Burning Body, Halberd, Shield, BSB

Exalted Hero - 209pts
MoT, Disc of Tzeentch, Helm of Many Eyes, Opal Amulet, Soul Feeder

Marauder Horsemen x15 - 345pts
Full Command, Flails, Throwing Axes, Mark of Khorne

Chaos Warriors x18 - 346pts
Mark of Tzeentch, Shield, Hand Weapon

Chaos Warriors x19 - 353pts
Mark of Tzeentch, Shield, Hand Weapon, Banner of Eternal Flame

Chimera - 275
Flaming Breath, Regeneration

Chaos Dwarf Hellcannon - 210

Chaos Warshrine - 135
Mark of Tzeentch

The Sorceror lord's main objective is war machines --> monsters --> the rest in that order, using tzeentch's ranged magic and his mobility to make the most of the spells by flitting around the battlefield for flank flame attacks, firestorms, gateways and bolts, using treason at the right time to break tough units.

The exalteds will pick on small elite units especially cavalry, with one with flaming they can hunt monsters and nasty things (in conjunction with treason). This has worked well in the past to break large/tough units. They can also go in support to nullify the annoying regen the lore of tzeentch gives.

Marauder Horsemen - this unit gives me mobility and can drive quickly up flanks with vanguard to threaten units in conjunction with the exalteds, this gives me a turn 2 charge into important must kill units.

Two warrior blocks - move up an engage their nastiest units and tarpit them with support from exalted/chimera to bring the units down. I've found they can outlast almost anything in the game in melee.

Chimera - to put the hurt down on anything bogged down or wokr in conjunction with disc riders.

Hellcannon - some ranged threat and monster/war machine sniping.

Warshrine - it's a good anvil with a bsb and the occasional blessings are fun along with the threat of a demon prince.


Thoughts?
Edited by ChosenofTzeentch, Sep 30 2013, 07:52 PM.
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Urian
Warrior of the Chamber
Khorne on the horses is a huge gamble wih ld7 and maybe ld8 from the general. Easy to divert, mandatory overrun can get them out of position quickly. I understand your tactic and like it a lot, but it's fragile imho (remember no charge after vanguard move).

Also lacking Hounds, usefull for all kind of things, among them Fanatics.

Maybe use about 5 Tzeentch Knights and some Hounds?

Dawnstone instead of Tal of Preservation?

Nasty and fast list!
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ChosenofTzeentch
Slave
[ * ]
Sorceror Lord - 400pts
Mot, Disc of Tzeentch, Enchanted Shield, Talisman of Preservation, Chaos Familiar, Third Eye of Tzeentch and Lore of Tzeentch, Sword of Anti Heroes

Exalted Hero - 226pts
MoT, Disc of Tzeentch, Charmed Shield, Talisman of Endurance, Burning Body, Halberd, Shield, BSB

Exalted Hero - 209pts
MoT, Disc of Tzeentch, Helm of Many Eyes, Opal Amulet, Soul Feeder, Halberd, Shield

Chaos Knights x6 - 310pts
Ensorcelled Weapons, Mark of Tzeentch, Full Command

Chaos Warriors x18 - 346pts
Mark of Tzeentch, Shield, Hand Weapon, Full Command

Chaos Warriors x19 - 353pts
Mark of Tzeentch, Shield, Hand Weapon, Banner of Swiftness, Full Command

Chimera - 275
Flaming Breath, Regeneration

Chaos Dwarf Hellcannon - 210

Chaos Warshrine - 135
Mark of Tzeentch

Talisman on the sorcerer lord works beautifully, 3++ re-rolling 1's he tends to be the target of every bolt thrower and warmachine they have but needs the disc to maximise the lore of tzeentch.
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ChosenofTzeentch
Slave
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I tend to roll like poo so using knights scares me, so often I cop 3-4 wounds and lose 3-4 knights lol
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Kurrilino
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Exalted Guardian
if you ask me you shouldn't mix fighting with magic items.
It destroys the purpose of a modell.

Opal amulett as example. It is wasted on a single Hero who most likely would get shot by magic anyways.

Take the sorcerer lord of the disc, give him the opal, and put him into the Tzeench warriors block.
Now you have a whole unit 3+ ward vs magic.
Now you give the talisman to your bsb and put him on a demonic mount.
That is increasing your units incredible much using the same items.
Now you use the other disc hero to hunt down war machines.

In general you miss something between units.
Disc are really fast and infantry is extremely slow.
So something powerfull between is missing


just my 2 cents
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ChosenofTzeentch
Slave
[ * ]
Huh? Opal amulet is 4+ ward versus first wound? Th sorcerer with lore of tzeentch and disk can position himself well for magic.

I think multiple flyers really helps offset the slower infantry and support them. Against shooting lists the discs can engage cannons/shooters by turn 2, against other lists use the turn to get behind them for that +3/4 combat res to help break units quickly.
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Kurrilino
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Exalted Guardian
oops... my mistake
i had the opal amulet for MR3.

I'm a big fan of flyers and use lot of them in my list too.
So i was surprised why someone puts MR on a flyer who can hide away anyways.
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Asvaldir
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Chosen of Tzeentch
I think your second list is good and excellent choice going mono Tzeentch!

Something you might want to consider is making a "shooty" WoC army. Not common of course, but with 2 hellcannons plus lore of Tzeentch you have a fair amount of ranged, and you can have the chaos warrior hang back with the hellcannons so when the enemy reaches you the cannons can join the combat, giving you two monsters to support your infantry.

Defiantly going to suffer against some armies, but just an idea.
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ChosenofTzeentch
Slave
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HI Asvaldir,

I did try the shooty list, it worked reasonably, I tended to find it did well versus non shooty armies, but if I came across any serious gun army I was screwed, as a take all comers tourney list that was a bit of a problem ^^
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