Playing for the other side? Get him everyone - attach the dreadsock to the top of your force staves for extra damage (physics is a form of magic if you think about it)
Every side is your side when you're Tzeentch!
I wrote up a quick battle report in my BA blog here.
Needless to say it didn't go well for the TS, with a mix of new model syndrome, inexperience with the army, and swingy luck seeing his troops die fast and his HQ's be near invulnerable (Ahriman passed 14 out of 15 4++ saves he was required to make in my turn 3, the daemon prince did the same in combat t2)
The scarabs I neutralised early by slinging the death company into them. After the game I suggested the [duplicity?] teleport out of CC spell, which would stop them being tied down then they could have infernal fusiladed the hell out of some of my units, or the time spell to bring models back, where they would have outlasted the DC, but my friend is working his way through the cults to see how each plays, so he'll get there in time.
I think the other mistake may have been 2 big HQ's in such a small game. I also took 2, but mine totalled 260pts total with high damage output, this was probably 1/3 of the army that could have been used to bolster the tzaangors or threaten my objectives. Hourglass of Manat was a nice trick, but needs to be supported by Temporal Manipulation to get back to full wounds asap.
Thousand Sons really need the update. 1W each has rubrics too vulnerable in the current meta, poor dice notwithstanding.
Maybe I need to break out my Sons and see what they can do.