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My results from Adepticon games. To recap, I was running:
HQ: Great Unclean One (290)
2x Major Gifts
1x Minor Gift
Psyker Level 3
HQ: Herald of Nurgle (100)
Exalted Portaglyph
Greater Locus of nastyness
Troop: 3 nurglings (45)
Troop: 10 plague bearers w/ Instrument (100)
Fast attack: 7 plague drones, plaguebringer w/ minor gift, rot proboscis, icon (359)
Fast Attack: FW Blight Drone (125)
Heavy: Prince w/ 2x greater gift, wings, mark of nurgle (240)
Heavy: Prince w/ 2x greater gift, wings, mark of nurgle (240)
Not intended as full battle reports and no pics.
Game one, pickup game vs Necrons
Something like:
Destroyer Lord, mindshackles at least
6 wraiths w/ whips
2 nightscythes w/ 10 warriors
warriors
2 annihilation barges
1 monolith
Things of note:
Plague drones can tank wraiths. Even with a few combat res wounds, they held, my unit champ killed the destroyer lord, and they lasted long enough for the icon to do what it needed to do.
Plaguebearers in cover are good at ignoring necron flyers. Dragons might be a different matter, but they were fine against necrons. Once the GUO arrived, it was all over. He had warp speed and iron arm and a balesword and cleaned out the wraiths and everything else.
40k Friendly tournament, game 1:
Playing versus a space marine army:
shrike
5 assault termies (mixed 2LC, 3 TH/SS)
10 assault marines
2x tacs + razorbacks
stormtalon
thunderfire
scouts+Telion
Again, plague drones tanked, first charging shike&terminators, and then receiving the counter-charge from the assault marines. They take wounds, but dish a few out, the plaguebringer is great in challenges, and last long enough to get the hitters in. Unfortunately, daemons have a lot going on and we ran out of time at the beginning of turn 4. I already had 1st blood and warlord and linebreaker and was mopping up, but he still had a squad on an objective and the plaguebearers hadn't quite got there yet, so it went down as a crushing defeat for me.
Game 2:
Chaos Space Marines in KP game. - This one was all foot marines, of mixed types, and the guy I was playing with was hesitant to counter-charge, so my two daemon princes pretty much singlehandedly killed everything, with fights ending on his turn, or me able to pop them back into cover for good saves. It also seems that most people aren't aware of how defensive grenades add on stealth within 8", which means any cover will give them a 2+ save.
Game 3:
IG, Straken + 47 conscripts + other foot guard and a couple chimera. Lots of lascannons spread around, and a couple of heavy flamers. This one was another that we only finished 3 turns. At least three times during the game, my opponent rapid-fired his conscripts at my plague drones in cover, rolling close to 100 dice and doing nothing (at least once was snap-shots), and only minimally more once they were in assault. At the game's end (well, end of turn 3), my plaguebearers have yet to arrive, but I've contested the other primaries and have linebreaker and first blood, so another victory.
Overall thoughts:
Granted, my games were not part of the big competitive tournament, they were in the friendly, so I didn't expect to face 18 wraiths or 3 helldrakes, so take this as observations from a handful of games, not a definitive statement on the validity of mono-nurgle builds.
Big units of plague drones are unbelievably fast, and get the icon where I want it fairly reliably. It's a chunk of points, but I like them.
Slow&Purposeful hurts most when games end early because you can't run, and also because the I8 princes can't sweeping advance. You have to rely on a decent massacre move to get back to cover.
The Adepticon terrain pieces and placement rules were amazingly good for this army. Each table had six rather large pieces, typically 2 hills, 2 area+LOS-block building and 2 area pieces. Rules had us dice off and alternate placing each piece with its majority in our own table half, and 4 inches from other pieces. I was consistently able to get two large area pieces in the middle of the table, providing the needed resilience for the guys. I can see this army succeeding or failing entirely on what terrain is available and how it is placed. If you can fight from a forest, you win, if you're in the open, you're far easier to gun down.
That said, I drove my guys to more dangerous terrain tests than normal, and would typically set it up so that even the plague drones would launch an assault with the closest model being in terrain. Being able to take the 2+ cover saves against overwatch is well worth the loss of initiative in which you're probably going last anyway.
GUO is amazingly good. I think the most wounds he took all weekend was 2, and with 3 rolls, I had iron arm in 3 of the games and endurance in the one I didn't. Giving him the minor gift proved worthwhile as I could trade 4&5 results from the greater table for an extra attack.
The number of scoring units I had available was never an issue. Getting them to objectives by turn 3 was, but I never felt at risk for not having them, or at the very least, not being able to win on secondaries as my warlord never died and I was taking first blood regularly.
The Blight Drone, despite looking cool, was almost a non-factor and died each game. Unless it gets a rules revamp definitively making it a daemon of Nurgle (with shrouding), it's really not worth taking. The other flyers I faced simply laughed at it before making it go boom. The best defense against flyers I had was being in cover and not dying to them.
MarkyMark wrote: Will be trying something slightly different with the daemons tonight, opinions?
Lord of Change, 2 greater rewards 1 lesser reward Ml3 (mastery level)
Herald of Tzeentch, Ml3, locus of conjuration,
Herald of Tzeentch, Ml3 exalted reward (portalglyph)
Herald of Tzeentch, ml3 exalted reward (grimoure)
Basically dropping out a DP to get some more heralds and slightly better DP's, therefore I have dropped out fateweaver as he is a multiplyer but I feel I would need more FMC's that can wreck face.
The heralds and horrors will go into one big squad, expensive but potentialy horrid. The potential there is for 15 D6 str6 shots re rolling misses to go off at str 6 I can hurt all flyer
If the lord of change works for you then roll with it. I just cant replace FW in my competitive builds. That re-roll has me hooked. Its just that amazing when you keep your fliers in the air or avoid a mishap or even the grimiore crapping out on you. As for all the heralds in one unit. Just hope they dont get assaulted. Otherwise you just lost all your shooting and powers in one unit that at the very least will be locked up for the game.
Slow&Purposeful hurts most when games end early because you can't run, and also because the I8 princes can't sweeping advance. You have to rely on a decent massacre move to get back to cover.
