Switch Theme:

Daemon FMC in 7th  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Banelord Titan Princeps of Khorne






Hi, I'm a masochist.

Can I make FMC's work with a Khorne only list?

Bloodthirster
Herald on Juggernaught
Dogs
Bloodletters
Bloodletters
Khorne Prince with Wings
Khorne Prince with Wings
Belakor

Obviously, in this environment, most of the time the Demon Princes just hop and not fly.

Am I just wasting my time?

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
Neophyte undergoing Ritual of Detestation





Any list can work. It might not win too much, but it'll work.

The orkwisition W-41 D-2 L-2 
   
Made in us
Cultist of Nurgle with Open Sores




Naples, FL

 whitedragon wrote:
Hi, I'm a masochist.

Can I make FMC's work with a Khorne only list?

Bloodthirster
Herald on Juggernaught
Dogs
Bloodletters
Bloodletters
Khorne Prince with Wings
Khorne Prince with Wings
Belakor

Obviously, in this environment, most of the time the Demon Princes just hop and not fly.

Am I just wasting my time?


I would recommend flipping a stool upside down and sitting on one of the pegs while you play this list. It will complete experience.

You will have a very difficult time with this list, mainly because the DPs cannot take any psychic powers.
   
Made in us
Fixture of Dakka



Chicago, Illinois

Actually it works pretty well I know someone here who has a Belakor Khorne List. He just flies Belakor up with giving shrouding to the Bloodthirster and Daemon Princes, then goes to town.

I think he uses a crapload of Dogs and just casts invisibility on them if he can.



Automatically Appended Next Post:
Actually it works pretty well I know someone here who has a Belakor Khorne List.

He just flies Belakor up with giving shrouding to the Bloodthirster and Daemon Princes, then goes to town.

This message was edited 2 times. Last update was at 2014/09/17 21:14:46


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Executing Exarch





McKenzie, TN

Hollismason wrote:Actually it works pretty well I know someone here who has a Belakor Khorne List. He just flies Belakor up with giving shrouding to the Bloodthirster and Daemon Princes, then goes to town.

I think he uses a crapload of Dogs and just casts invisibility on them if he can.

I have been messing around with something similar. Scouting cav/beasts+grimoire+Be'Lakor w/ shrouding/invisibility is actually very good. Dogs tend to work the best but crushers+karnatak can work. One of the supplemental units I use with this is a unit of letters in a bastion w/ tunnel and quadd gun to give me a modicum of AA/anti skimmer and a quick response mid field unit. There are some additional options if you play with forgeworld units, a group of blood slaughters with the grimoire and impalers can be pretty boss.

The blood thirsters are pretty boss if well supported and/or you get the right gifts. I am not impressed by the khorne princes though as they tend to be overall worse in melee than a balesword nurgle prince or mace Tz prince and significantly less survivable than either.
   
Made in ca
Monstrously Massive Big Mutant





Canada

Khorne has some pretty sad issues to deal with atm.....

Bloodletters are pretty bad atm, a Bloodreaper has better weapon options than Skulltaker (Who is awful) and a Skullcrusher champion is actually cheaper + Better with an Axe of Khorne than Skulltaker on his mount.....

Princes are pretty much in the same boat. There is no conceivable, reliable way to get them in CC without the aid of a Psyker. Primarily Invisibility. There are a lot of people in our local area saying Khorne needs love on multiple levels. Fact if they're simply out classed in terms of flexibility compared to other Princes.

At least Khorne Hounds are still arguably the best Fast Attack Choice PFP compared to the others. I just wish a little more balancing went into the writing of the Codex. Right now I look at the last edition and sigh with depression on how bad things transferred over to 6th Edition Codex.

Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in us
Loyal Necron Lychguard




 Master Shake wrote:
Any list can work. It might not win too much, but it'll work.


Out of curiosity, with your list, do you Deep Strike the GUO or do you just try to walk it across the field? Footslogging him makes sense from the point of having more Warp Dice on the table turn 1 and powers to throw out, but the time it takes to get him across the board is pretty long and his inability to force people to get charged if they don't want to seem pretty difficult to deal with.

I mean, he's still a T7 W6 with Shrouding and Biomancy, but he's not going to be doing much for his points other than drawing fire and casting things.
   
Made in ca
Regular Dakkanaut





So many things in this thread bother me...

The rules specifically say a unit cannot cast the same spell more than once, I know there is a rules debate thread for that but I just wanted to say just how assinine it is that you assume differently, when 2 of like 1000 tournaments, oh, and "your buddies" play it that way. These arent house rules, it fething says it directly.

