3rdGen wrote:My idea was either let all the heavy weapons smash through them or hit them hard at range. Rank and file troops like horrors aren't worth the shots
imho id rather kill them with standard troops.
Not saying my plans bullet proof but i want to get those out of the way. Then again I've only played a few 6th edition games so this is going by 5th edition rules
The strength of the screamer star is that you effectively make an invincible mobile gunboat, that cruises around the board and wiping a unit off per turn.
The source of their strength is the synergy between grimoire, forewarning, and Daemon of Tzeentch. When combined these things give the unit a 2++ re-rollable save.
It doesn't matter how strong or how good the
AP of your heavy weapons are, you will still need to hit and wound 36 times on average before you do a single wound.
When you factor in rolls to hit and wound, you are looking in the region of 45+ lascannons to remove a single screamer.
TLDR: don't shoot them whilst their defenses are up.
The only exception to this is with barrrage weapons, or units/models with special rules about precision fire, as the bearer of the grimoire will have a 4++ save at best. If he can be sniped out, then the star rapidly falls apart.
The reason the list presented doesn't work, is that there is no support for the star (no fatey for that all important re-roll, or be'lakor to help the unit with invisibility if things really go wrong or example). There are no other threats, and so your focus can easily move to removing those troops and winning on objectives.