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Building a better abomination (Daemons)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Which way should I lean the list?
Blast them with more magic!
Smash them in the face!

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Made in us
Krazed Killa Kan






South NJ/Philly

So I'm building a Khorne + Tzeench Daemon army to take pretty much exclusively to tournaments and I'm trying to figure out which way I want to run the army.

I've built up the fairly obvious choices as the "Core" of the army:

Blood Thirster kitted out - 550 Points

3x 10 Horrors - 360 Points

2x 5 Furies - 120 Points

2x 6 Flamers - 420 Points (willing to drop 1-2 from each unit to fit things)


Now, I'm pretty dead set on adding as many units of Flesh hounds as I can, but I have to balance this against my hero selection. I'm going for a 2250 point list and I don't know which way I'd like to go.

On one hand I could add 2-3 Tzeench Heralds, probably all with the Flying gift and then either a Scroll and at least one with the Power Vortex to make it so that each Herald and Horror unit can throw 2 Dice at the normal Tzeench Magic Missile spell.

The other answer is Juggernaut based Heralds, one with the BSB and to counter the lack of scrolls and only 5DD, I would add the Sundering banner.

Granted, I'll have the models to do this either way and will probably end up experimenting with all the different builds and gifts, but I figure it should make for a decent poll.
   
Made in us
Fresh-Faced New User




Hi,

I would add three Herald of Tzeentches to the army, and put them all on Chariots. Then use the minimum core number of Horrors (3 units of 10 is most efficient), then flamers and flesh hounds. That way, you have plenty of DD and PD for any spells you decide to cast. Also, your chariot heralds should be your dispel caddies, so give each of them a scroll.

Happy hunting!
   
Made in ca
Dakka Veteran




I'd run with the Tzeentch Heralds. With 12 power dice = 6 magic missiles + Flamers, you have lots of ranged options to go with the punch of the 'thirster and Flesh Hounds. 8 Dispel dice to stop the critical movement spells is just as good as the banner of sundering. Won't stop mass raising, but banner of sundering wouldn't have helped you there anyway.

Zoned
   
 
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