Stormbreed wrote:This past weekend the Doom I was running dropped in sucked 2 wounds off a Bloodthurster, the huge model version, it also sucked one wound of a chosen squad. On the thursters turn the giant beast turned moved 7inches away, lashed the Doom but Doom made his 3ups.
Finally the BloodThurster (King of all demon princes) charged Doom, had something like 6 attacks, 5 hit, 4 wound, 1 being an
ID. Doom makes 4 3++. Doom attacks back does one wound as he's
StR 7. Thurster fails his 3+ then loses combat and rolls a 12 and poof he's gone.
Doom 130 points with a pod, dealt with a Blood Thurster in one turn who costs over 300, moral of the story, demons should run screamer stars or prepare to lose.
More like, you simply got insanely lucky... (and a Bloodthirster is a Greater Daemon, not a Prince

)
Daemons are more than capable of winning games with multiple competitive lists beyond the noob crutch.
I tend to run my Tzeentch Prince w/Exalted + Greater gifts, 3+ armour and Lv3 between Biomancy and Telepathy.
It's fun to go for the Mutating Warpblade default on the Greater gift, especially if I end up rolling either the 3+ armour save or Hellfire Gaze if there's not much armour on the table. Turning all those little Sergeants and similar into Spawn on a 2+ is a great way to make opponents really think twice about trying to simply challenge-trap the Prince for a round.
The Exalted roll if it's not 'Doubly Blessed', 'Riftbringer' or Souleater, I'll default to a Hellforged Artifact. (The Doomstone is a lot of fun!)
For his Psychic Powers, obviously the main ones to aim for would be Iron Arm + Warpspeed from Bio, and Invisibility from Telepathy. Both lores have really good Primaris spells as well, so a dud roll is nothing to really fear. I also really love getting the -1S/T hex from Biomancy as well! Works a treat on all those multi-wound T4 units who suddenly auto-pop to all the S6 shooting from the Horrors... (Even Meganobs & Paladins feel pretty weaksauce since they'll be eating 7D6 re-rolled hits worth of shots - enough to kill a few for sure) Also a really handy way to deal with inadvertently giving a T4 unit a really good
FnP save through the Warpflame trait, but honestly, that should never happen in the first place.
Being a mono-Tzeentch player, my Prince tends to fulfill the role of being an additional beatstick who can wade into combats alongside the likes of the Screamers and the Lord of Change, who is simply plain silly when given 2x Greater gifts + Bangstick of Tzeentch for S8/ap2 and 3 Divination spells to play augment machine.
He's also quite handy at supporting the unit of SD6 Horrors when they roll high for their strength... It can be a nasty shock to other non-dedicated close combat units to suddenly be facing down upwards of 30+ S5/6 attacks alongside the ap2 of the Prince.