Maddening Mutant Boss of Chaos
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Here is my list from Templecon Onslaught GT 2015. (been having some inquiries so figure I just list)
CAD 1
LVL 3 Lord of Change , 2 greater, 1 lesser
Lvl 3 Tzeentch Herald, locus of conjuration, Exalted Gift
Lvl 3 Tzeentch Herald, Locus of Conjuration
1 Slaneesh Herald , Lvl 1, greater, lesser.
11 Horrors
11 Horrors
18 Seekers
18 Hounds
CAD 2
lvl 3 Nurgle DP wings and armor, 2 greater.
3 Nurglings
3 Nurglings
Very minimal summoning, only incursion (to summon drones, since I have 6 painted and completed that used to be in my 6th edition list). And one game I turned a pink horror sqaud into another LoC. But the army is not a "summoning army". Its a FF volume of fire in your face army.
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Maddening Mutant Boss of Chaos
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Well I usually do not give the ins and outs with list I make. But doing what I wanted to do with my Daemons the past few years. I will dissect my list and my train of thought. By all means, its my style, the way I play, and in the end mostly my opinion that works for me, might not work for everyone, might be the next thing people try.
It plays well. Gives me a lot of diversity. There are a ton of rolls on divination made. LoC is really looking for precognition, and his lesser roll is always defaulted to the +2 str staff. His greater is looking 1,2,3,6 any combination of the 2 make him super powerful. If he misses precog, he is still likely to get misfortune and/or perfect timing.
If I am playing something that has jink or some dumb cover rule, heralds roll on div to obtain perfect timing for them and their unit. Remember them and their unit are str6 flickerfires.
If someone brought a Knight or super heavy, then rolls are switched to find misfortune.
The LoC, can be a ground destroyer or happy to circle around those Knight players, to hit the knight from 2 angles with FF. Misfortune is such a great spell still. Also remember the opponent declares his shield at the start of the shooting phase, so you will have another turn to get around his shield with your next magic phase.
There has been some talk about a herald and then the unit he is attached to allowing 2 FF spells to be fired. Most tourneys allow it, but honestly if this is what people thin is the big threat with this list. Then they are, IMO, out of their league.
The punch and main threat in my list, VS just about everything, is the Seeker Unit and/or the hound unit. Again Misfortune, prescience (hounds), grimoire, and forewarning blessing really makes these 2 units so potent. Plus they are super fast, and both have fleet.
The herald of slannesh wielding a str 5 AP 2 weapon, rerolling hits for her an her whole unit is crazy. Plus if i hit a screamer star, or a unit hiding some 2+ buffer, I just challenge that model Scorpion, mortal combat style (GET OVER HERE), and wipe him out.
Plus the DP, with an ID weapon, who always has a 2+ Jink, obviously his rolls are on bio, looking for iron arm or endurance really. Just his presence on the field makes people think or over think.
If I can I will go for demonology on a herald, or a unit, looking for incursion mainly, though one game I turned a unit of horrors into a LoC.
I played with drones a lot in the past, I think they are great and to get three of them for free is really good. But its a selective unit, and I had a lot of practice with them. Plus I have 6 painted!
People have knocked me for not taking Fateweaver of Bel'Akor.
To me, Faty is a fire support flier that brings a few cool things like warlord trait and the reroll of 1d6 a turn. But honestly His warlord trait is not always the best. I played a game where I rolled a 3 twice on the warp storm, killing off both my heralds. It mattered not in all honesty, and I simply adapted. LoC is a much much much better choice do to his versatility and the fact he is a beast in combat. But this has been debated a 1000 times, and in the end its my opinion.
Bel Akor, is great. I used him last year in my templecon list, and won with him.
I did not take him this year only because I set some stipulations for myself. No Forgeworld, No named characters, no Lords of War, no Knight titans, no formations. And no ally from a different source.
I had 5 great games, saw a lot of people I did not see since last year. And had a good time. Though I missed my buddy who brought booze (wheelchair Dean), and the guy i met who hammered the booze with me as we played at adjoining tables lol. (Nick N)
If I play deamons next year (only because I have not painted another 40k army 100% yet) I will set further restrictions most likely, and try to do it with no magic as well as other restrictions listed earlier.
But to me, this army just lets me adapt to all takers. and its 40k 101, watch what your opponent does, adapt, set traps, and dont give up till the end.
I will also say, that I remind my opponents of everything as they play "Rememeber they have a 2++ right now". "Hey did you want to run with your unit last turn?". "Hey did you mean to be within 30" of my horror squad thought you wanted to be out of FF range, so just move him back and extra half inch if that was your goal". This is the way I play, and the way I want to win or lose. I can say all my opponents showed that same courtesy back and it made for a really good time!
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