Secondly, nurgle DP are crap, the sword is good, but your cver save is basically worthless with the amount of things that remove it now.

Slaanesh > Tzeentch, but at least tzeench can work well.

How many people are goingto be taking a culexus assassin? The answer is probably 1 in 20 or even less, this model is NO reason to alter your list in ANY way.

Someone asked how important summoning was for FMC, hulksmash's answer was shocking to me, you do not need summoning at ALL, if you feel like it use it but is it necessary? HELL NO!!! I have on squad of 11 horrors for summoning in my list, and if they get the invul spell they wont be summoning anything.

/rant
   
Made in us
Auspicious Daemonic Herald





 whitedragon wrote:
Hi, I'm a masochist.

Can I make FMC's work with a Khorne only list?

Bloodthirster
Herald on Juggernaught
Dogs
Bloodletters
Bloodletters
Khorne Prince with Wings
Khorne Prince with Wings
Belakor

Obviously, in this environment, most of the time the Demon Princes just hop and not fly.

Am I just wasting my time?

Be'lakor is an HQ so that list is illegal ash you are using 3 HQ slots
   
Made in ca
Monstrously Massive Big Mutant





Canada

chadbrochill17 wrote:
So many things in this thread bother me...

The rules specifically say a unit cannot cast the same spell more than once, I know there is a rules debate thread for that but I just wanted to say just how assinine it is that you assume differently, when 2 of like 1000 tournaments, oh, and "your buddies" play it that way. These arent house rules, it fething says it directly.

Secondly, nurgle DP are crap, the sword is good, but your cver save is basically worthless with the amount of things that remove it now.

Slaanesh > Tzeentch, but at least tzeench can work well.

How many people are goingto be taking a culexus assassin? The answer is probably 1 in 20 or even less, this model is NO reason to alter your list in ANY way.

Someone asked how important summoning was for FMC, hulksmash's answer was shocking to me, you do not need summoning at ALL, if you feel like it use it but is it necessary? HELL NO!!! I have on squad of 11 horrors for summoning in my list, and if they get the invul spell they wont be summoning anything.

/rant


I cant agree with your statement on the Princes dedication, simply because I know the pain of not getting Iron Arm on my Slaaneshi Princes. It CRIPPLES you. Outright CRIPPLES. You effectively spend 350 points on Str 6 Shooting.

That being said Ive only run into 2 opponents so far that have managed to kill my 3 princes of Nurgle before they could Table them fully. One of those players was a Tau player (Who still lost turn 5) and the other was Eldar (Who still lost due to objectives) Nurgle deals with anything MC. This nullifies Waithknights and Riptides outright. If they are trying to get to you they are trying to focus on 1 Prince per turn for Removing cover. If you are positioning and using cover (That is, if you are playing on a board with ACTUAL COVER or LOS blocking terrain, as you should be) You will be able to hide princes VERY well behind said LOS and can effectively make turn 3 charges.

Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in us
Fixture of Dakka



Chicago, Illinois

chadbrochill17 wrote:
So many things in this thread bother me...

The rules specifically say a unit cannot cast the same spell more than once, I know there is a rules debate thread for that but I just wanted to say just how assinine it is that you assume differently, when 2 of like 1000 tournaments, oh, and "your buddies" play it that way. These arent house rules, it fething says it directly.

Secondly, nurgle DP are crap, the sword is good, but your cver save is basically worthless with the amount of things that remove it now.

Slaanesh > Tzeentch, but at least tzeench can work well.

How many people are goingto be taking a culexus assassin? The answer is probably 1 in 20 or even less, this model is NO reason to alter your list in ANY way.

Someone asked how important summoning was for FMC, hulksmash's answer was shocking to me, you do not need summoning at ALL, if you feel like it use it but is it necessary? HELL NO!!! I have on squad of 11 horrors for summoning in my list, and if they get the invul spell they wont be summoning anything.

/rant


I don't think you actually understand the argument presented, but you can take it up in YMDC.


Anyway here's how I choose my psychic powers and the semi thought process behind how I choose my gak as someone was wondering and why.


Okay since I like to be verbose let's look at the list we have before us so that you can get a idea of my thought process. First I usually roll my gifts before my psychic powers along with the warlord trait, yes you can actually roll this off I guess, but I've never not once had someone complain.


First let's look at what the base line save for my Daemon Princes are

5++ , 4+ Jink Cover , Reroll 1, that improves the 5+ slightly it's a definite increase but not huge. You'll notice I don't take Warp Forged Armour, there's a reason , I can roll it and it affects Gravs.

