Switch Theme:

Daemon prince powers, why not biomancy?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Grumpy Longbeard





Canada

I play a Tzeentch flying circus with 2 princes (both ML3) and roll biomancy for them pretty much all the time and divination for the LoC (malefic is done by the horrors and heralds).

I've been playing for a few months now and I think it's time to deviate from the simple approach and mix things up a bit.

I was thinking to rolling some (1 out of 3) telekinesis (and new change for the LoC) to help if there is a lot of vehicles with AV 12+ (enough flickering fire can deal with AV10 and 11).

Not telepathy because you need to devote more dice to get a decent chance at the good stuff.

How often do you use not biomancy?
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

I usually don't take Daemon Princes because I think Lords of Change are superior in almost every way. A Lord of Change with two greater rewards and one lesser, level 3 psyker is cheaper than a Daemon Prince with the same load-out and superior imho because of its T6 (no ID from S10). A Lord of Change with Iron Arm is a pain to dislogde for your enemy (give him the Tzeentch lesser reward staff, so even without Iron Arm he attacks with S8).

On Psychic powers; Biomancy is very strong on any MC (as sad Tyranid players can tell you). I occasionally go with 2 Change powers, but as I play against a Grey Knights player, shooting Psychic powers rarely do something. Telepathy can also be strong depending on your enemy. I am not a big fan of Telekinesis.

12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) 
   
Made in kr
Drone without a Controller






 Hansisaf wrote:
I usually don't take Daemon Princes because I think Lords of Change are superior in almost every way. A Lord of Change with two greater rewards and one lesser, level 3 psyker is cheaper than a Daemon Prince with the same load-out and superior imho because of its T6 (no ID from S10). A Lord of Change with Iron Arm is a pain to dislogde for your enemy (give him the Tzeentch lesser reward staff, so even without Iron Arm he attacks with S8).

On Psychic powers; Biomancy is very strong on any MC (as sad Tyranid players can tell you). I occasionally go with 2 Change powers, but as I play against a Grey Knights player, shooting Psychic powers rarely do something. Telepathy can also be strong depending on your enemy. I am not a big fan of Telekinesis.


I dont think a LOC can have iron arm, it cannot access biomancy.

I usally use ml3 DPs and roll 2 dices for biomancy( 1 dice if I get iron arm at the first time) and roll last one for telepathy. If it failed to get invisibilty I change it to primaris power.
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

 buo-ong wrote:
 Hansisaf wrote:
I usually don't take Daemon Princes because I think Lords of Change are superior in almost every way. A Lord of Change with two greater rewards and one lesser, level 3 psyker is cheaper than a Daemon Prince with the same load-out and superior imho because of its T6 (no ID from S10). A Lord of Change with Iron Arm is a pain to dislogde for your enemy (give him the Tzeentch lesser reward staff, so even without Iron Arm he attacks with S8).

On Psychic powers; Biomancy is very strong on any MC (as sad Tyranid players can tell you). I occasionally go with 2 Change powers, but as I play against a Grey Knights player, shooting Psychic powers rarely do something. Telepathy can also be strong depending on your enemy. I am not a big fan of Telekinesis.


I dont think a LOC can have iron arm, it cannot access biomancy.

I usally use ml3 DPs and roll 2 dices for biomancy( 1 dice if I get iron arm at the first time) and roll last one for telepathy. If it failed to get invisibilty I change it to primaris power.

You are absolutely right. I will have to explain to my friends that I have been cheating :(

12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) 
   
Made in ca
Grumpy Longbeard





Canada

Divination on the LoC is good, I'm pretty sure precognition was written with 2 wound characters in mind, add a staff and it's better than iron arm, gets almost all its wounds through and try to kill it on the ground where it can beat things.

I agree that LoC is better than a prince, but if you take 2 you don't get any heralds and you can only take 2.
Unless you go double CAD, 4 squads of horrors is plenty of warp charges 1220 for 4 LoC and 396 for 4x11 horrors makes 1614, drop one LoC and take some heralds for a daemon factory at 1500 .

I see your point, but how often do you get invisibility and how useful is shriek? Telekinesis has 3(ish) answers to vehicles so 50% chance of something to deal with that issue... What am I missing?

I should add that the reason I'm thinking along these lines is the ing superheavies that my friends bring because my list is apparently OP.
Don't want to assault them, best case I probably still lose my FMC(s) in the explosion, so I thought stay in the air and telekinesis while the LoC and other DP dodge it and try to murder something near objectives?

This message was edited 4 times. Last update was at 2016/03/23 13:14:11


 
   
Made in ca
Regular Dakkanaut




Lash of Slaanesh and Iron Arm is good. Particularly as AA
   
 
Forum Index » 40K General Discussion
Go to: