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So what do most summoning lists lack? Decent damage output. So how can we make a summoning list with a good damage output? Well R&H have some very cheap units with exceptionally good damage output for their points. But to make sure that the summoning side doesn't suffer, im going to also include a Typhon with the Death of Kasyr Lutien as this allows a d6 reroll on any failed test for each hull point remaining - thus allowing upto 6 rerolls when at full health. Also a portalglyph and the blue scribes to contribute some free summoning.
Renegades and Heretics:
Arch demagogue with covenant of tzeentch, primaris rouge witch and ML2
4 disciples with autocannon and granade launcher
3 spawn
3 spawn
3 spawn
10 mutants
10 mutants
3 rapier laser desteoyers
Militia training
3 rapier laser destroyers
Militia training
2 earthshaker cannons
Deamons:
The blue scribes
Herald of tzeentch
ML3, exalted (portalglyph)
Herald of tzeentch
ML3
Herald of tzeencth
ML2
Herald of tzeentch
ML2
11 pink horrors
11 pink horrors
CSM:
Sorceror
ML3, spell familiar
Sorceror
ML3, spell familiar
10 cultists with flamer
10 cultists with flamer
Typhon with ceremite and Death of Kasyr Lutien
1999pts
So 22+d6 power dice a turn, with rerolls on fails on all the sorcs spells and rerolls on upto 6 more dice of choice making casts far more reliable. Blue scribes add WC for any of the opponents successful rolls and casts a free spell a turn. Portalglyph pumps out small deamon units.
All the while there are 6 tl bs3 st9 ap1 ordnance shots, 2 st9 ap3 ordnance large blasts, an 1 st10 ap1 ignores cover primary weapon 7" blast, all of which are on durable platforms. 9 spawn to distract and get in the opponents face whilst summoning gets started.
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