QFT! This is one of the main reasons I cant bring myself to take the nurgle princes. It is silly that an I8 models cant sweep a squad. My tzeentch prince has saved my baken several times with a timely auto-sweep of a unit.
Glad you had success with the drones. Being T5 makes them really hard to instant kill. If you can boost their saves then I can see them really giving an army a run for its money.
Sorry to here about the blight drone. The important part is you had fun though. Glad to hear. I think that is the main goal with daemons. They are random and fun.
This message was edited 1 time. Last update was at 2013/04/22 01:29:37
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Thats the thing TK, FW has been a auto include in the last 20 odd games for my daemons, yes the re roll has me hooked as well but in my last game at 1750 I lost two DP's and about to lose the third and fatey just couldnt do much else, it was against mass raider venom DE with shed lot of spinlter cannons, weight of fire just killed me off with poision and str 8 ignoring my iron arm etc. Fatey did kill a few vehicles with bolt of change though!.Sometimes I just think that another FMC that can hold his own in CC would be better then fatey who at best can smash but hitting on 5's and wounding on 2's is ok but with one attack it just isnt where I want to be!.
New list, which means more money to spend, just thought i'd try out the multiple threat list without much psyhic powers
Lord of Change 1 lesser reward, 2 greater rewards
Blood thirster 1 lesser reward 2 greater rewards
10 bloodletters with bloodreaper
10 bloodletters with bloodreaper
10 horrors
10 horrors
Daemon prince, mark of khorne, wings, armour, 2 greater rewards
Daemon prince, mark of khorne, wings, armour, 2 greater rewards
Daemon prince, mark of khorne, wings, armour, 2 greater rewards
At 1750, gives me some psyhic powers, probably only prescience on LoC and FF, horrors to do some shooting bloodletters to counter charge anything or get up the board. 5 FMC's to do some damage, lessens my relience on psyhic powers which means I'll be able to take on eldar SW a little better
Or with Slaanesh
Lord of Change 1 lesser reward, 2 greater rewards
Keeper of secrets, 1 lesser reward, 2 greater rewards
10 Daemonettes
10 Daemonettes
10 Horrors
10 Horrors
10 Seekers of Slaanesh
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Plan would be to DS the KoS outflank the seekers and run the daemonettes up the table while the FMC's fly up the table, possibly get a comms relay for the cost of something else (horror squad 2?) as turn 2 if everything turns up my opponent has a LOT to shoot at.
This message was edited 1 time. Last update was at 2013/04/22 09:17:11
40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/ 06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final
Posted this my list to a seperate post a few days ago, but it got no comments. It is basically a flesh hound spam list. Only thing i'm not sure is how it could deal with AV 14 vehicles and it really does not do much against flyers, but what do you guys think? Would this be worth building up?
HQ:
Bloodthirster
2xgreater, 1x lesser
Herald of Khorne
juggernaut, greater locus of fury, exalted reward (portaglyph or grimoire) (joins hounds1)
Herald of Khorne
juggernaut, greater locus of fury, lesser reward (joins hounds2)
Heavy support:
Daemon Prince of khorne
flight, armor, 2x greater
total: 1750pts.
After some thought, i am willing to try a mono Tzeentch list with the following list:
HQ:
Fateweaver
Herald of Tzeentch,
conjuration
psyker lvl 3
portaglyph
Herald of Tzeentch,
conjuration
psyker lvl 3
Troops:
17 horrors
17 horrors
Heavy:
DP of Tzeentch,
flight, armor, 1 lesser, 1 greater
DP of tzeentch,
flight, armor, 1 lesser, 2 greater
DP of Tzeentch,
flight, armor, 1 lesser, 2 greater
ADL
Total: 1746pts.
The ADL will be deployed up to 6" out of my deployment zone as both horror squads with heralds will then move up to it so that their FF will hopefully reach the enemy. They will then sit behind it and just shoot away and if going to receive bucketloads of shooting, they will just GTG and get a rerollable 2+ cover. The three DPs will just fly forward and start ripping stuff apart while Fateweaver will just fly around blasting stuff with his PPs or boost if needed. Will be playtesting this and it is quite a similar list that someone allready posted here, so am exited if this list works. I will propably spawn either plaguebearers or more horrors from the portaglyph.
Actually decided to change the horror units into 17 models strong so that i could buy an additional mastery level for both heralds, so could potentially get something good from divination, like perfect timing, or can just shoot 1d6 more shots of FF with BS4.
This message was edited 5 times. Last update was at 2013/04/22 12:36:22
Herald of Tzeentch /w Mastery 2, Portalglyph, Chariot of Tzeentch
10x Pink Horrors
10x Pink Horrors
Soul Grinder /w Mark of Tzeentch, Phlegm
Soul Grinder /w Mark of Tzeentch, Phlegm
Soul Grinder /w Mark of Tzeentch, Phlegm
Warpsmith /w Combi-Flamer
16x Cultists /w Flamer, Autoguns
10x Cultists /w Flamer
Heldrake /w Baleflamer
Forgefiend /w 3x Ectoplasma Cannons
1850
Thematic tzeentch mechanicus army that doesn't sacrifice the killy for the fluffy. Everything just breakdances up the board droppin' twin linked bombs on fools. Warpsmith sits in a squad of cultists bubblewrapping the hellbots, repairing hullpoints, second cultist squad bubblewraps the first, forgefiend and soul grinders do all the heavy lifting. Herald on the chariot zips around putting bolts of change into rear armor and hail marying the portalglyph into opportune locations.
I feel like shooty tzeentch lists can have a lot of potential, since half the warpstorm results are basically bonus shooting as a chaos god reaches down and snap-fires at the entire enemy line. I guess attacking through the warp is a defensive firing action or something.
Enough vehicles skittering up the board hopefully keeps the enemy from firing all the missiles at the portalglyph or chariot herald first turn, plenty of skyfire, Fateweaver does his thing, I feel like its pretty great. The only drawback I've found so far is painting 3 soul grinders.
As an aside, I think when it comes to objective-squatters, cultists can perform the job cheaper and more safely than any of the daemon troops. They're half the cost, can defensive fire with bonus flamers, can take 36" range potshots if you wanna pretend they're helping, and the warpstorm table won't blow them up accidentally.
