The Secrets of Tzeentch - 6e
Feb 28, 2013 10:40:02 GMT -5
Post by bob on Feb 28, 2013 10:40:02 GMT -5
First attempt.
Some ideas…I’m trying to stay mono-tzeentch (not only because that’s primarily what I own, but I also think it fits my style better and staying mono-power makes life easier on that super random roll every turn chart…I hate that chart).
I’m making a big assumption: that the psy powers will work like CSM, forcing marked guys to use their power’s chart at least one time, then can take brb stuff.
Tz Primaris is witchfire 24" s5 ap4 assault 2d6 1 warp (for each additional warp, get another d6 shots)
-Lord of Change (Lvl 4, 50 points in Gifts) – 330
-Herald of Tzeentch (lvl 3, Gift of Conjuration) – 120
-Herald of Tzeentch (lvl 3, Gift of Conjuration) – 120
-20 Horrors – 180
-20 Horrors – 180
-5 Horrors – 45
-5 Horrors – 45
-5 Horrors – 45
-5 Horrors – 45
-9 Screamers – 225
-9 Screamers – 225
-9 Screamers -225
That comes to about 1785, with some points to spend…
The Lord of Change got a tremendous boost in statline (ws 6 bs 6 s 6 t 6 w 5 i 6 a 5 ld 9) and there were early rumors saying it was possible (but expensive) to get a 2+ on GDs…if so, this guy fits me nicely, able to Swoop around spamming S5 shots (5d6 s5 shots at bs6?) then diving in to melee with 5 S6 AP2 attacks and a sexy 2+ save to keep him going. Even a 3+ would work for me, I’d be happy with that. He can take Divination, so if it works how CSM does (same author, so I’m guessing it will) he’ll take the primaris Tz power and roll the rest on Divination. Misfortune and Prescience and lots of S5 shots…I’ll take it!
The Heralds are in the same boat Psy power-wise, I’d aim for Prescience, the Tzeentch Primaris, and whatever else I’m lucky enough to get on Divination. Their Gift of Conjuration gives their Psy Powers, and their unit’s, +1 Str…kicking that Tzeentch Primaris power up to S6. With one cast of Prescience, that’s two warp to throw at the shooting attack, for 3d6 S6 shots at BS4, rerolling from prescience (over 9 hits). Note that this is at 24”, not the gimpy 18.
The units of 20 Horrors are there to shit out even more S6 shots with their Herald escorting them…that should be another 4d6 S6 shots, with rerolls to hit (another 10.5 hits). Each unit then total does about 20 S6 hits. Two of those units, so 40 S6 hits. This deals with up to AV12 pretty decently. Deals with MEQ halfway well, killing 10. Should put a dent in beast packs (6-7 wounds…hopefully some double-outs in there). Shreds AV10/11. Can wittle down the IG blob a bit, but depends a lot on what they have packed in there (4+ invuln & fnp, and those guys are pretty hard to kill…stupid imperials), same with Ork mobs.
Sadly, the Horrors are squishier than they were before, going from saving half their wounds to about .4. That’s ok, since they’re almost half the cost.
The small units of horrors are primarily objective holders from reserve/deepstrike, but each shits out another 2d6 s5 shots. A lot more value in their shooting, so why not. If I didn’t want to stay mono-Tz, I’d consider throwing Plaguebearers in here. They lost FNP, but have Shrouded…if I can get them in cover they’ll have a decent’ish save…but they still just stand around and do nothing.
Screamers are rumored to not have changed at all. They were the best thing in the old codex, I don’t see anything to indicate they won’t be the best thing in the new. I haven’t read a specific point cost, all the rumors just say “they’re the same”….so…I’m guessing still 25 pts. Note that as Daemons of Tzeentch they get to reroll 1s when saving, so went from saving .33 to .4. Suck it, Brian!
So, what to do with the rest? I’d love to stay all Tzeentch, but Crushers are calling me. Cool models, lots of AP3 attacks, high Str, Cavalry…nice to have more blinding fast stuff.
Maybe a Tz DP. No idea how the points cost will work out, but I’ve read that having a GD lets you take a DP as Hvy, so maybe another FMC with more shooting and maybe a 3+ save…having another MC to push in and draw fire might be pretty damned handy!
Or maybe a Soul Grinder or two. I hate to give people a target for their anti-vehicle weapons, but they have a S7 Hvy 3 Skyfire gun, and a S6 (maybe?) torrent template attack, plus marks, so Tz gives him a moderate increase to survivability. If I stick in two of them, I’m about 100 points over…easily tweakable.
So, that’s my first cut, uses all models I have, and fits my style. Nothing has to deep strike, but I could do the screamers or even the LoC if needed. Something like 8d6 S5 shots; 7d6 S6 shots; Screamers; soul grinders…thoughts?
