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[1850] - Chaos Daemons - Mono Tzeentch, my attempt at a screamer star with new artefacts.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Agile Revenant Titan






So, I've played daemons for a while. I've mostly been a Khorne and nurgle fan with a touch of Tzeentch flying daemons. So I'd like to try a build that's popular, but it's different for me. This is what I've come up with, it's supposed to be competitive.

HQ - Fateweaver. Warlord
HQ - 3x Heralds.
1st - lvl 3 Herald, disc, exalted reward (Grimoire of true names)
2nd - lvl 3 Herald, disc, Exalted locus of conjuration, paradox
3rd - lvl 2 Hwrald, disc, the endless grimoire

Troops - 10 Pink Horrors
Troops - 10 Pink Horrors

Fast attack - 9 Screamers

Heavy Support - Daemon Prince of Tzeentch, wings, endless robe, lvl 3, 1 GR, 1 LR.
Heavy Support - Daemon Pronce of Tzeentch, wings, armour, lvl 3, 2 GR, 1 LR.

So the idea is simple. Old school screamer star with new relics. Giving the star more powers and more chance to get powers off. Fateweaver will likely be the warlord. Thought about making a herald the warlord to roll on the new warlord traits table. Also contemplated a Lord of change, but that re roll on the grimoire of true names is too good.

I know I can ditch a level off of a herald and gain a horror in each squad to give me 2 more warp charges. But I thought this single level was more survivable.

There's 20 warp charges in total. Tempted to put one prince on telepathy for invis, one on biomancy for a ninja, one herald will be on change. The other two likely on daemonilogy but taking the change primary.

What do people think?


Automatically Appended Next Post:
Edit:

A herald will be the warlord, otherwise the endless grimoire is pointless.

This message was edited 1 time. Last update was at 2016/04/08 19:11:50


You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in it
Contagious Dreadnought of Nurgle





what is use of endless grimorie in your list? kairos already know all Tz powers and herald cant use it (it is not warlord).

This message was edited 1 time. Last update was at 2016/04/08 19:14:04


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Made in gb
Agile Revenant Titan






 blackmage wrote:
what is use of endless grimorie in your list? kairos already know all Tz powers and herald cant use it (it is not warlord).


Hey buddy. Read the edit, the idea is to run a herald as a warlord. The ML2 one. Or is that a terrible idea??

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





You can't be ML2 and take the endless grimoure, because you can only generate half your powers on the table IIRC.

Also, why the hell would you make the herald your warlord when fateweaver is there? Fateweaver's warlord trait is very important and him being flying is another layer of defense against giving up slay the warlord.

I think you're trying too hard to take all the new toys instead of evaluating what is actually good out of the new toys first.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

One idea is to make one of your princes a warlord and use the endless grimoire to get all the powers on Tzeentch. This gives you a reasonably tough warlord and it gives you two flyers who can fire off a StrD shot per turn. Just an idea, although it would use up a lot of your mastery levels.
As I said just an idea.


Automatically Appended Next Post:
 Drasius wrote:
You can't be ML2 and take the endless grimoure, because you can only generate half your powers on the table IIRC.

There are wispered rumours that since the new powers table is 6 powers it no longer restricts you to half. Just rumours of course, but still...

This message was edited 1 time. Last update was at 2016/04/08 19:52:39


Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in gb
Agile Revenant Titan






 Drasius wrote:
You can't be ML2 and take the endless grimoure, because you can only generate half your powers on the table IIRC.

Also, why the hell would you make the herald your warlord when fateweaver is there? Fateweaver's warlord trait is very important and him being flying is another layer of defense against giving up slay the warlord.

I think you're trying too hard to take all the new toys instead of evaluating what is actually good out of the new toys first.


Yeah, I'm wondering if this is something I'm doing. The rule about half your powers is up for debate at the moment. I'm happy to play it whichever way my opponent interprets it or whatever the tournament says.

So, if I drop the endless grimoire I can increase his ML to 3, and have 10 points spare. Is it worth one of them having a lesser reward as I have the points?

