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Made in gb
Pyromaniac Hellhound Pilot






I figured renegades and the new tzentch daemons would be a decent alliance. R+H provide decent firepower from turn one while the daemons create a summoning snowball of death...

R+H purge detachment - 1075pts

CCS, Ordnance tyrant with mark of nurgle + autocannon team (warlord) 95pts

Wyvern 55pts
Wyvern 55pts
2 x Griffons (squadron) 70pts
Medusa cannon 80pts
Medusa cannon 80pts
Earthshaker carriage 55pts
Earthshaker carriage 55pts
Quad mortars x 2 (squadron) - warlord will go here 60pts
Hydra with training 70pts
Hydra with training 70pts
3x RLDswith three extra crew + training 79pts
3x RLDswith three extra crew + training 79pts

30 zombies 90pts
30 zombies 90pts

Daemons CAD - 450pts

Herald of Tzeentch with paradox + ML3 120pts
11x Blue horrors 55pts
11x Blue horrors 55pts
11x Blue horrors 55pts
11x Blue horrors 55pts
11x Blue horrors 55pts
11x Blue horrors 55pts

Heralds Anarchic - 315pts (gives tzeralds +1 WC generation each)
Herald of tzeentch 45pts
Herald of tzeentch 45pts
Herald of tzeentch 45pts
Herald of tzeentch 45pts
Herald of tzeentch 45pts
Herald of tzeentch 45pts
Herald of tzeentch 45pts
Herald of tzeentch 45pts

Would be time consuming to play (and build) but I imagine it'd be pretty brutal. Basic strategy would be to use zombies to screen assaults while you go nuts with summoning, ordnance and heavy firepower, advancing up the board. Ordnance tyrant can allow shooting into CC if needed, and the high WC should hopefully allow me to deny invisibility so the blast weapons can get to work.

Army stats:

Warp charge 29 + D6
6 ordnance weapons, 16 small blasts, two hydras, 6 rapier shots
6 AV12 vehicles
Around 170 infantry (practically all of them are either T7, fearless, or split into brimstones)

Thoughts?

This message was edited 2 times. Last update was at 2016/12/09 17:29:48


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Since most of your army will not be advancing, you need some fast objective grabbing options. At least half of you Heralds NEED discs. If you drop 1 Herald and 1 unit of Blues, you can put the rest of your Heralds on discs

Another thing that bothers me about having a bunch of ML1 Heralds if that it is possible (if unlikely) to roll all non-conjuration powers. If each herald gets multiple rolls on Malefic, you double your chances at getting powers like Cursed Earth (which you absolutely NEEEED), Sacrifice, Incursion and Possesion.

If you only have 1 roll each, you risk not rolling all those powers, since you could end up duplicating the lame witchfires. Summoning is nice, but not if it is your only Conjuration.

   
Made in ca
Malicious Mutant Scum





Aboard Terminus Est.

In terms of what Galef said, you don't really NEED disks for your heralds, summoned corn dogs can provide the same effect, though a disk or two wouldn't hurt come late game to turbo boost onto something.

Taking ML2 heralds isn't that great of an idea, your chance of getting a useful non duplicate doesn't increase tremendously, though if you had a few extra points maybe.

Personally I'm not a fan of griffons, I'd rather more quad launchers.

Add one extra crew to your medusa and earthshakers, it makes is so you have to lose two guys before a Ld check rather than 1.

Give your command squad a standard (EDIT: I meant command net vox). Otherwise any shooting army worth it's salt will have half of your shooting running off the table turn 1. It's not great, but it's less worse.

Drop the hydras, take 6 more RLD, they kill (all) things better than hydra.

I do like the idea of the list in that if you roll possession (probably at least once, maybe 2+ times) you can pop off a bunch of khorne greater daemons (they the best) first turn and/or even more heralds

You'll probably lose in KP with so many MSU, but it could be fun list to try out

This message was edited 1 time. Last update was at 2016/12/09 21:54:56


No- it's your turn to die. 
   
Made in us
Pulsating Possessed Chaos Marine




Man, what a nightmare. Its not only powerful, but more importantly a nightmare to play against as it is going to take you way to long to finish a turn.
   
Made in gb
Pyromaniac Hellhound Pilot






Yeah, it would be a bit of a logistical challenge! I've had a fair bit of experience running horde guard at tournaments but a mass summoning horde would be an added challenge... You'd have to really focus on speed play even if it cost you a few tactical possibilities.

Thanks for the advice, I'd definitely want to incorporate discs in there somehow. Maybe drop two tzeralds from the formation for a couple of discs, a command vox and a token man for each artillery carriage?

The hydras and griffons are admittedly more of my personal preference than anything else. I like the griffon's movement possibilities and the chance to glance knights. I know it's a little less durability to shooting, but it's still crazy efficient. There's nothing else in the game that gives 3 AV12 hull points and an ordnance weapon for 35pts!

I don't think rapiers can snap shoot as they're ordnance weapons? Maybe the hydras are overkill on the AA front but I've had a few games where air cover would have been seriously useful. I admit it'd be equally valid to just ignore air and play the ground game.

Not sure what's best on the ML2 vs ML1 tzeralds. It seems you're trading more rolls on malefic for lessened survivability (more investment in just a few heralds). Seems pretty equal trade off to me.

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Auspicious Daemonic Herald





 DoomMouse wrote:
Not sure what's best on the ML2 vs ML1 tzeralds. It seems you're trading more rolls on malefic for lessened survivability (more investment in just a few heralds). Seems pretty equal trade off to me.

Heralds are pink horrors with 2 wounds. Neither option makes them survivable. If they are actually taking on wounds then they are going to be dead regardless of if you took more ML1 heralds or not.
   
 
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