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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

Hey! Don't insult me giving some plague bearers a 2+ FNP . It really didn't help I was playing Tzeentch with 10 Bloodletters and 1 skull cannon versus an enemy that deployed Seekers and then a giant 20 horde of plaguebearers with a herald that gave them a 5+ FNP on top of that buffed cover save. Those buggers were a pain to kill by the end xD (actually charged pink horrors at them and killed them by way of weight of numbers xD)

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Made in ca
Monstrously Massive Big Mutant





Canada

I've run sling-shot Nurgle Grinders with their goo-spray of love and tolerance <3 haha

Sadly, my Tau opponents forfeit end of turn 2 because of that XD Epidemius can be a nasty thing to behold when your tally goes up to 30 bodies in 1 round of love making

On a side note, I have yet o run Plague Drones.. They seem really cool, I'm just broke atm and cannot afford the 18 I would like to buy XD

Life: An incomprehensible, endless circle of involuntary self-destruction.

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Made in dk
Dakka Veteran




Well that's just beautiful! I shelf my World Eaters army to pay attention to my Khorne Daemons instead and now there's this global view of Bloodletters. Actually I thought they were good as for example some Eldar units got a 3+ armour save instead of the usual 4+.

Are you sure Bloodletters aren't just the "least good" instead of "terrible bad"?

If Horrors chose to roll on the Discipline of Change and rolled Infernal Gateway, what would happen if they got reduced to 10 models or less? Just no chance of doing anything?

What about the Bolt of Change for small squads to deep strike in close to enemy vehicles? Or is it always, hands down, Flickering Fire of Tzeentch which should be chosen?

Andy Chambers wrote:
To me the Chaos Space Marines needed to be characterised as a threat reaching back to the Imperium's past, a threat which had refused to lie down and become part of history. This is in part why the gods of Chaos are less pivotal in Codex Chaos; we felt that the motivations of Chaos Space Marines should remain their own, no matter how debased and vile. Though the corrupted Space Marines of the Traitor Legions make excellent champions for the gods of Chaos, they are not pawns and have their own agendas of vengeance, empire-building vindication or arcane study which gives them purpose. 
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

 StarTrotter wrote:
Hey! Don't insult me giving some plague bearers a 2+ FNP . It really didn't help I was playing Tzeentch with 10 Bloodletters and 1 skull cannon versus an enemy that deployed Seekers and then a giant 20 horde of plaguebearers with a herald that gave them a 5+ FNP on top of that buffed cover save. Those buggers were a pain to kill by the end xD (actually charged pink horrors at them and killed them by way of weight of numbers xD)


Flamers my good man, Flamers! They make those Nurgle b cry like the little girls they really are.
Then the Pinkies can try and finish off what's left, or else just let the Magic-chicken swing away with his S8 which will at least deny the FnP. A couple good rolls on his Greater Rewards/Div powers will nerf that poison attacks trait into the ground.


Chaospling wrote:
Well that's just beautiful! I shelf my World Eaters army to pay attention to my Khorne Daemons instead and now there's this global view of Bloodletters. Actually I thought they were good as for example some Eldar units got a 3+ armour save instead of the usual 4+.

Are you sure Bloodletters aren't just the "least good" instead of "terrible bad"?

If Horrors chose to roll on the Discipline of Change and rolled Infernal Gateway, what would happen if they got reduced to 10 models or less? Just no chance of doing anything?

What about the Bolt of Change for small squads to deep strike in close to enemy vehicles? Or is it always, hands down, Flickering Fire of Tzeentch which should be chosen?


1. Bloodletters are just the "least good" as you put it. In the proper list, your opponent will have far too many other huge threats in their face by your turn 2 to be worrying about Bloodletters.
Plus you should be able to bring them in accurately via Deep Strike using Icons.

2. If Horrors start the game at only the basic 10 models, they can't keep Gateway should they roll it, meaning you have to keep re-rolling until you get either of the other two powers.
If your Horrors began the game at say 18 models and roll Gateway, they simply won't be able to cast it once they fall to 10 models or less since they won't have the Warp Charges to power it.
If you have the Blue Scribes however, you can always give his syphoned Warp Charge(s) to that Horror unit in question in order to manifest Gateway. (he's really, really crap in 40k however, and relies on your opponent spamming their own psychic powers to really work, so not really much of an option...)

Overall, if you're going for MSU Horrors, then you're aiming for Bolt, which is only a 50/50 chance anyways. Not the most effective use of pts, but very handy to keep in mind if you're going to (ab)use The Portalglyph artifact!
Bolts can even be aimed to hit your own unit(s) and help build the FnP effect on them too - handy for Nurgle units.

Flickering Fire is simply the most effective way to use your Horrors, as no other Troops unit in the game gets unit-wide S6 shooting that typically re-rolls to-hit... Tau players tend to get somewhat jealous!

 
   
Made in dk
Dakka Veteran




Experiment 626 wrote:


2. If Horrors start the game at only the basic 10 models, they can't keep Gateway should they roll it, meaning you have to keep re-rolling until you get either of the other two powers.
If your Horrors began the game at say 18 models and roll Gateway, they simply won't be able to cast it once they fall to 10 models or less since they won't have the Warp Charges to power it.
If you have the Blue Scribes however, you can always give his syphoned Warp Charge(s) to that Horror unit in question in order to manifest Gateway. (he's really, really crap in 40k however, and relies on your opponent spamming their own psychic powers to really work, so not really much of an option...)

Overall, if you're going for MSU Horrors, then you're aiming for Bolt, which is only a 50/50 chance anyways. Not the most effective use of pts, but very handy to keep in mind if you're going to (ab)use The Portalglyph artifact!
Bolts can even be aimed to hit your own unit(s) and help build the FnP effect on them too - handy for Nurgle units.

Flickering Fire is simply the most effective way to use your Horrors, as no other Troops unit in the game gets unit-wide S6 shooting that typically re-rolls to-hit... Tau players tend to get somewhat jealous!


Well my idea was if Tzeentch Daemons were allied to a Thousand Sons army. The Thousand Sons would focus on infantry with their AP3 shooting and I would bypass the Warpflame by using Bolt of Change on vehicles.

Thanks by the way - I forgot that you just keep rolling on the Discipline rather than being forced to choose the default psychic power, if you roll a psychic power which demand more Warp Charges than the psyker has.


Andy Chambers wrote:
To me the Chaos Space Marines needed to be characterised as a threat reaching back to the Imperium's past, a threat which had refused to lie down and become part of history. This is in part why the gods of Chaos are less pivotal in Codex Chaos; we felt that the motivations of Chaos Space Marines should remain their own, no matter how debased and vile. Though the corrupted Space Marines of the Traitor Legions make excellent champions for the gods of Chaos, they are not pawns and have their own agendas of vengeance, empire-building vindication or arcane study which gives them purpose. 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

Oh I know it was maily due to pretty much only having the models I could deploy (20 pink horrors, a herald of T, a skull cannon, and 10 bloodletters)

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