Some ideas…I’m trying to stay mono-tzeentch (not only because that’s primarily what I own, but I also think it fits my style better and staying mono-power makes life easier on that super random roll every turn chart…I hate that chart).
I’m making a big assumption: that the psy powers will work like CSM, forcing marked guys to use their power’s chart at least one time, then can take brb stuff.
Tz Primaris is witchfire 24" s5 ap4 assault 2d6 1 warp (for each additional warp, get another d6 shots)
-Lord of Change (Lvl 4, 50 points in Gifts) – 330
-Herald of Tzeentch (lvl 3, Gift of Conjuration) – 120
-Herald of Tzeentch (lvl 3, Gift of Conjuration) – 120
-20 Horrors – 180
-20 Horrors – 180
-5 Horrors – 45
-5 Horrors – 45
-5 Horrors – 45
-5 Horrors – 45
-9 Screamers – 225
-9 Screamers – 225
-9 Screamers -225
That comes to about 1785, with some points to spend…
The Lord of Change got a tremendous boost in statline (ws 6 bs 6 s 6 t 6 w 5 i 6 a 5 ld 9) and there were early rumors saying it was possible (but expensive) to get a 2+ on GDs…if so, this guy fits me nicely, able to Swoop around spamming S5 shots (5d6 s5 shots at bs6?) then diving in to melee with 5 S6 AP2 attacks and a sexy 2+ save to keep him going. Even a 3+ would work for me, I’d be happy with that. He can take Divination, so if it works how CSM does (same author, so I’m guessing it will) he’ll take the primaris Tz power and roll the rest on Divination. Misfortune and Prescience and lots of S5 shots…I’ll take it!
The Heralds are in the same boat Psy power-wise, I’d aim for Prescience, the Tzeentch Primaris, and whatever else I’m lucky enough to get on Divination. Their Gift of Conjuration gives their Psy Powers, and their unit’s, +1 Str…kicking that Tzeentch Primaris power up to S6. With one cast of Prescience, that’s two warp to throw at the shooting attack, for 3d6 S6 shots at BS4, rerolling from prescience (over 9 hits). Note that this is at 24”, not the gimpy 18.
The units of 20 Horrors are there to shit out even more S6 shots with their Herald escorting them…that should be another 4d6 S6 shots, with rerolls to hit (another 10.5 hits). Each unit then total does about 20 S6 hits. Two of those units, so 40 S6 hits. This deals with up to AV12 pretty decently. Deals with MEQ halfway well, killing 10. Should put a dent in beast packs (6-7 wounds…hopefully some double-outs in there). Shreds AV10/11. Can wittle down the IG blob a bit, but depends a lot on what they have packed in there (4+ invuln & fnp, and those guys are pretty hard to kill…stupid imperials), same with Ork mobs.
Sadly, the Horrors are squishier than they were before, going from saving half their wounds to about .4. That’s ok, since they’re almost half the cost.
The small units of horrors are primarily objective holders from reserve/deepstrike, but each shits out another 2d6 s5 shots. A lot more value in their shooting, so why not. If I didn’t want to stay mono-Tz, I’d consider throwing Plaguebearers in here. They lost FNP, but have Shrouded…if I can get them in cover they’ll have a decent’ish save…but they still just stand around and do nothing.
Screamers are rumored to not have changed at all. They were the best thing in the old codex, I don’t see anything to indicate they won’t be the best thing in the new. I haven’t read a specific point cost, all the rumors just say “they’re the same”….so…I’m guessing still 25 pts. Note that as Daemons of Tzeentch they get to reroll 1s when saving, so went from saving .33 to .4. Suck it, Brian!
So, what to do with the rest? I’d love to stay all Tzeentch, but Crushers are calling me. Cool models, lots of AP3 attacks, high Str, Cavalry…nice to have more blinding fast stuff.
Maybe a Tz DP. No idea how the points cost will work out, but I’ve read that having a GD lets you take a DP as Hvy, so maybe another FMC with more shooting and maybe a 3+ save…having another MC to push in and draw fire might be pretty damned handy!
Or maybe a Soul Grinder or two. I hate to give people a target for their anti-vehicle weapons, but they have a S7 Hvy 3 Skyfire gun, and a S6 (maybe?) torrent template attack, plus marks, so Tz gives him a moderate increase to survivability. If I stick in two of them, I’m about 100 points over…easily tweakable.
So, that’s my first cut, uses all models I have, and fits my style. Nothing has to deep strike, but I could do the screamers or even the LoC if needed. Something like 8d6 S5 shots; 7d6 S6 shots; Screamers; soul grinders…thoughts?