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Maximizing Ahriman potential - Probably a crappy idea.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in nl
Automated Rubric Marine of Tzeentch



Netherlands

So what's Ahriman's problem? a) he costs a land raider and a leg, b) no spell familiar, c) fragile. And what's Ahriman's bonus? 3x same witchfires per turn. Not much to gain compared to the problems but let's try to look into that. So we can't do anything about his point cost. So I say go the extra mile, capitalize on a deathstar based around ahriman. So points do not matter (so much). So b, no spell familiar, so make sure he has enough (ie a shiftload) of warp charges to waste. And c, fragile. That's an easy fix, go invisibility. So Ahriman's trick is that he can cast 3 x same witchfire each turn. So what if you get 4 witchfires on him? That's a potential 12 casts per turn, or even 15 if you consider the crappy tzentch's firestorm. Playing Ahriman for witchfires mitigates the sucky part of the witchfires somehow because ahriman has BS 5.

Now the good witchfires have a crappy range, and good range witchfires are usually crappy. So we'll go for short range. Infiltrate is not good enough, we need to be closer and faster. So we'll pick a dreadclaw with jet boosters.

So we need a deathstar unit on a dreadclaw and a lot lot lot of warp charges. Then Ahriman can potentially come down and kill stuff. Enter the psybomb!

Psybomb list (generic points, tweak around for 1850 or 2000 or whatevs).

Unbound Crimson slaughter

Sorcerer, ML(3), deamonheart, balestar of mammon, force axe, sigil of corruption

Sorcerer, ML(3), sigil of corruption, spell familiar, force axe.

5 x Chosen (4+ champ), 4 x plasma guns, Ravagers, champ has powerfist, Dreadclaw Drop Pod, boosters.

Unbound black legion

Sorcerer, ML(3), sigil of corruption, Last Memory of Ya-dude, spell familiar, force axe.

Unbound CSM

Ahriman

Sorcerer, ML(3), sigil of corruption, spell familiar, force axe

Allied detatchment deamons:

2 x Tzeentch herald, ML(3)

16 x Pink horrors of tzeentch

16 x Pink horrors of Tzeentch

This is the list more or less, it amounds to something like 1650 pts so far, so you can add more stuff of your liking. So what does this list do?

1. It has 28 warp charges. That should get you going.
2. It can drop your deathstar (5 x chosen + Ahriman + 3 x Sorcerers) by drop pod rules in the first turn.
3. Psychic phase does the rest.

So here is how the trick works: Obviously we want invisibility, so keep rolling telepathy on your sorcerers until you get one. If you have spells left, you can roll on Sanctic demonology (for +1 inv, the flamestrike nova, hammerhand giving your force axes str 7 and even to teleport your deathstar around). Or you can roll divination and go for prescience on your force axes. anyways once we have 1-2 invisibilities, some sanctic spells and maybe prescience, Ahriman can start rolling for his witchfires. Scream is an obvious one and he can roll pyromancy or whatever else for the rest points.

So this unit drops first turn. While other drop pod units do one thing (ie charge only or shoot only), this unit can do everything. It can blast things in the psychic phase, shoot preffered enemy plasmsa guns and also charge with force axes and a powerfist. It can turn invisible, it can get 3+ invul on the sorcerers, it can go prescience + hammerhand and smash a lot of things in close combat. So drop right in the middle of the enemy forces, cast your invisibility first using 5-6 dice (you can try to get it twice also for added insurance), then use your remaining dice on Ahriman to triple scream, triple breath or triple nova things off the board. The last memory and the possible sanctic nova power can be used for extra effect against swarm armies. Then proceed to shoot stuff with rapid firing preferred enemy plasma guns. Next turn do it all over again, only add prescience and hammerhand and then assault for the big laughs. An invisible unit with rerolling str 7 ap2 with force attacks. And a str 10 powerfist. Should be fun.

The rest of the list obviously parks on objectives and tries not to die. You can add a nurgle soulgrinder to make sure it won't die. Maybe one can add two units of melta gun havocs in rhinos to utilize Ahriman's infiltrate warlord trait.

So that's my bomb. It's how I see utilizing Ahriman to maximum. Yes I know, culexus and yes I know, intercepting Riptides. Although what can men do against such hate anyways? What do people think?

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Made in us
Decrepit Dakkanaut




I will make a bigger post later, but for starters the Daemonheart on the Sorcerer is just a terrible idea.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

How can Infiltrate not be enough? Smite and Psychic Shriek are both 18", and the minimum Infiltrate distance (when seen) are 18" anyway.

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in nl
Automated Rubric Marine of Tzeentch



Netherlands

Last memory, the sanctic nova, tzeentch and pyromancy templates. A lot of really good powers you need 6-8" or even less to get advantage of.

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