Herald of Tzeentch /w Mastery 2, Portalglyph, Chariot of Tzeentch
10x Pink Horrors
10x Pink Horrors
Soul Grinder /w Mark of Tzeentch, Phlegm
Soul Grinder /w Mark of Tzeentch, Phlegm
Soul Grinder /w Mark of Tzeentch, Phlegm
Warpsmith /w Combi-Flamer
16x Cultists /w Flamer, Autoguns
10x Cultists /w Flamer
Heldrake /w Baleflamer
Forgefiend /w 3x Ectoplasma Cannons
1850
Thematic tzeentch mechanicus army that doesn't sacrifice the killy for the fluffy. Everything just breakdances up the board droppin' twin linked bombs on fools. Warpsmith sits in a squad of cultists bubblewrapping the hellbots, repairing hullpoints, second cultist squad bubblewraps the first, forgefiend and soul grinders do all the heavy lifting. Herald on the chariot zips around putting bolts of change into rear armor and hail marying the portalglyph into opportune locations.
I feel like shooty tzeentch lists can have a lot of potential, since half the warpstorm results are basically bonus shooting as a chaos god reaches down and snap-fires at the entire enemy line. I guess attacking through the warp is a defensive firing action or something.
Enough vehicles skittering up the board hopefully keeps the enemy from firing all the missiles at the portalglyph or chariot herald first turn, plenty of skyfire, Fateweaver does his thing, I feel like its pretty great. The only drawback I've found so far is painting 3 soul grinders.
As an aside, I think when it comes to objective-squatters, cultists can perform the job cheaper and more safely than any of the daemon troops. They're half the cost, can defensive fire with bonus flamers, can take 36" range potshots if you wanna pretend they're helping, and the warpstorm table won't blow them up accidentally.
Painting a soul grinders is not that though. I painted mine in around three hours
Automatically Appended Next Post: Speaking of Soul Grinders, here is a list that i thought up just now:
HQ:
Bloodthirster
2x greater
Karanak
Herald of nurgle
Portaglyph
Greater locus of Fecundity (FNP)
Herald of nurgle
Grimoire
Greater locus of Fecundity (FNP)
Troops:
20 plaguebearers
20 plaguebearers
Fast attack:
15 Flesh Hounds
Heavy:
Soul Grinder of Nurgle, Phlegm
Soul Grinder of Nurgle, Phlegm
Soul Grinder of Nurgle, Phlegm
total: 1750pts.
This message was edited 1 time. Last update was at 2013/04/22 18:22:54
I realize that I have around half of my army tied up with two models (Fateweaver and the DP). I am unlikely to change this.
I'll grab the PortalGlyph on one of the Heralds and the Grimiore on the other. They'll both stay in the Horror Squad to provide more firepower + psychic buffs.
I played a couple of test games against a 1250 dual Flyrant + Tervigon list. The first game was a crushing victory for me, helped by the Nurgle's Rot Warp Storm result (D6 S4 AP:3 4+ poison attacks). I went first and his Flyrants were still on the ground, one of them took 4 wounds and died before he got to do anything with it. The other Flyrant died to massed fire once he got in range.
The second game was close but a loss for me. I made a few mistakes that tipped the game firmly in his favor.
I might remove one of the Heralds, and put the Exalted reward on the DP. Not sure what I'd do with the extra points, possible make room for a Plaguebearer squad.
Thoughts?
Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page
MarkyMark wrote:Thats the thing TK, FW has been a auto include in the last 20 odd games for my daemons, yes the re roll has me hooked as well but in my last game at 1750 I lost two DP's and about to lose the third and fatey just couldnt do much else, it was against mass raider venom DE with shed lot of spinlter cannons, weight of fire just killed me off with poision and str 8 ignoring my iron arm etc. Fatey did kill a few vehicles with bolt of change though!.Sometimes I just think that another FMC that can hold his own in CC would be better then fatey who at best can smash but hitting on 5's and wounding on 2's is ok but with one attack it just isnt where I want to be!.
New list, which means more money to spend, just thought i'd try out the multiple threat list without much psyhic powers
Lord of Change 1 lesser reward, 2 greater rewards
Blood thirster 1 lesser reward 2 greater rewards
10 bloodletters with bloodreaper
10 bloodletters with bloodreaper
10 horrors
10 horrors
Daemon prince, mark of khorne, wings, armour, 2 greater rewards
Daemon prince, mark of khorne, wings, armour, 2 greater rewards
Daemon prince, mark of khorne, wings, armour, 2 greater rewards
At 1750, gives me some psyhic powers, probably only prescience on LoC and FF, horrors to do some shooting bloodletters to counter charge anything or get up the board. 5 FMC's to do some damage, lessens my relience on psyhic powers which means I'll be able to take on eldar SW a little better
Alright lets take it from the top. The list is multi-threat but I just cant justify taking a khorne prince over a tzeentch prince with this build. If you are aiming more for the fluffy side then that is fine. The khorne upgrade only gives furious charge and is still only 10pts cheaper then the tzeentch upgrade which vastly improves his survivability. Also as a countercharge unit the blood letters are too small. They are only initiative 4 toughness 3 models with a 5++ and 1 attack a piece. If you want a small counter attack unit I would lean towards the Daemonettes. Also remember that your trying to achieve a good TAC list. So if a rare venom spam build gives you fits then it isnt game breaking. Obviously peoples meta's will vary and you will have to adjust your meta. I have seen people have some luck with Khorne Jugg Heralds as a deathstar. If your wanting khorne those wound not be a bad pick-up. You can even take Skulltaker as one of the heralds on juggernaut for a whopping 145pts.
MarkyMark wrote:
Or with Slaanesh
Lord of Change 1 lesser reward, 2 greater rewards
Keeper of secrets, 1 lesser reward, 2 greater rewards
10 Daemonettes
10 Daemonettes
10 Horrors
10 Horrors
10 Seekers of Slaanesh
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Plan would be to DS the KoS outflank the seekers and run the daemonettes up the table while the FMC's fly up the table, possibly get a comms relay for the cost of something else (horror squad 2?) as turn 2 if everything turns up my opponent has a LOT to shoot at.
