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Made in us
Unrelenting Rubric Terminator of Tzeentch





After playtesting with my last Daemons/Tyranids list found here (the current incarnation is at the bottom), and wishing for a 3rd Flyrant, I've come up with this. I'd like to see what Dakka thinks.

Daemons (CAD)
Tz'erald: ML3, Disc, Grimoire
Tz'erald: ML3, Disc
Nurgle Prince: Wings, Armor, ML3, 2x Greater, Lesser

3x Nurglings
3x Nurglings
3x Nurglings

6x Screamers

TYRANIDS (Hive Fleet Leviathan Detachment)
Flyrant: 2x TL Devourers, EGrubs
Flyrant: 2x TL Devourers, EGrubs
Flyrant: 2x TL Devourers, EGrubs

Zope
Zope
Vope

Rippers (deep strike)
Mucolid
Mucolid

The list boasts an impressive 19 WC for summoning and buffing. It has a better MSU and scoring presence than the last incarnation of the list, but at the expense of Fateweaver for making the Grimoire more reliable. Overall I think it could be pretty strong. Any thoughts?

"Backfield? I have no backfield." 
   
Made in us
Regular Dakkanaut




I'd never be able to justify using an HQ slot on a Nurgle Prince when you're running neither Fateweaver nor Be'lakor. The usual Daemon problem is only having 2 HQ slots to fit those two plus a Herald slot.

In the absence of Fateweaver, you'd have to always run the Tyranid detachment as your primary, otherwise Warp Storm will wreck your day. Frequently.

Beyond that, it just looks like a list that is begging to get alpha-striked to death. Your two Heralds are only backed by 6 Screamers (I'd personally never go below 8) and you've got 4 important FMCs starting on the ground and didn't even invest the points to grab a Bastion. If this is intended to be a tournament list, you will end up playing on a board with garbage terrain at some point, and then you will lose a metric ton of your army. That's why you pay the 75 points and bring your own terrain.

Without Fateweaver to reinforce the Grimoire and only running 6 Screamers, I wouldn't expect that mini-Screamerstar to live very long in most games against competitive lists. Playing 8-9 Screamers with Fateweaver, I'm frequently down a Herald and sitting on 2-3 remaining Screamers at the end of games. And it's not just the Grimoire--Fateweaver is great for dropping Perils from your two-wound Heralds by re-rolling extra sixes, particularly if you're going to be throwing 6-7 dice at summoning powers. They will burn themselves up. Same deal for the Prince, and those are even more expensive wounds to be losing--and that's assuming you're doing any summoning on the Prince, which is an issue in itself.

Personally I wouldn't want to be rolling Daemonology on a Nurgle Prince; they're combat Princes, 2+ Jink lets them stay alive on the ground and the Balesword lets them do work against pretty much anything. They want to be rolling Biomancy (or Telepathy, based on matchup) to augment that strength, rather than rolling Daemonology and raining Daemons from the sky, which is far better suited to a Tzeentch or Slaanesh Prince.

But if you don't roll Daemonology on that DP, you've only got six rolls in the whole army, with no Fateweaver and no Horrors. Possession is obviously a no-go, so you're looking at six rolls at Incursion/Sacrifice, otherwise you're stuck with just a pair of Summonings on high-risk models that won't even want to be casting after their first Perils. I just don't see this army having the capability to pose any threat whatsoever as far as summoning goes; it's basically a Flyrant list with some Daemons tacked on, but not enough to actually gain any of the synergy these lists aim for. The Daemons are just so trimmed down (no Fateweaver, no Horrors, no Doomstone option) that there's very little flexibility left.
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Good critique. Brutal, but that's what I want to hear. I do have some rebuttal though:

The Prince isn't looking to summon at all in this list. I've played Nurgle Princes enough to know that you want Biomancy/Telepathy and nothing but. If a Nurgle Prince gets even one decent power from either of those tables he's as or more durable than a Flyrant or can buff the Screamers.

I'm only really looking to get off one Summoning a turn. Incursion (read: Plague Drones) is nice, but I'm perfectly happy with summoning 5 hounds or 10 daemonettes a turn. Cursed Earth is really all I'm looking for as for powers go on the Heralds. This isn't a summoning factory. It's 4 strong FMCs looking to be backed up by a modicum of summoning or defensive/offensive buffs and an MSU scoring element. Possession is largely trash unless you are specifically making a summoning list. Deep Striking an FMC requires they be in swoop mode so you won't get to assault for another turn anyway and if it's turn 3+ it probably won't affect the game that much.

