Note to anyone who is reading this - all of my lists are bad lists. All of them. I do not claim to be good at roster making and playing the actual game is something that I'm slowly learning and really quite sucking at, at the moment. This means a few things - first - I will GLADLY take any advice you have on list building or tactics for the game. I will warn you on this one small fact - I like Tzeentch. I know that if I power gamed a bit more and tried to go full min/max and give units what they need I'd be able to get a bit more bang for my buck, but for now, this is what I'm running. I'm going fluffy, so expect some crazy 'wtf' moments when looking at my list. I'm sure I can (and should) do a bit more to my list, but I just wanted to field a few things this time that I didn't get time to field last time. Who cares if they're grey and plastic, I'm going to field them and enjoy it.
Also, because I'm me, I wanted specific notes as I created the list. Some of these things might be redundant to you, but I'm still learning, so bare with me. Fun note - this is 750 points, and only 21 models plus a transport. That could possibly be why I'm doing so poorly, but whatever, I only have to field 21 guys!
Here's the list.
Terminator
Sorcerer
WS BS
S T W
I A Ld Sv
5
4 4 4
2 4 2
10 2+
Terminator
armour – 2+ armor, 5+ invulnerable,
Bulky
– 2 in transport
Deep strike
reserve. Second turn start, roll d6, 3+ comes out, keep going, auto come
out on 4th. Roll for scatter (2d6+artillery), then place in circle.
If weird happens, d6 mishap table (162). Can move during next shooting, can not
charge.
Relentless
– can shoot with heavy weapons counting as stationary even if they moved. Can
also charge even if shot heavy weapons.
No
Sweeping Advances -
Force
Sword – S user, AP 3, Force
Combi-bolter
– Range 24”, S 4, AP 5, Type – Rapid Fire, Twin linked
Rapid fire – 2
shots in under half distance, 1 shot up to full distance, if used rapid fire,
can’t charge next.
Twin
linked – re-roll to hit.
Champion of chaos - must issue challenges, if kill other
character roll on boon table.
Independent character
Pskyer
(1) – Spells
-
Force – charge 1, killing blow, self target
-
1 from Tzeentch list
Mark
of Tzeentch – 6+ invulnerable (stacks with term armor, total of 4+
invulnerable)
Thousand
Sons
WS
BS S T
W I A
Ld Sv
Son
4 4 4
4 1 4
1 10 3+
Aspiring Sorc 4
4 4 4
1 4 2
10 3+
Power Armour – 3+ armor save
Boltgun (sons) – 24”,
S4, AP 5, Rapid Fire 2 shots in under half distance, 1 shot up to full
distance, if used rapid fire, can’t charge next.
Bolt
pistol (sorc) – 12”, S4, AP 5, Pistol
Force
weapon (sorc) – S user, AP 3, Force
Aura
of dark glory – 5+ invulnerable save
Inferno
bolts – shots from bolts are now AP 3
Champion of chaos (sorc) - must issue challenges, if kill
other character roll on boon table.
Fearless – auto pass, pinning, fear, regroup, morale
Mark of Teentch – 6+ invulnerable save (can stack with aura
of dark glory for 4+)
Psyker (sorc 1) –
Spells
-
Force
-
1 From Tzeentch
Slow and Purposeful
– cannot run, move flat out, sweeping advance (chase broken unit), or fire
overwatch.
Veterans of Long War – Hatred (Space Marines) Hatred –
re-roll
Rhino
BS F
S R HP
4 11
11 10 3
Combi-bolter
– Range 24”, S 4, AP 5, Type – Rapid Fire, Twin linked
Rapid fire – 2
shots in under half distance, 1 shot up to full distance, if used rapid fire,
can’t charge next.
Twin
linked - re-roll to hit.
Searchlight – can cancel out night fighting
Smoke Launchers –
1/game, instead of shooting or moving flat out, May not fire any of its weapons
in the same turn, but counts as obscured in next enemy shooting phase, 5+
cover.
Terminators
WS
BS S T
W I A
Ld Sv
Terminator 4 4
4 4 1 4
2 9 2+
Champion 4 4
4 4 1
4 2 9
2+
Terminator armour – 2+ armor, 5+
invulnerable,
Bulky
– 2 in transport
Deep strike
reserve. Second turn start, roll d6, 3+ comes out, keep going, auto come
out on 4th. Roll for scatter (2d6+artillery), then place in circle.
If weird happens, d6 mishap table (162). Can move during next shooting, can not
charge.
Relentless
– can shoot with heavy weapons counting as stationary even if they moved. Can
also charge even if shot heavy weapons.
No
Sweeping Advances – chase broken unit
Combi-bolter
– Range 24”, S 4, AP 5, Type – Rapid Fire, Twin linked
Rapid fire – 2
shots in under half distance, 1 shot up to full distance, if used rapid fire,
can’t charge next.
Twin
linked - re-roll to hit.
Power
sword – S user, AP 3
Power
axe – S+1, AP2, Unweildy
Champion
of chaos (champ) - must issue challenges, if kill other character roll on boon
table.
Reaper
autocannon – range 36”, S 7, AP 4, Type - Heavy 2, Twin linked
Heavy
2- 2 shots
Twin
linked - re-roll to hit.
Combi
flamer –
Boltgun
– 24”, S4, AP5, Rapid Fire
Flamer
– template, S4, AP5, assault 1, one use only
Chain
Fist – S x2, AP 2
Armourbane
Specialist
Weapon
Unweildy
– ASL, int 1
Power
fist – S x2, AP 2
Specialist
Weapon
Unweildy
– ASL, int 1
Combi-plasma
(champ) –
Boltgun
– 24”, S4, AP 5, Rapid Fire
Plasma
– 24”, S7, AP 2, Rapid Fire, Gets Hot
Talons
WS
BS S T
W I A Ld
Sv
Warp Talon (4) 4
4 4 4 1 4 1 8
3+
Champion 4 4
4 4 1
4 2 9
3+
Power armour – 3+ armor save
Two
lightning claws –
S-
User, AP 3, Melee
Shred
– reroll to wound rolls
Specialist
Weapon - +1 attack
Jump
pack
Move
12”, reroll charge distance, fall back 3d6
Bulky – counts as 2 in transport
Deep strike
reserve. Second turn start, roll d6, 3+ comes out, keep going, auto come
out on 4th. Roll for scatter (2d6+artillery), then place in circle.
If weird happens, d6 mishap table (162). Can move during next shooting, can not
charge.
Champion of Chaos
(champion) – must issue challenges, if kill other character roll on boon table.
Daemon
–
5+ invulnerable save,
fear – in
fight phase, base contact must take leadership test. If the test is failed, all
models in the unit have WS 1 for the rest of fight. Fear is not immune to fear.
Warpflame Strike
– once deep strike happens, all enemies in 6 inches are blinded. Says nothing
about saves. Blind – (possible initative test to counter, going to have to
research). Everyone is reduced to WS and BS 1 until their next turn.
Thousand
Sons –
9 +
aspiring sorcerer
- start 150pts
- + 5 more sons
23/model = 115
- rhino = 15
TOTAL = 282
Terminators-
Unit
of six 5
- start 95 (3
units)
- +2 more,
31/model = 62
- reaper
autocannon = 25
- combi-flamer =
5
- chain fist =
12
- power fist = 7
- combi-plasma
(champ) = 7
TOTAL
= 213
Warp
Talons –
-
Unit of 5
TOTAL
= 160 points
Terminator
Sorcerer
- 60 start
- term armor =
25
- tzeentch = 15
TOTAL
= 100
GRAND
TOTAL = 755
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