Last time, Imperial Guard. Next on the list is a big alphabetical jump over to Codex: Necrons.
We previously used the Daemon Hunters rules to represent an army of Necron Pariahs, so what should we use the Necron rules for? A different army of robots?
Well, sort of. An army long in the lore of 40K, one that also makes great use of automatons with powerful weapons. No, not the Adeptus Mechanicus, we've already used them - the Thousand Sons!
The defining rules of the Necrons are We'll Be Back and the unfortunate Phase Out. For the Thousand Sons, you can visualize WBB in a number of different ways - the "All is Dust" marines being just temporarily inconvenienced and standing back up, the strands of fate/psychic powers letting sorcerers narrowly escape injury, or just endless waves of legionnaires continually warping in to reinforce the battle. For Phase Out, Tzeentch has a plan, and while he gladly sacrifices pawns would never do so without reason...
Sorceror Lord (Necron Lord)
-Pretty self explanatory, some fancy abilities that could be considered sorcery, plus ability to ride a Disc (Destroyer body).
Magnus the Red (Nightbringer)
Lord of Change (Deceiver)
-The C'tan power level is pretty appropriate for a Daemon Primarch or Greater Daemon, and the various tricky things the Deceiver can do are very Tzeentchian.
Flamers of Tzeentch (Immortals)
Horrors of Tzeentch (Flayed Ones)
-Daemonic backup - Flamers for extra ranged punch and Horrors for close up support.
Thousand Sons (Necron Warriors)
-All is Dust animated armor with Inferno Bolts for the Gauss rule.
Screamers of Tzeentch (Wraiths)
-More Daemons, fast kind this time.
Disc Riders (Destroyers)
-Sorcerors riding Discs of Tzeentch, pouring death into their enemies.
Disc Rider Havocs (Heavy Destroyers)
-Lascannon toting disc riders.
Silver Tower of Tzeentch (Monolith)
-Floating structure of destruction? Sounds about right to me!
Eight down, eight to go!