As for the assessment that it's trimmed down, what do Horrors really do but generate Warp Charges anyway? I could have included Horrors, but for the same price I included 2 zoanthropes which generate twice the Warp Charges. I could STILL include horrors, but I feel like the extra squad of Nurglings will help with covering objectives. As far as Fateweaver goes, I know, I know. He makes sure the Grimoire goes off, but that's about it. I'm not that worried about perils. The Warp Storm table is MUCH less than people make it out to be. We'll see but I find him to be a 300 pt Grimoire tax that doesn't contribute a whole lot beyond that.

The list is still in the theory stage at the moment, so if you have any changes to recommend I'd be glad to hear them. Yes, I'd love a bastion or a VSG, but what to sacrifice to get it? Yes I'd love a couple more screamers, but from where?











"Backfield? I have no backfield." 
   
Made in us
Regular Dakkanaut




 astro_nomicon wrote:
I'm only really looking to get off one Summoning a turn. Incursion (read: Plague Drones) is nice, but I'm perfectly happy with summoning 5 hounds or 10 daemonettes a turn.


From someone who has spent a lot of time playing Screamerstar and Screamerstar/FMC hybrid lists, I think you'll quickly find that this is a fundamental problem for your army. One Summoning a turn will equate to effectively nothing over the course of the game.

You've got to consider how your army presents itself to your opponent: assuming a successful Grimoire and Cursed Earth, your army is as follows:

An unkillable Screamerstar
An effectively unkillable 3+ armor/2+ cover/4+ invul Flying Nurgle Prince, potentially with further Biomancy/Telepathy buffs
A trio of very-hard-to-kill Flyrants, potentially with FNP
Tyranid support units hiding in the backfield (Zoeys/Venom)
Scattered Troops, hiding and/or in reserve

Basically, at any given moment, everything in your army is either not worth shooting at (in the case of the Screamerstar and FMCs), unable to be shot at (in the case of the Troops and Tyranid support units), or already dead. The entire enemy army's worth of shooting has no effective targets on the board--that sort of denial is exactly the concept Screamerstar lists are built around in the first place.

...and then 10 Daemonettes drop out of the sky.

There are very few conceivable circumstances wherein those Daemonettes survive to accomplish anything on the following turn. They're already the sort of unit that is easily dealt with by extraneous chaff shooting (Rapid Firing Troops, etc) but now you've put them in front of an army that essentially has nothing better to do but kill them.

For some armies (say, Orks) that would be a small victory in and of itself, but not in an army like this. It's not a "well at least they're not shooting at Unit X" situation, because anywhere else those shots would have gone, they would have been wasted. There's nothing for them to kill in the first place--you're essentially just expending Warp Charge to provide the enemy with target dummies, until you reach a certain critical mass of summoned wounds per turn to overcome their ability to easily remove them at no real tactical cost. One cast of Primaris Summoning is nowhere near that point.

 astro_nomicon wrote:
As for the assessment that it's trimmed down, what do Horrors really do but generate Warp Charges anyway?


Horrors are, generally, the best conduits for Daemonology powers due to being effectively immune to Perils by means of not caring when a 9-point model dies. They also have a wider selection of meaningful powers (as Possession is a useful option for them in certain matchups) and can self-cannibalize for Sacrifice as necessary. Their main drawback is their positioning being garbage, but that's less relevant for things like Flesh Hounds, and works just fine for flooding your own backfield with Daemonettes.

Currently, you're banking on doing all of your summoning with four wounds worth of Heralds, one of which is carrying your Grimoire. This isn't a two-Perils problem; it's often a one-Perils problem, because after you've lost that first wound, you've suddenly got to be really careful about risking the second one. The most efficient Warp Charge cost for WC3 powers is 7 dice, and you'll Perils 33% of the time at that number.

In a standard Screamerstar, you don't always roll your Heralds on Daemonology, but even when I do, I am always very wary of throwing off WC3 powers on them. It is a dangerous prospect for relatively important models.

 astro_nomicon wrote:
As far as Fateweaver goes, I know, I know. He makes sure the Grimoire goes off, but that's about it. I'm not that worried about perils. The Warp Storm table is MUCH less than people make it out to be. We'll see but I find him to be a 300 pt Grimoire tax that doesn't contribute a whole lot beyond that.


