themortalgod Posted September 27, 2018 Share Posted September 27, 2018 So I've been toying with different ways to field Tzeentch lately to add some variance to my games and I've decided it is time to dust off the ole War Mammoth. This is what I came up with: 1x Lord of Change - 380ps - Sword, Bolt of Tzeentch, Aura of Mutability 1x Curseling - 160pts - General, Arcane Sacrifice, Arcane Suggestion 1x Magister - 140pts - Glimpse the Future 1x Blue Scribes - 140pts - Fold Reality 1x Sayl the Faithless - 120pts - Ally 10x Pink Horrors - 200pts - Unchecked Mutations 10x Pink Horrors - 200pts - Fold Reality 10x Pink horrors - 200pts - Tzeentch's Firestorm 5x Chaos Warriors - 90pts - Sword/Board, Tzeentch 6x Flamers - 320pts 10x Blue Horrors - 100pts 10x Brimstone Horrors - 70pts 1x Chaos War Mammoth - 320pts - Tzeentch 1x Chronomantic Cogs - 60pts Total: 2500pts So basically the premise is to use the Mammoth as a giant meaty distraction while I pummel my opponent with spells (and summoning). Sayl is allied into to add the concept of "throwing" the mammoth allowing me to keep from getting stuck in undesired combat and also to ensure I can keep triggering the -2 bravery. I filled my 4th battleline with a small unit of warriors because they are pretty cheap but also because they can also be teleported by Sayl to act as a small unit of back line commandos The cogs are in the list to provide my Sayl teleported units with a much higher chance of making a charge. Flamers are mostly because I really like them and just finished painting them, I know they aren't "optimal', though I also like some long-range threat that can move before firing. Aura of Mutability on Big Bird helps make all the horror shooting (and flamer shooting) more reliable. Magister will do his annoying spawn making thing to provide additional disruption. I figure the rest is pretty self-explanatory. The main goal of the list is to provide a ton of different distractions to keep pressure off my wizards as long as possible. I normally play 2.5k these days but if I need to play a 2k game the flamers, blue horrors, and warriors get the boot to come in just under 2k. Thoughts? Feedback? Link to comment Share on other sites More sharing options...
Tasman Posted October 4, 2018 Share Posted October 4, 2018 On 9/27/2018 at 8:35 AM, themortalgod said: So I've been toying with different ways to field Tzeentch lately to add some variance to my games and I've decided it is time to dust off the ole War Mammoth. This is what I came up with: 1x Lord of Change - 380ps - Sword, Bolt of Tzeentch, Aura of Mutability 1x Curseling - 160pts - General, Arcane Sacrifice, Arcane Suggestion 1x Magister - 140pts - Glimpse the Future 1x Blue Scribes - 140pts - Fold Reality 1x Sayl the Faithless - 120pts - Ally 10x Pink Horrors - 200pts - Unchecked Mutations 10x Pink Horrors - 200pts - Fold Reality 10x Pink horrors - 200pts - Tzeentch's Firestorm 5x Chaos Warriors - 90pts - Sword/Board, Tzeentch 6x Flamers - 320pts 10x Blue Horrors - 100pts 10x Brimstone Horrors - 70pts 1x Chaos War Mammoth - 320pts - Tzeentch 1x Chronomantic Cogs - 60pts Total: 2500pts So basically the premise is to use the Mammoth as a giant meaty distraction while I pummel my opponent with spells (and summoning). Sayl is allied into to add the concept of "throwing" the mammoth allowing me to keep from getting stuck in undesired combat and also to ensure I can keep triggering the -2 bravery. I filled my 4th battleline with a small unit of warriors because they are pretty cheap but also because they can also be teleported by Sayl to act as a small unit of back line commandos The cogs are in the list to provide my Sayl teleported units with a much higher chance of making a charge. Flamers are mostly because I really like them and just finished painting them, I know they aren't "optimal', though I also like some long-range threat that can move before firing. Aura of Mutability on Big Bird helps make all the horror shooting (and flamer shooting) more reliable. Magister will do his annoying spawn making thing to provide additional disruption. I figure the rest is pretty self-explanatory. The main goal of the list is to provide a ton of different distractions to keep pressure off my wizards as long as possible. I normally play 2.5k these days but if I need to play a 2k game the flamers, blue horrors, and warriors get the boot to come in just under 2k. Thoughts? Feedback? Cool idea. But, Sayl HAS to be taken with Nightmaw now. Hence, 200p. Link to comment Share on other sites More sharing options...
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