Minimanj wrote:@mushkilla, I'd drop both plagueriddens and one 1 icon in exchange for more rewards, maybe a lesser reward on each of the daemon princes. I just think one icon is enough because you're going to want to be concentrating your forces, and the instruments will ensure all your units will arrive.
Thanks for the feedback. I think you are missing the point of the list though, the icons are pretty important.
The
DPs deploy on the board preferable out of sight (it's easy enough to hide them on most boards, if not behind a ruin out of range of as much as possible (in this case you will want them to fly along your board edge turn 1 again making sure they end their move behind a ruin for that 2+ cover).
Turn 2 you roll for reserves, you deepstrike the two plague bearer units and then use an instrument to pull the
GUO in and the icon to land him accurately in cover within 6" of either of them. The reason you need an icon in each unit is you don't know which unit is going to make its reserve roll, it also give you more deployment options for your
GUO if you get both plague bearer units on at the same time as you have two icons you can land next to (so if one scatters wild, you still have the other to fall back on). Positioning is crucial if you want to make the most of
GUO. Once the
GUO has landed you move your princes up, and your opponent is dealing with 3
MCs and a unit or two of plague bearers. It's massive target saturation that reliably hits turn 2. Turn 1 all I do is roll on the warp storm table and sit there, no rush after all I'm playing nurgle! The other thing is because I don't have any Icons starting on the board, I don't telegraph my intentions, so my opponent has no idea where my forces are going to land.
The plague bearers tend to be in forward positions. Meaning they can get assaulted, the plague ridden allows me to tie up beatsticks by challenging them, more often than not giving me enough time for my
DPs to come to the rescue. They also help protect me against 3s on the warp storm table, I'd rather have a 3/5 chance of having one of my
MCs take a
3d6 instability test than a 3/3 chance!
I don't see how my
DPs would benefit from a lesser reward? All the results are underwhelming: inflicting wounds when taking wounds in
CC (not needed), doubling S on 6s (not needed), +1 to DtW (not needed), +1 to reserves (not needed they start on the board), the two shooting attacks (the
DPs already have two shooting attacks, both of which are better).
I hope that explains the reasoning behind my choices.