A Tz demon army can do well, but it's very hard to use.
The new rules for charging and free reforms from the musicians makes it much harder to keep out of CC, or avoid missile fire. Plus the magic phase is stupid brutal.
Another difficult thing for this type of army to overcome is you no longer get half points for units under half of their starting strength, so you have to wipe it out completely in order to get any points. With solid spell selection from Kiros, and target priority; you should be able to pull some wins. However, be advised that crushing victories will be few and far between though, as you are purely playing for VP advantage from turn 1.
A Tz DoC army can generate plenty of PD to feed Kiros: channeling from the Horrors, Power Vortex, Boon of Tz, and Purple sun, can all happen every turn.
With Kiros's +6 to casting rolls, he can throw very few PD at most spells, and then ramp the PD back up with Boon/Purple sun.
Blue Scribes would be cool; free dice = amazing with Kiros.
Drop the horrors down to min core, and pick up some screamers.
Use the Screamers to mop up after Kiros does his thing to a unit. It might take a few passes, but eventually you’ll be able to fly them over multiple damaged units, and clean them out.
If you see a lot of war machines, and massive infantry blocks, furies could work to redirect opposing units, and tie up war machines for a turn or 2. Furies do suck hard though, and really won’t ever kill anything; they are just chaff/sacrificial pawns. (But to be fair, your whole army is chaff to insure Kiros wins you the game.)
I know you refuse to mix gods, but if you ever change your mind flesh hounds are pretty good in an engagement denial type list. Just send them and some flammers in to clean up after Kiros wrecks a unit.
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