Asmodai Asmodean wrote:Pink Horrors seem sort of mediocre without Heralds to buff them with Divination and Loci of Conjuration to make their shooting
Str 6.
I'd amalgamate the four units of horrors to two blocks of twenty, drop a
LoC for 3
Lvl 2 Heralds, add two Loci of Conjuration, and a Herald of Slaanesh with
Lvl 2, Etherblade, and a Steed. ( Or do away with the Slaanesh herald and get 4 heralds, two in each unit... but have you seen Cacophonic Choir? Nova Pinning
2D6 Psychic Shriek on a Cavalry model. When it goes off, it must be glorious.)
Not sure how the Slowgrinders synergise with the list, however, they're not as scary or useful as Flying
DPs.
You can kind of say that the unsupported horrors in this list act kind of like the unsupported kroots in your Tau list. Without the Heralds, I don't really care if they deploy on the board or not. Thus I can and usually will deepstrike them onto objectives and strategic locations to target specific enemy units. Also, by DSing them into enemy territory, you force your opponent to allocate some of his resources into dealing with them since 1) they score, 2) they can contest and 3) they can shoot. Meanwhile, the Portaglyph can generate the troops needed to cover your home objectives....hopefully. Hey! Ninja-daemons.
The slowgrinders are more like the skyrays as opposed to the
DP's who are more like the riptides. They're a much cheaper and versatile unit that most people will have trouble dealing with. And they are a threat that enemy cannot ignore. This walking wall of deathly armor is actually quite fast. Usually, with a run move, the Slaaneshi grinders can make it into assault (if I wanted to) by Turn 2 unless my opponent backs away, which is exactly what I want. Because of the threat that they represent, I can actually use them to control my opponent's movement, which fits into my philosophy of Positional Dominance. Meanwhile, the Tzeentch grinder normally stays behind to protect the home base and pink horrors and fires with his phlegm, though he will go after anything that gets close.
If my opponent brings
MC's or melta units, then I can just sic my
FMC's or seekers at them or use as counter-attack units. The grinders will protect the monsters from cheap tarpit units (by screening them out) whereas the monsters will protect the grinders from melta units (other than drop pods) or other
MC's.
I also have another list with a
LoC and Tzeentch Heralds. That is my 50 Shades of Pink daemon list. For this list, I decided to go in a different direction from my normal Heralds.
Everyone says good things about the Slaaneshi Herald on seeker. I just may have to give her a try.
calypso2ts wrote:Asmodai Asmodean wrote:
Not sure how the Slowgrinders synergise with the list, however, they're not as scary or useful as Flying
DPs.
Soul Grinders are way better than you are giving them credit for. They are much cheaper than princes, immune to most weapons and have great shooting attacks.
I like the Lord of Change and Keeper the most the greater Daemons - heralds definitely bring something unique to the army and provide a good place to hide those Exalted gifts. I think at 1750 with a Portalglyph you could probably lose a troop unit to flesh out the other three.
The only problem I see is that the Seekers do not really have anything there to help buff them up. I might even consider losing 2 units of Horrors and bringing a
CSM sorcerer with a unit of cultists.
Yeah, I swear by my grinders. They are a really good unit and in many ways, even more survivable than the
DP's. For some reason, most people are more geared to take on flying
MC's than they are against AV13-walkers. It's interesting how the meta has changed and how most people are trading in their meltas for plasmas. In essence, the grinders are the new anti-meta unit. Tau are definitely going to have more problems against them than they will against flying
DP's. If your
DP doesn't get Iron Arm, then he's not going to survive the shooting of the Tau unless he's getting re-rollable 2++'s.
The Keeper is an interesting choice. While he is quite fast, without wings, he just isn't as fast as the
LoC or the
BT. And Invisibility on a
Lvl 3
KoS is a coin flip at best. I'm not too convinced about the keeper, though I suppose it depends on what else is in the army to take the heat off of him.
The seekers can be buffed up with the Grimoire and Prescience from the
LoC's. Unfortunately with this list, I won't be able to hit Heralds in. Allying in a
CSM sorcerer and cultists is interesting....but then they will come with the obligatory heldrake, which will probably make me lose one of my grinders as well as some troops.
Lol. Is a 50% chance for Invisibility really worth all that? Hmmm.....
Automatically Appended Next Post: Asmodai Asmodean wrote:
calypso2ts wrote:Asmodai Asmodean wrote:
Not sure how the Slowgrinders synergise with the list, however, they're not as scary or useful as Flying
DPs.
Soul Grinders are way better than you are giving them credit for. They are much cheaper than princes, immune to most weapons and have great shooting attacks.
I like the Lord of Change and Keeper the most the greater Daemons - heralds definitely bring something unique to the army and provide a good place to hide those Exalted gifts. I think at 1750 with a Portalglyph you could probably lose a troop unit to flesh out the other three.
The only problem I see is that the Seekers do not really have anything there to help buff them up. I might even consider losing 2 units of Horrors and bringing a
CSM sorcerer with a unit of cultists.
Could you explain? BS3 and Slow and Purposeful does not a good
CC/Shooting unit make. Sure they're tough, but they don't have the firepower or attacks or speed to be effective.
I don't run Nurgle grinders so no
SnP. Instead, they are fleet and run
D6+3". And their main guns are either the baleful torrents or phelgm. They are a threat to both hordes and
MEQ's.