Unfortunately, theories such as "I'm not that worried about Perils" and "Warp Storm isn't a real problem" are exactly why this list would bomb at a large tournament. You will lose Heralds to Perils on Summoning powers--frequently. Warp Storm will cost you games--frequently. Maybe you can look at those two things and say that neither of them should happen within the confines of any singular game (though I'm not sure I'd agree), but I can tell you they will happen over the course of five or six games at a GT.

The combined odds of the "negative" Warp Storm results--2,3,4--are one in six. That means, on average, you'll have to deal with one of them every game. Any of those results can easily cost you a game. Against skilled opponents with hard lists, where you're not just cruising to a win, they will cost you games.

I have always told people--if you're playing Daemons without Fateweaver, you are choosing to let the Warp Storm table decide whether or not you win games. If someone comes up to me and says "I lost because of Warp Storm," I ask them if they're playing Fateweaver. No? Then you didn't lose due to some random whim of the dice gods. You lost because you took the risk of allowing Warp Storm to control your games. He is a 300 point insurance policy against that nonsense and he is worth every bit of it.

As far as not contributing beyond that--I suppose that's a matter of personal preference, but I'd certainly disagree. That was certainly his role in 6th Edition (and was still worth it, solely as Grimoire/Warp Storm insurance) but following the changes to Witchfire targeting and the huge buff to Beam powers, I never find Fateweaver lacking for contributions offensively. He's basically a flying psychic machine gun. It's obviously anecdotal, but my personal best Psychic phase out of Fateweaver involved him single-handedly removing five entire units.

 astro_nomicon wrote:
The list is still in the theory stage at the moment, so if you have any changes to recommend I'd be glad to hear them. Yes, I'd love a bastion or a VSG, but what to sacrifice to get it? Yes I'd love a couple more screamers, but from where?


The only obvious solution is to drop back to two Flyrants. Swapping the DP for Fateweaver and dropping some Troops or a Zoey would allow you to scrounge enough points for a Fortification, but I'm not sure that alone would solve the problems.

As-is, it seems like you're trying to have your cake and eat it too, by having a triple Flyrant list and a Daemon/Tyranid synergy list simultaneously, but you've more or less ripped up the foundation in the process. No Fortification leaves you incredibly vulnerable, and barebones Daemons means you aren't even getting the synergy you'd be aiming for in the first place. Honestly, as a Daemon player, my first thought when seeing the list was "this would be better as straight-Tyranids." The Daemons as designed just aren't going to contribute enough to warrant their cost.
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Thanks again for your breakdown. It is quite thorough and I think I've gained some perspective on the list and how it will function.

I do like the Big Bird, but damn I wish I could say I have had your luck with him. I probably have a somewhat skewed/anecdotally influenced opinion of psychic shooting in my own way. I think it goes back to 6th, playing a lot of tau with the Talisman and having large portions of my ranged offense flat out denied. I haven't had much better luck with Fatey in 7th, but as long as my luck over time ends up somewhere between yours and mine I think he'll be alright.

Yes I am hellbent on having my cake and eating it too, so lets make one more stab at this with three Flyrants:

Swap DP for Fateweaver (-45)
Drop a unit of Nurglings (-45)
Drop a Zope (-50)

Upgrade one unit of Nurglings to 11 Horrors (+44)
Bastion with comms relay (+100)
OR
VSG w/ 2 extra shields (+100)

Better? Scoring is lighter, but that still leaves 2 obsec units and another scoring, hopefully hideable troop unit. WC goes up to 20, probably enough for 2 summons and a buff here or there, since the Nurgle Prince won't be eating up WC just to stay alive. I could drop the Vope and upgrade the remaining nurglings to Horrors for more Malefic powers. I'm not really all that experienced with fortifications so which do you think would be better for this list? I guess the bastion could be taken stock since I really don't need reserves manipulation with this list. That would net me another screamer.

Again, thanks for taking the time to break it down. My gaming group isn't incredibly competitive, but I do like that you are critiquing it with a GT atmosphere in mine. I wouldn't mind attending one some day with hopes of not being completely roflstomped.

"Backfield? I have no backfield." 
   
Made in us
Regular Dakkanaut




The VSG is basically always better, if you're playing in an area that allows it. It's not uncommon to see it disallowed given how goofy its rules are.

Tyranids would benefit slightly from a Bastion since they can dump the Venomthrope or a Zoanthrope into it to increase Shroud/Synapse range, but you wouldn't be able to hide everybody behind it due to the deployment restrictions on Apoc allies. With a VSG, you'll be able to deploy everyone in range of the bubble, and maybe still out of line of sight with a little help from other terrain on the board.
   
 
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