Epartalis wrote:Spell familiars are great and I believe the crimson slaughter supplement has some good after acts for sorcerers in general.
Thnks; the Prophet of the Voices relic seems like a nice way to reduce perils, but I don't think that I can wing the points for the obligatory Possessed bodyguard unit.
astro_nomicon wrote:7 dice has the best success to perils outcomes for
WC 3 powers so you're looking at one summon realistically. The spell familiars will help, but you're guaranteed to perils if you're chunking 7 dice, and nearly for 5 or 6.
I don't think summoning is going to be the best strategy for this list. 1 summon a turn from your backfield really isn't going to do much for you.
I do like the idea of going all daemons. You could get a big squad of hounds + Herald in there for a fast assault threat. The only problem I see there is that the hounds will outpace any Helbrutes you start on the board, so will pretty much be the sole target of all enemy shooting turn 1.
Another option would be to go for two ML3 Tzeentch Heralds on discs with screamers and 2 squads of pink horrors. That alone nets you 10
WC and makes for a solid summoning unit. The summons are much less negligible when you've got two dudes on jetbikes popping out units where they're in a position to do something the turn after they arrive.
I could also see the murder packs meshing well with some choices from
IA:13. I'm not overly familiar with the book, but I do know it works well for lots of super cheap bodies and has some pretty good looking and cheap artillery options.
I definitely like the idea of two murder packs though. Is that 10 Helbrutes?
It is indeed: two squadrons of 5 brutes. As a vehicle squadron, they can't be killed easily for
KP (Drop pod suicide melta usually pops one, although they generally only get one shot off), whereas the Mayhem Pack generally gets zapped soon after coming in. The Tzeentch force sounds intriguing, thanks; I will have to test that out, as it appears to fit, points-wise. I will also have to dig around
IA:13 and look for some hidden gems.
Sans summoning, I suppose that a Nurgle
DP with balesword (or just leave in Be'Lakor), along with some Blight Drones, could add some mobile threats while still providing bite and a Nurgle theme...More durable than the Tzeenchians, but not sure if it would be a better fit.