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![[Post New]](/s/i/i.gif) 2013/05/25 09:06:50
Subject: screamerstar
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Fluttering Firewyrm of Tzeentch
Lund, Sweden
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Anyone having experience using a Screamer star?
My idea is 7-9 screamers and joining them is 3 Heralds och tzeentch on discs of tzeentch all lvl 3 psykers 2 of them have 1 greater reward and 1 lesser reward. The last one i scarrying the grimoir of true names. All the herald will take the flicker fire spell and roll on divination for the rest of their rolls. Hopefully they will get forewarning and get 4++ that gets buffed up to 2++ with reroll 1s with the grimoir and mark of tzeentch. So they get quite durable additionally their shooting is quite nasty with st6 flickerfire from 3 heralds boosted with prescience, misfortune and perfect timing, most of the time hopefully. But only with one of those powers it is still quite powerful. I also use fateweaver as the 2nd HQ to make the grimoir more reliable and to have the best warlord trait. So all of this sounds really great theoretically, but I am wondering if anyone have experience running this or something similar?
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![[Post New]](/s/i/i.gif) 2013/05/25 10:37:40
Subject: Re:screamerstar
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Secretive Dark Angels Veteran
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The problem is Heralds are piss-poor in cc, and so are Screamers for that matter. Spend your points on DPs instead.
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![[Post New]](/s/i/i.gif) 2013/05/25 15:06:34
Subject: Re:screamerstar
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Fluttering Firewyrm of Tzeentch
Lund, Sweden
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Asmodai Asmodean wrote:The problem is Heralds are piss-poor in cc, and so are Screamers for that matter. Spend your points on DPs instead.
I think i do disagree with you cause if you give 2 of the heralds eather blades they will have uite alot of ap 2 attacks granted they dont have that high str but they have 4-5 attacks each and str 4 with the greaeer eatherblade and reroll to hits with prescience should give them a few wounds atleast and with 2+ with reroll it is pretty hard to kill them. And with their mobility it should be fairly difficult for the opponent to get a charge in
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![[Post New]](/s/i/i.gif) 2013/05/25 19:28:09
Subject: Re:screamerstar
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Secretive Dark Angels Veteran
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They have base 2 attacks each, and WS 3 and I3. Str 4 with greater Etherblades which costs 20 points, but you don't get the +1 attack unless you take two, for 40 points. 40 points to gain 1 WS 3 STR 4 I3 attack is terrible. Not sure where you're getting 5 from.
Anything that is decent in cc will slaughter you before you have chance to attack. Tzeentch Heralds are not meant to be in cc.Not to mention the Herald-bearer himself won't have a 2+ rerollable, and he can be precision struck.
Most importantly, you don't have hit and run. Which means you will be stuck there in close combat and counter-charged.
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![[Post New]](/s/i/i.gif) 2013/05/25 20:30:58
Subject: screamerstar
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Fixture of Dakka
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kombat46 wrote:Anyone having experience using a Screamer star?
My idea is 7-9 screamers and joining them is 3 Heralds och tzeentch on discs of tzeentch all lvl 3 psykers 2 of them have 1 greater reward and 1 lesser reward. The last one i scarrying the grimoir of true names. All the herald will take the flicker fire spell and roll on divination for the rest of their rolls. Hopefully they will get forewarning and get 4++ that gets buffed up to 2++ with reroll 1s with the grimoir and mark of tzeentch. So they get quite durable additionally their shooting is quite nasty with st6 flickerfire from 3 heralds boosted with prescience, misfortune and perfect timing, most of the time hopefully. But only with one of those powers it is still quite powerful. I also use fateweaver as the 2nd HQ to make the grimoir more reliable and to have the best warlord trait. So all of this sounds really great theoretically, but I am wondering if anyone have experience running this or something similar?
It is not a good combo because you want the heralds shooting and the screamers doing their flybys and then assault. The 2 are diametrically opposed, because as soon as the screamers do their flyby's, they will be getting assaulted, thus taking shooting out of the equation.
It's fine if you want to run screamers. Just put your heralds with the horrors instead and let them pew pew. This way, the horrors can take advantage of the loci for some S6 shooting.
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![[Post New]](/s/i/i.gif) 2013/05/25 21:25:31
Subject: Re:screamerstar
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Fluttering Firewyrm of Tzeentch
Lund, Sweden
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Really thanks for the input guys but i really think i have failed to define their role. Also i thought the heralds had base 3 attacks thats why my calculations was wrong, though i get 4 by taking 1 greater eather blade and one staff of change since both are specialist weapon. I try to see them in the same role as a seer council. Slightly slower but more durable and way more shootier. Their main role is to shoot thats why i have 3 heralds. The screamers are there to protect them. Wherever they can they will use 3 flicker fire from the heralds preferably with prescience misfortune and perfect timing if needed. So CC is just secondary and with the speed i feel they should be able too choose their fights pretty good.
So in short i see them as a primarily a shooty, fast, durable unit with some CC capabilities. You may still feel like they are rubbish but (only problem they had was runes of warding but it disappears now) i will give them a few more tries i do have some hope for the pink and blues
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![[Post New]](/s/i/i.gif) 2013/05/26 01:55:50
Subject: screamerstar
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Regular Dakkanaut
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Tried this in a tournament setting. It wasn't good. I gave one Portalglyph, one Grimiore, and last one has a single ether blade. All were ML3, and rolled on Divination for forewarning. Given I wasn't running them for shooting, but still got shut down.
Game 1 was against Tyranids. Rolling powers on 3D6 and having Doom near me was bad. Unit died as soon as the 2++ failed.
Game 2 was against Dark Angels. I got second turn, first turn the special rule allowing half the death wing to deep strike cleared most my screamers. They did kill a few Terminators the following turns though.
Game three was a bust. Had no opponent after 5 people dropped.
I believe you initail calculations were correct for attacks. +1 for the two weapons, and +1 for the disc. If running for mono-Tzeentch combat unit, I would consider a single Herald with Loci of Change. Being Str 7 ap 2 for the heralds would be good. If rolled low, Screamers still have Str 5 attacks. I'll try it some more, but LoC, Fateweaver, Daemon Princes of Tzeentch, and Deep striking Horrors seem just as good.
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![[Post New]](/s/i/i.gif) 2013/05/26 22:50:34
Subject: screamerstar
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Dakka Veteran
Reading - UK
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Came 3rd in a local one day tournament using similar to what you described.
This is what I took at 1500.
I was rolling pure divination trying to secure the 2++.
The power of the list is its durability and speed, not combat prowess. Slash attacks and misfortune can be pretty nasty.
HQ
Fateweaver 300
Herald of Tzeentch, Mastery lvl 3, Exalted Reward (Grimoire) Disc 150
Herald of Tzeentch, Mastery lvl 3, Exalted Reward (Portalglyph Mostly.) Disc 150
Herald of Tzeentch, Mastery lvl 3, Disc 120
Troops
Plagues 90
Plagues 90
Fast
9 Screamers 225
8 Screamers 200
7 Screamers 175
1500
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