I am assuming the princes are running with the whips? I like this list over the two you posted. Though if I run a foot slogging GD then I will be running the GUO. T7 is just so good in combat.
masquerade81 wrote:Posted this my list to a seperate post a few days ago, but it got no comments. It is basically a flesh hound spam list. Only thing i'm not sure is how it could deal with AV 14 vehicles and it really does not do much against flyers, but what do you guys think? Would this be worth building up?
HQ:
Bloodthirster
2xgreater, 1x lesser
Herald of Khorne
juggernaut, greater locus of fury, exalted reward (portaglyph or grimoire) (joins hounds1)
Herald of Khorne
juggernaut, greater locus of fury, lesser reward (joins hounds2)
Heavy support:
Daemon Prince of khorne
flight, armor, 2x greater
total: 1750pts.
After some thought, i am willing to try a mono Tzeentch list with the following list:
HQ:
Fateweaver
Herald of Tzeentch,
conjuration
psyker lvl 3
portaglyph
Herald of Tzeentch,
conjuration
psyker lvl 3
Troops:
17 horrors
17 horrors
Heavy:
DP of Tzeentch,
flight, armor, 1 lesser, 1 greater
DP of tzeentch,
flight, armor, 1 lesser, 2 greater
DP of Tzeentch,
flight, armor, 1 lesser, 2 greater
ADL
Total: 1746pts.
The ADL will be deployed up to 6" out of my deployment zone as both horror squads with heralds will then move up to it so that their FF will hopefully reach the enemy. They will then sit behind it and just shoot away and if going to receive bucketloads of shooting, they will just GTG and get a rerollable 2+ cover. The three DPs will just fly forward and start ripping stuff apart while Fateweaver will just fly around blasting stuff with his PPs or boost if needed. Will be playtesting this and it is quite a similar list that someone allready posted here, so am exited if this list works. I will propably spawn either plaguebearers or more horrors from the portaglyph.
Actually decided to change the horror units into 17 models strong so that i could buy an additional mastery level for both heralds, so could potentially get something good from divination, like perfect timing, or can just shoot 1d6 more shots of FF with BS4.
I personally like the 2nd list better. The first only has two units that reliably threaten enemy armor. Sure the heralds and the hounds could charge in and wreck most enemy vehicles by glancing or rolling a pen on rear armor. The top list will struggle against necrons in particular which are mobile, resilient, and come with flyers to keep you off of their troops. One thing to note on the bottom list I would find the points to get another greater reward on your daemon prince. They are just too good for them to pass up.
Badablack wrote:Fateweaver
Herald of Tzeentch /w Mastery 2
Herald of Tzeentch /w Mastery 2, Portalglyph, Chariot of Tzeentch
10x Pink Horrors
10x Pink Horrors
Soul Grinder /w Mark of Tzeentch, Phlegm
Soul Grinder /w Mark of Tzeentch, Phlegm
Soul Grinder /w Mark of Tzeentch, Phlegm
Warpsmith /w Combi-Flamer
16x Cultists /w Flamer, Autoguns
10x Cultists /w Flamer
Heldrake /w Baleflamer
Forgefiend /w 3x Ectoplasma Cannons
1850
Thematic tzeentch mechanicus army that doesn't sacrifice the killy for the fluffy. Everything just breakdances up the board droppin' twin linked bombs on fools. Warpsmith sits in a squad of cultists bubblewrapping the hellbots, repairing hullpoints, second cultist squad bubblewraps the first, forgefiend and soul grinders do all the heavy lifting. Herald on the chariot zips around putting bolts of change into rear armor and hail marying the portalglyph into opportune locations.
I feel like shooty tzeentch lists can have a lot of potential, since half the warpstorm results are basically bonus shooting as a chaos god reaches down and snap-fires at the entire enemy line. I guess attacking through the warp is a defensive firing action or something.
Enough vehicles skittering up the board hopefully keeps the enemy from firing all the missiles at the portalglyph or chariot herald first turn, plenty of skyfire, Fateweaver does his thing, I feel like its pretty great. The only drawback I've found so far is painting 3 soul grinders.
As an aside, I think when it comes to objective-squatters, cultists can perform the job cheaper and more safely than any of the daemon troops. They're half the cost, can defensive fire with bonus flamers, can take 36" range potshots if you wanna pretend they're helping, and the warpstorm table won't blow them up accidentally.
Your list is a little more themed and fluffy. The only issue I see is a combat heavy army coming at you. Your biggest fear might even be other daemon players or even nids. Once they get you into combat the game is lost. The 3 soul grinders are your only combat threat and they are also your long range shooting threat so that will make your opponents target priority pretty easy. You will be in trouble If you lose your grinders which mind you isn't easy.
MarkyMark wrote:
As an aside, I think when it comes to objective-squatters, cultists can perform the job cheaper and more safely than any of the daemon troops. They're half the cost, can defensive fire with bonus flamers, can take 36" range potshots if you wanna pretend they're helping, and the warpstorm table won't blow them up accidentally. Painting a soul grinders is not that though. I painted mine in around three hours
Automatically Appended Next Post: Speaking of Soul Grinders, here is a list that i thought up just now:
HQ:
Bloodthirster
2x greater
Karanak
Herald of nurgle
Portaglyph
Greater locus of Fecundity (FNP)
Herald of nurgle
Grimoire
Greater locus of Fecundity (FNP)
Troops:
20 plaguebearers
20 plaguebearers
Fast attack:
15 Flesh Hounds
Heavy:
Soul Grinder of Nurgle, Phlegm
Soul Grinder of Nurgle, Phlegm
Soul Grinder of Nurgle, Phlegm
total: 1750pts.
This list could work. Just be mindful of the Grimiore possibly crapping on you and ruining your day. Would suck to advance the dogs and reduce their invuls to 6++ in the process. With only 2 troops you will have to put the portalglyph down somewhere safe to spawn more. Big guns never tire would be a great mission for you as well as purge the alien. My only real worry for this list is 2 troops and the grimiore bugging out on you. Other then that I could see it winning.
undertow wrote:I've got a 1250 tournament at my local battle bunker next week, I'm thinking of using this list:
HQ Fateweaver
Herald of Tzeentch - Exalted Reward, ML:2, Locus of Conjuration
Herald of Tzeentch - Exalted Reward, ML:2
18 Pink Horrors with Iridescent Horror and Instrument
12 Bloodletters (no upgrades) to man the Icarus Gun in the ADL
I realize that I have around half of my army tied up with two models (Fateweaver and the DP). I am unlikely to change this.
