As my personal favourite Chaos God and the one that has most often been the guiding theme behind my Chaos armies I am a bit at a loss with the current incarnation of the Mark of Tzeentch, it really is rather limited in use and the Cult Marines, the Thousand Sons, are even more limited in themselves. So how to build a themed army of Tzeentch? Well, I though to hell with the Thousand Sons, they aren't that useful and besides, most Tzeentchian forces will most likely not contain any given their low numbers. What did that leave me with? Well, Cultists and regular Marines so I went with a Cultist list lead by a charismatic Dark Apostle supported by the more freaky elements of the current codex, I did play around a bit with having a unit of Warp Talons but they are far too expensive to be worthwhile, especially if given the Mark of Tzeentch.
Dark Apostle of Tzeentch Burning Brand of Skalathrax
27 Cultists of Tzeentch 2 flamers
27 Cultists of Tzeentch 2 flamers
5 Chaos Space Marines of TzeentchPlasma gun
Champion has combi-plasma
Rhino
5 Chaos Space Marines of Tzeentch Close combat weapons
Meltagun
Champion has combi-melta
Rhino
5 Chaos Space Marines of Tzeentch Meltagun
Champion has combi-melta
Rhino
3 Mutilators of Tzeentch Heldrake with Hades Autocannon
5 Tzeentchian Spawns4 Tzeentchian Spawns6 Havocs of Tzeentchfour Autocannons
Obliterator of TzeentchObliterator of Tzeentch So the idea is for the two Cultist mobs to make use of the Dark Apostle as much as possible, their invulnerable save should actually prove to be a bit helpful given the likeliness of their normal save continuously being ignored, they will have to move forward trying to bum-rush the more likely target. The few Chaos Space Marines in this list will have to be the tactical part of the force, as I imagine how Chaos Space Marines usually would make use of Cultists; letting them be cannon fodder while they operate on the periphery of battle via rapid deployment. The spawns will hopefully rush at something and making sure my opponent has to deal with them quickly or suffer the consequences. the Mutilators move on forward behind the mobs, acting as a counter attack unit and could possible be a place for the Dark Apostle to retreat to. The Heldrake is there for air support so I dumped the blessed baleflamer since I feel the need will be more for the autocannon. The Havocs is a cheer necessity given the low level of actual long range fire power the list has and it should hopefully mean that in some games I can spare the Obliterators initial deployment and make some use out of their deep strike rule though I suspect in most cases they will be necessary from the get go.