Is Fateweavers warlord trait that important? I like the traits in the new book, but perhaps this is all part of the wanting all the new toys thing.

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Without the incursions +1/-1 to warp storm FW warlord trait is quite nice to have instead.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

I agree, drop the endless grimoire and let FW be your warlord. Other than that I think this list will do just fine, although I've found I don't necessarily need 3 heralds in my screamer star anymore. As long as I have about 8 rolls on daemonology with psykers that are in, or can stay close to, my star then it's not worth having the third Herald. It's just too many points to put into a unit that can no longer crank out a ton of flickering fire.
   
Made in us
Nurgle Predator Driver with an Infestation




With all the new Tzeentch Warlord Traits I don't think it's worth letting Fateweaver be the Warlord anymore. I'd consider maybe even making one of the Daemon Princes the Warlord. Lots of cool possibilities in that.

Since it's a CAD you can re-roll the warlord trait too, which is so sweet. Only a 1/36 chance you'll get stuck with the gak power. I'm pretty sure someone with fat fingers accidentally deleted that entry on the Daemonic Incursion.
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

I've been trolled by the warp storm table too many times to condone running a screamer star outside of Daemonic incursion without FW as the warlord...
   
Made in gb
Agile Revenant Titan






 rabidguineapig wrote:
I agree, drop the endless grimoire and let FW be your warlord. Other than that I think this list will do just fine, although I've found I don't necessarily need 3 heralds in my screamer star anymore. As long as I have about 8 rolls on daemonology with psykers that are in, or can stay close to, my star then it's not worth having the third Herald. It's just too many points to put into a unit that can no longer crank out a ton of flickering fire.


My meta allows each herald to cast flickering fire....so they still kick out a tonne.

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

That's pretty solid then, 3 heralds will definitely kick some butt.
   
Made in gb
Agile Revenant Titan






Ok, so if fatey is going to be the warlord, here's the new list.....

HQ - Fateweaver, warlord.
HQ - Heralds
1st - Herald of Tzeentch, lvl 3, disc, exalted reward (grimoire)
2nd - Herald of Tzeentch, lvl 3, disc, exalted locus of conjuration
3rd - Herald of Tzeentch, lvl 3, disc, paradox, lesser reward

Troops - 10x pink horrors
Troops - 10x pink horrors

Fast attack - 9 screamers

Heavy support - Daemon prince of Tzeentch, lvl 3, wings, impossible robes, 1 GR, 1 LR
Heavy support - Daemon prince of Tzeentch, lvl 3, wings, armour, 2 GR, 1 LR.

1850 on the nose.

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in us
Auspicious Daemonic Herald





I think you can afford to drop a screamer to makes your horror squads 11x man for 2 more warp charges and also take a Iridescent Horror with the remaining 5ish points
   
Made in gb
Agile Revenant Titan






 CrownAxe wrote:
I think you can afford to drop a screamer to makes your horror squads 11x man for 2 more warp charges and also take a Iridescent Horror with the remaining 5ish points


Yeah, that's something I considered doing. Here's my thought process.

A horror extra in each squad gives me 2 more warp charge. I'm already rocking around 20ish. But the second I lose that one horror in each squad I lose the warp charge.

An extra screamer instead gives me 2 more wounds in the star and makes them that little bit more survivable. I think it's more benficial overall.

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Thos 2 extra dice can mean the difference between life and death on the first turn when you need to squeeze out as many buffs as you can to survive that turn of crossing the board and the fusillade of fir on turn 2.

At the end of the day, if your opponent is shooting at your horrors (who should be gtg in ruins as soon as anyone looks at them funny), then you're either doing spectacularly well or really really bad.

If you get your powers off, 1 more screamer isn't going to matter since you're already invincible. If you flub your powers, 1 more screamer isn't going to matter either, since you're pretty dead unless it's quite late in the game since they're going to pour every last bit of firepower into hitting your weak point for massive damage while you're stuck with a 5++ or 6++ and maybe a 4+ jink if you're lucky.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
 
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