I'll grab the PortalGlyph on one of the Heralds and the Grimiore on the other. They'll both stay in the Horror Squad to provide more firepower + psychic buffs.
I played a couple of test games against a 1250 dual Flyrant + Tervigon list. The first game was a crushing victory for me, helped by the Nurgle's Rot Warp Storm result (D6 S4 AP:3 4+ poison attacks). I went first and his Flyrants were still on the ground, one of them took 4 wounds and died before he got to do anything with it. The other Flyrant died to massed fire once he got in range.
The second game was close but a loss for me. I made a few mistakes that tipped the game firmly in his favor.
I might remove one of the Heralds, and put the Exalted reward on the DP. Not sure what I'd do with the extra points, possible make room for a Plaguebearer squad.
Thoughts?
I have to ask why the Icarus over the quadgun? The quadgun is quite a bit better and if you switch to the quad you can switch to plague marines instead of blood letters. You lose 2 on the BS but gained +1 toughnes, twin linked, poison attacks that can hurt vehicles, and a 2+ cover behind the aegis. If you can find the points. Your list could make good use of the Grimiore and/or portalglyph. Fateweavers re-rolls would make those items actually worthy of taking as the risk is outweighed by the reward. I do not recommend running the grimiore without fateweaver. That chance to hate your life for a turn is just too great.
This message was edited 1 time. Last update was at 2013/04/22 20:05:19
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Tomb King wrote: I have to ask why the Icarus over the quadgun? The quadgun is quite a bit better and if you switch to the quad you can switch to plague marines instead of blood letters. You lose 2 on the BS but gained +1 toughnes, twin linked, poison attacks that can hurt vehicles, and a 2+ cover behind the aegis. If you can find the points. Your list could make good use of the Grimiore and/or portalglyph. Fateweavers re-rolls would make those items actually worthy of taking as the risk is outweighed by the reward. I do not recommend running the grimiore without fateweaver. That chance to hate your life for a turn is just too great.
I like the S:9 AP:2 that the lascannon brings. The higher strength lets me threaten higher armor targets. I'm using it as anti ground armor as well as anti flyer. I could possibly be talked into using Plaguebearers instead of Bloodletters, but the 'letters are there also to spoil charges if I decide to put the Horrors behind the ADL as well.
I am using the Grimoire and Portalglyph, with Fateweaver they're too good to pass up. I've found that if the grimoire goes off I can put Fateweaver in the middle of the table and most of my opponents can't resist shooting at him for at least an entire turn. I had a 2000 point game recently where he took and entire Tau gunline's fire for a turn and not only didn't he get wounded, he didn't get grounded, thanks to a rerolled grounding check.
Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page
I changed my list by droping one horror from each squad to take a second greater reward for the last DP, so npw they all got two greaters for survivability and 1 lesser for the staff. Other than that the list stayed the same and is now 1748pts.
HQ:
Fateweaver
Herald of Tzeentch
Psyker lvl 3
portaglyph
Conjuration
I am assuming the princes are running with the whips? I like this list over the two you posted. Though if I run a foot slogging GD then I will be running the GUO. T7 is just so good in combat.
Pretty sure the Keeper is used to make the slaanesh DP heavies. I agree entirely that the GUO>Keeper... but if you want heavy slot Slaanesh DP then you have to go keeper. On the plus side keeper is a fairly safe place to hide the grimoire. slaanesh give him the extra run speed and fleet. 5w T6 is not exactly easy to remove if you only use him to pack the grimoire and hide in cover.
Granted this effectively turns the Grimoire from a 30 point upgrade into a 200 point model... but the keeper CAN be effective in combat as well. you just have to be much more picky about his targets than you do with a GUO
Keeper of secrets, 1 lesser reward, 2 greater rewards
10 Daemonettes
10 Daemonettes
10 Horrors
10 Horrors
10 Seekers of Slaanesh
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Plan would be to DS the KoS outflank the seekers and run the daemonettes up the table while the FMC's fly up the table, possibly get a comms relay for the cost of something else (horror squad 2?) as turn 2 if everything turns up my opponent has a LOT to shoot at.
What is the LoC for? I would say drop him and beef up your nettes by at least 5 each. a 10 man squad of nettes is going to die FAST. another option would be to drop the LoC for some psykic powers on your DP's. Biomancy and Telepathy are both scary good on DP's.
or thirdly go with some ml 1-2 heralds to beef up the nettes or horrors. Slaanesh heralds for Telepathy, and praying for invis. or tzeench heralds for super uber shooty / divination fun.
basically the LoC just seems to be oddballed and points could be much better spent on force multipliers which daemons seem to excel at and you have taken none. 280 points (the way you have him) for 1 LoC for divination (the only reason I can think you would take him in this list) can be swapped out for 4 x ML2 Tzeench Heralds (lots more divination spam) which is exactly.... 280 points!
This message was edited 7 times. Last update was at 2013/04/23 04:12:04
Alright lets take it from the top. The list is multi-threat but I just cant justify taking a khorne prince over a tzeentch prince with this build. If you are aiming more for the fluffy side then that is fine. The khorne upgrade only gives furious charge and is still only 10pts cheaper then the tzeentch upgrade which vastly improves his survivability. Also as a countercharge unit the blood letters are too small. They are only initiative 4 toughness 3 models with a 5++ and 1 attack a piece. If you want a small counter attack unit I would lean towards the Daemonettes. Also remember that your trying to achieve a good TAC list. So if a rare venom spam build gives you fits then it isnt game breaking. Obviously peoples meta's will vary and you will have to adjust your meta. I have seen people have some luck with Khorne Jugg Heralds as a deathstar. If your wanting khorne those wound not be a bad pick-up. You can even take Skulltaker as one of the heralds on juggernaut for a whopping 145pts.
I am assuming the princes are running with the whips? I like this list over the two you posted. Though if I run a foot slogging GD then I will be running the GUO. T7 is just so good in combat.
10 pts each means 30 pts which I will have to lose a squad and boost up a exsiting squad, true I wasnt impressed when I was charged by 'letters but then I do have a save against them (horrors were charged and lost 3 to 3 charging 'letters). Funnily enough DE venom and splinter cannon spam build gave me my first loss last week in over 25 odd games but that is the first time I have ever played them in 8 months of playing.
I am happy with my Tzeentch daemons list very happy in fact, just wanted to try a few other units in the codex out plus I have run out of things to model and paint so aching for new plastics!.
Yes planning on using the whips, I do like the slaanesh more as its more units and I like the thought of seekers, I would prefer flesh hounds but just couldnt fit them in at 1750, indeed I run the KoS over GUO as I feel the GUO is just too slow and will be ignored a lot, nor am I really interested in plague bearers camping in cover and I feel the nurgle DP's not being able to sweep a big let down really i8 but cant catch anyone!.
I am assuming the princes are running with the whips? I like this list over the two you posted. Though if I run a foot slogging GD then I will be running the GUO. T7 is just so good in combat.
Pretty sure the Keeper is used to make the slaanesh DP heavies. I agree entirely that the GUO>Keeper... but if you want heavy slot Slaanesh DP then you have to go keeper. On the plus side keeper is a fairly safe place to hide the grimoire. slaanesh give him the extra run speed and fleet. 5w T6 is not exactly easy to remove if you only use him to pack the grimoire and hide in cover.
Granted this effectively turns the Grimoire from a 30 point upgrade into a 200 point model... but the keeper CAN be effective in combat as well. you just have to be much more picky about his targets than you do with a GUO
Keeper of secrets, 1 lesser reward, 2 greater rewards
10 Daemonettes
10 Daemonettes
10 Horrors
10 Horrors
10 Seekers of Slaanesh
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Daemon prince, mark of slaanesh, wings, armour, 2 greater rewards
Plan would be to DS the KoS outflank the seekers and run the daemonettes up the table while the FMC's fly up the table, possibly get a comms relay for the cost of something else (horror squad 2?) as turn 2 if everything turns up my opponent has a LOT to shoot at.
What is the LoC for? I would say drop him and beef up your nettes by at least 5 each. a 10 man squad of nettes is going to die FAST. another option would be to drop the LoC for some psykic powers on your DP's. Biomancy and Telepathy are both scary good on DP's.
or thirdly go with some ml 1-2 heralds to beef up the nettes or horrors. Slaanesh heralds for Telepathy, and praying for invis. or tzeench heralds for super uber shooty / divination fun.
basically the LoC just seems to be oddballed and points could be much better spent on force multipliers which daemons seem to excel at and you have taken none. 280 points (the way you have him) for 1 LoC for divination (the only reason I can think you would take him in this list) can be swapped out for 4 x ML2 Tzeench Heralds (lots more divination spam) which is exactly.... 280 points!
LoC as my main force is tzeentch, already have all the models for them, I do usually run mastery level 2 DP's but just wanted to mix it up a bit. The LoC is there over fateweaver, who I usually take, as he is another FMC that can hold his own in CC while still keeping tzeentch feel to the list
This message was edited 2 times. Last update was at 2013/04/23 07:23:35
40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/ 06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final
Hey everyone, i played daemons all through 5th, then a bit of 6th then new codex, ive been looking through this thread and have seen a lot of lists, with troop squad in sizes of 10 or 12, do people not think that squads should be in bigger squads with the new cheaper costs, ive used a unit of 20 horror's and they were devastating although that said the unit can be reduced in size very quickly and thus reduces their effective quickly and so could be a waste of points, a lot of the list's have been multiple threat overload, i have a tournament coming up and am using my daemons.
i am thinking of taking something like this;
Bloodthirster, greater, greater 290
Herald of tzeentch, exalted locus of conjuration, psyker level 2 - 95
Herald of Khorne, juggernaught, greater locus of fury - 120
5 crusher's, icon - 235
20 horror's - 180
12 plaguebearers - 146
17 daemonettes 162
16 fleshhounds 176
Skull cannon - 125
Total - 1500
what have people been finding good with the new dex when i played a game i found that bloodthirster is AMAZING i even managed to run a squad of grey knights of the table with him, SCARY!! i found crusher's need the herald to survive, skull cannon is good for those hiding in cover from my thirster.
This message was edited 1 time. Last update was at 2013/04/23 16:54:40
Daemonic_soul1990 wrote: Hey everyone, i played daemons all through 5th, then a bit of 6th then new codex, ive been looking through this thread and have seen a lot of lists, with troop squad in sizes of 10 or 12, do people not think that squads should be in bigger squads with the new cheaper costs, ive used a unit of 20 horror's and they were devastating although that said the unit can be reduced in size very quickly and thus reduces their effective quickly and so could be a waste of points, a lot of the list's have been multiple threat overload, i have a tournament coming up and am using my daemons.
i am thinking of taking something like this;
Bloodthirster, greater, greater 290
Herald of tzeentch, exalted locus of conjuration, psyker level 2 - 95
Herald of Khorne, juggernaught, greater locus of fury - 120
5 crusher's, icon - 235
20 horror's - 180
12 plaguebearers - 146
17 daemonettes 162
16 fleshhounds 176
Skull cannon - 125
Total - 1500
what have people been finding good with the new dex when i played a game i found that bloodthirster is AMAZING i even managed to run a squad of grey knights of the table with him, SCARY!! i found crusher's need the herald to survive, skull cannon is good for those hiding in cover from my thirster.
If you enjoy using horrors, then concider droping four from your group of 20 as 16 shoot as well as 20 do. If they get shot, they will drop below 16 eventually without even concentrated fire. With the saved points take a portaglyph for your herald of Tzeentch and throw it down turn1 and hope to spawn 2-3 new horror units that shoot 2d6 shots even if only 1 model strong Also in late game you could spawn either plaguebearers (if portaglyph is next to an objective) or daemonettes for a 6" move plus d6+3" run move to cap an objective near by. How has the skull cannon worked for you? Still a bit hesitant to get one and try it out. Maybe will proxy it for a few playtests first before buying the model.
