Warpflame Host
Herald, Lv 3, Locus of Conjuration
17 Horrors w/Icon
12 Horrors
12 Horrors
12 Horrors
Exalted Flamer
Exalted Flamer
Exalted Flamer
3 Flamers
3 Flamers
Daemon Flock
8 Tzeentch Furies
Daemon Lords
Lord of Change, Lv 2, w/Greater Reward, Impossible Cloak (Warlord)
Lord of Change, Lv 2, w/Greater Reward, Paradox
Totals
73 Models
2 Flying Monsters
16 Warp Charge
12 Units
Basic Theory
With the command bonuses granted the Horrors, they form a solid firebase kicking out as much autocannon firepower as required. The Furies drop in to score an objective somewhere and then fly around playing tag with other objectives. Similar plan with the Flamers, except they light things on fire.
Exalted Flamers help defend the firebase (and are nasty, nasty assault deterrents). Also can take down heavy armor if it gets too close.
The Lords of Change are the heavy hitters, drawing firepower and kicking ass. Most psychic powers will be Lore of Change (which is now quite useful, especially the summoning power), but some Malefic powers will be assigned to the Paradox Lord, as casting WC 3 powers becomes a lot easier for him.
Light everything on Rainbow Fire, see what shakes out.
Thoughts?