The skull cannon works quite well, its large blast with S8 ensures always to cause wound's and with the high BS of 5 makes this quite devastating whenever i have fired, along with ignoring cover. even against marines!, however for me it has been quite fragile, but has lasted long enough to get that important marker down for the assault of my bloodthirster as cover seems to be utilized a lot more in 6th fire bases etc this has lts of targets whenenever i play anyway, portalglyph seems to be a staple for most lists wrote on here, it does seem major 2D6 of one guy and not to bad a range on the shot's free daemons is good.
This message was edited 1 time. Last update was at 2013/04/23 22:29:16
Daemonic_soul1990 wrote: The skull cannon works quite well, its large blast with S8 ensures always to cause wound's and with the high BS of 5 makes this quite devastating whenever i have fired, along with ignoring cover. even against marines!, however for me it has been quite fragile, but has lasted long enough to get that important marker down for the assault of my bloodthirster as cover seems to be utilized a lot more in 6th fire bases etc this has lts of targets whenenever i play anyway, portalglyph seems to be a staple for most lists wrote on here, it does seem major 2D6 of one guy and not to bad a range on the shot's free daemons is good.
I have looked into the skull cannon but it just seems to fragile for me. Just feel like opponents will shoot it up first turn and kill off my only real shooting threat. The bloodthirster is good but I like my FMC with psychic powers. You got lucky against the GK if they had wounded you once they would instant kill you automatically and they re-roll 1's to hit and to wound on you.
I tried a flying circus variant last night that was beastly. Played against a tough tau list but with all the buffs you can give these princes he was only able to kill one before we called the game.
The tzeentch weapons arent that bad if you get bad rolls on the rewards. Actually killed a riptide and it became a chaos spawn which could soak up some overwatch from the tau. I rolled to try and get iron arm on some of these guys but you can roll the different charts for each match-up. In this particular game I also rolled telepathy. Casting hallucination on a kitted out broadside squad was broken. In addition, his ethereal kept me locked in combat as all his squads were leadership 10. He was unable to shoot my FMC's once they made combat. This list cant be gimicky but will probably do well against most armies out there. Not many can handle 4 FMC barreling across the board.
My sickest combo so far:
DP of Tzeench (+1 WND IWND; 4+ FnP; Corrosive Breath) (Iron Arm; Hallucination; Terrify)
This guy was rolling around the table with T5-8, 3+ 5++ 4+++ save and had the ability to stop my opponents units in their tracks with the psychic powers. In relic I just parked him in the middle against green tide and dared my opponent to try and kill him.
This message was edited 1 time. Last update was at 2013/04/24 16:55:03
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Herald of Tzeentch
Psyker lvl 3
portaglyph
Conjuration
Herald of Tzeentch
Psyker lvl 3
conjuration
Troops:
16 horrors
16 horrors
Heavy support:
DP of tzeentch
wings, armor, 1 lesser, 2 greater
DP of tzeentch
wings, armor, 1 lesser, 2 greater
DP of Tzeentch
wings, armor, 1 lesser, 2 greater
ADL
Total: 1748pts.
Played this list today against a DA mech spam list with PFG trickery. Needless to say it was a slaughter... for the DA He got one DP down to 1 wound and the two others were unharmed. I opted to use horrors behind an ADL and used portaglyph to spawn more horrors each turn. I got first blood and after that didn't care if i spawned easilly killable units. The cost of the horrors and heralds cost so much though, that i could not take mastery levels for the DPS, but they really didn't need them in this mach. We played Scouring with Vanguard strike and i went second. I deployed my FMCs into the corner out of flakk missile reach and horrors a bit to the front. Fateweaver was brought down to two wounds, but was not in real danger of dying. My opponent had 5 twin assault cannon razors, three devastator squads (two with flakks and one with PCs). three tacticals with flakk and plasmagun and two Techmarines with bikes and PFGs to give the tanks the 4++, and two dual MM speeders. We called the game after turn 4 as i had not lost a single thing and my opponent was going to be almost tabled in a turn or two with only scraps left. Will be playtesting this list a bit more and trying out droping the heralds and trying out the mastery levels on the princes. But now i rather have tons of str 6 shots in case of enemy mech spam.
See the triple DP list is mean!, I have now lost one game with them in over 25 games, even played a 3 way game on Tuesday, marines and orks and LoC, 3 heralds in a 20 man horror squad (evil) and 2 DPs and a soul grinder, I pretty much took on both armies and didnt lose anything, one DP had two CCW's and warp speed, not much stood up to his charge!. Still have been tempted to buy more daemons but tbh I cant fault my list so have been waiting off, only thing I would like in my list would be fast units in a big squad (seekers or hounds) but whether this would benefit me or not i am not sure!
40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/ 06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final
Have you went against a DE venomspam with the triple DP list. I would think it would be an auto lose matchup. And what about IG blob/vendetta spam or nids? I think the tripple DP is super good against MEQ armies, but not against hordes maybe?
masquerade81 wrote: Have you went against a DE venomspam with the triple DP list. I would think it would be an auto lose matchup. And what about IG blob/vendetta spam or nids? I think the tripple DP is super good against MEQ armies, but not against hordes maybe?
Venom spam isnt that threatening really as most of the time weapons shooting at daemon prince will already wound them on a 4+ or better. You can still make a crap ton of saves with a 3+ 5++ 4+++ model. If you boost the invuls then it gets even crazier. Any of your psychic shooting attacks brings down their vehicles.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
I was thinking of maybe tweaking my list by droping the ADL and removing the other tzeentch herald to get two psychic powers for myh daemon princes each. That would boost their costs to 330pts a piece... Insane! But in my last game i did not feel the horrors doing that much really. Maybe just stick with one big blob with a herald tossing the portaglyph or taking the grimoire and replacing the other unit with plaguebearers who will sit and camp an objective. Hmmm...
masquerade81 wrote: Have you went against a DE venomspam with the triple DP list. I would think it would be an auto lose matchup. And what about IG blob/vendetta spam or nids? I think the tripple DP is super good against MEQ armies, but not against hordes maybe?
I have and it was my first time against that list, lots of splinter cannons as well!, I lost but next time I doubt I will, it took the full army shooting at one DP to kill it (thanks to fateys re roll he stayed in the air longer that he should have!). I also forgot a few things which hurt me as I didnt have my spreadsheet with me to write all the rewards/psyhic powers down. bolt of change was very nice against them from fateweaver so was the str6 from the herald/horror squad. He was running a beast pack with the baron and reavers as well.
This message was edited 1 time. Last update was at 2013/04/25 06:48:51
40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/ 06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final
Slow&Purposeful hurts most when games end early because you can't run, and also because the I8 princes can't sweeping advance. You have to rely on a decent massacre move to get back to cover.
QFT! This is one of the main reasons I cant bring myself to take the nurgle princes. It is silly that an I8 models cant sweep a squad. My tzeentch prince has saved my baken several times with a timely auto-sweep of a unit.
Glad you had success with the drones. Being T5 makes them really hard to instant kill. If you can boost their saves then I can see them really giving an army a run for its money.
Sorry to here about the blight drone. The important part is you had fun though. Glad to hear. I think that is the main goal with daemons. They are random and fun.
In relation to S&P on the Nurgle DP, it depends on who you are playing I suppose - all my games so far have been against Dark Angels, so although sweeping helps keep opponents in combat, you don't have the chance to sweep a squad due to ATSKNF.
Only used Nurgle DP once so far (first few games were using BT/Khorne DP combo) but he was amazing. He was expensive (Wings, Armour, 2 Greater Rewards and Level 3 Psyker, ouch) but swept through my opponent due to having Iron Arm, Enfeeble (both Biomancy) and Miasma of Pestilence (Nurgle lore). He took out a full Ravenwing biker squad, full Deathwing Knights squad and a Scout squad for the loss of one W, the Nurgle power being a huge help to stop any damage (it is also a blessing so can't be resisted). Considering it was the Scouring, he scored me one VP for destroying the bikes and denyied my opponent the 4 VP objective, thus winning me the game.
So very long winded way of saying that considering how good the Nurgle powers are, the potential impact of taking a Balesword if facing multiple wound enemies, and the benefit of shrouding if you need to avoid shooting for a turn, I think the Nurgle DP is a perfectly viable option, particularly against non-sweepable Space Marine/Fearless armies.
The hounds are there basically to be a distraction to draw more fire off the princes. They will be hard to kill off and will be on the enemy on turn 1 if the enemy get the first turn and do not deploy as far as possible from them. They are there basically to force the enemy into a corner. 40 T4 wounds with a 5++ save (3++ if i run with grimoire), that's a lot to deal with. Oh and took some Mlvls for the princes so that have a chance for some biomancy silliness.
masquerade81 wrote: Decided that i will drop one prince from my Monster mash list and replace him with some fast attack in the form of Khorne Flesh Hounds!
HQ:
Fateweaver 300
Karanak 120
Herald of Tzeentch
Mlvl 2
portaglyph/grimoire (depending on the mission)
conjuration
Troops:
15 horrors
10 plaguebearers
Fast attack:
20 Flesh hounds 320
Heavy support:
DP of Tzeentch
flight, armor, Mlvl 2, 1 lesser, 2 greater 330
The hounds are there basically to be a distraction to draw more fire off the princes. They will be hard to kill off and will be on the enemy on turn 1 if the enemy get the first turn and do not deploy as far as possible from them. They are there basically to force the enemy into a corner. 40 T4 wounds with a 5++ save (3++ if i run with grimoire), that's a lot to deal with. Oh and took some Mlvls for the princes so that have a chance for some biomancy silliness.
I am running the following list for a 1750 tournament in the morning.
1750pt build
Fateweaver 300pts
Herald of Tzeentch 150pts
Exalted Locus of Conjuration; Exalted rewards; mastery level 3 (grimiore of true names)
Herald of Tzeentch 125pts
Exalted rewards; mastery level 3 (portalglyph)
Herald of Slannesh (Exalted Reward; Great loci of Beguilment; ML 2) 155pts
Herald of Nurgle (greater locus of Fecundity, greater reward, ML2, Palaquin of Nurgle)180pts
Heavy:
1 daemon prince (tzeentch, Warp Forged Armor, Greater Reward x 2, daemonic Flight, Mastery Level 3) 345pts
Total: 1750pts
I actually like to roll telepathy for my daemon prince and my slannesh herald. I might throw one or two dice at biomancy and then shoot for terrify, invisibility, hallucination etc... It is obviously match-up dependent. Terrify is amazing against fearless armies. I would recommend looking into them. Had tau broadsides go derp and I charged them with fateweaver. They couldnt overwatch or hit back for two turns and he was just grinding them away as I gave him warp speed.
Dp of nurgle, wings, armor, greater x 2
Nurgle soul grinder
Nurgle soul grinder
Csmdp of nurgle, wings armor, black mace
Cultists x 11
Helldrake
Its troops light for sure. Trying it out tomorrow night.
It is more of a fluffy build but I think it could hold up alright. Let us know how the MSU beast of nurgle work for you. I am guessing your trying to maximize IWND rolls by seperating them up? Beware that these guys could make easy kill points if your opponent focus fires on them.
Automatically Appended Next Post: I have also toyed with taking this tomorrow just for the lawls. How many builds do you have that can handle 5 FMC?
Fateweaver 300pts
Bloodthirster GRx2 290pts
15 Blood Letters 150pts
15 Pink Horrors 135pts
Tzeentch Prince wings and armor; GRx2 MLx3 345pts
Khorne Prince wings and armor; ERx1 GRx1 270pts
Khorne Prince wings and armor; GRx2 260pts
1745pts
This message was edited 2 times. Last update was at 2013/04/27 02:27:30
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Ive used them before and they work really well in soaking up some fire but their real purpose is to absorb overwatch so the dps roll in unscathed...andif you are shooting at my 50 point model then my 300 point dps thank you
i was also thinking of a tactic that i would multicharge with the hounds, then throw two DPs into the same big combat and start moving down the enemy. Would be hillarious to watch 3+ enemy units get tied down into a huge melee and karanak would soak up challenges, so that the princess could hack away at easy kills.
The problem with this tactic is that if i lose combat some how, then all three of my units start testing for instability. Also i lose half my attacks with the hounds on the charge.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)