1 - +1 Wound , It will not die - Defensive
2 - FNP - Defensive
3 - Reroll Invuln - Defensive
4 - Hellfire - Offensive
5 - Armour/ Fleshbane - Offensive
6 - Unbreakable - Defensive

So of the 4 Choices , more than half give a defensive ability, yes you can roll two Offensives, but if you roll Armour/Flesh that's a good thing. Hellfires also pretty decent, anyway my decision is based on if I get two Defensives. Also , if you get Hellfire , you can go for the Greater Aether for the +1 ST. If you get both just stick with them and go Biomancy for more survivability.

Fateweaver First to see if I get Endurance, Invisibility or Forewarning or two Defensive Spells

Then I roll for my Malefic w/ my Tzeentch

Then I roll for my Telepathy on Heralds of Slaanesh

Then I roll for my Pink Horrors

And Finally if I don't have any Shrouding or Invisibility, or at least 3 more buff defensive spells, I start rolling on Telepathy with the Princes hoping to get Invisibility or Shrouding.

My order for Summoning always goes

Cursed Earth
Sacrifice
Defensive
Summons
Hold 8 or more over till the end and the last thing I cast is usually Invisibility so that they have to sit on their dispel dice if they have them if they want to try and stop it. So I still get most of my stuff off. I prefer Sacrifice over Summoning on the first turn as it super charges my Warp and gives me the option to roll again on Malefic or pick a Herald of Slaanesh in a Chariot if I need it which will be a 2nd turn charge.



Automatically Appended Next Post:
 GoliothOnline wrote:
chadbrochill17 wrote:
So many things in this thread bother me...

The rules specifically say a unit cannot cast the same spell more than once, I know there is a rules debate thread for that but I just wanted to say just how assinine it is that you assume differently, when 2 of like 1000 tournaments, oh, and "your buddies" play it that way. These arent house rules, it fething says it directly.

Secondly, nurgle DP are crap, the sword is good, but your cver save is basically worthless with the amount of things that remove it now.

Slaanesh > Tzeentch, but at least tzeench can work well.

How many people are goingto be taking a culexus assassin? The answer is probably 1 in 20 or even less, this model is NO reason to alter your list in ANY way.

Someone asked how important summoning was for FMC, hulksmash's answer was shocking to me, you do not need summoning at ALL, if you feel like it use it but is it necessary? HELL NO!!! I have on squad of 11 horrors for summoning in my list, and if they get the invul spell they wont be summoning anything.

/rant


I cant agree with your statement on the Princes dedication, simply because I know the pain of not getting Iron Arm on my Slaaneshi Princes. It CRIPPLES you. Outright CRIPPLES. You effectively spend 350 points on Str 6 Shooting.

That being said Ive only run into 2 opponents so far that have managed to kill my 3 princes of Nurgle before they could Table them fully. One of those players was a Tau player (Who still lost turn 5) and the other was Eldar (Who still lost due to objectives) Nurgle deals with anything MC. This nullifies Waithknights and Riptides outright. If they are trying to get to you they are trying to focus on 1 Prince per turn for Removing cover. If you are positioning and using cover (That is, if you are playing on a board with ACTUAL COVER or LOS blocking terrain, as you should be) You will be able to hide princes VERY well behind said LOS and can effectively make turn 3 charges.



I see you on the Nurgle , but the Staff of Change pretty much does the same thing, most of those things get their save against a Daemon Prince of Nurgle anyway.

I just prefer Tzeentch for that reroll 1, and the 2+ cover reroll, because it's soooo good. Sure nurgle get's it baseline.

Probably Preference.

This message was edited 2 times. Last update was at 2014/09/18 01:57:18


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in ca
Monstrously Massive Big Mutant





Canada

Dont forget that the staff of change doesnt have ID, The Balesword does And with ID comes the negation of any and all FNP rolls things like Riptides can get It helps a lot!

This message was edited 1 time. Last update was at 2014/09/18 01:58:00


Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in us
Fixture of Dakka



Chicago, Illinois

Yeah like I said I think one is way more offensive by just a little bit , Nurgle ,but Tzeentch can be more defensive.
Plus, Fateweaver , who's arguably one of the best characters in the game satisfies that requirement. I dunno, I'd just rather have Fateweaver than Belakor. I always go more defensive because their already super offensive. That and Riptides don't bother me, I like to Terrify them off the board.

I've honestly never had a problem with my Daemon Princes dying, my problem is Mass Flyers 3+ and Alpha Strike Drop Pod.

Even Imperial Leaf-blower isn't that difficult to deal with. I've played it 3 times, it won all 3 , 2 wipes, 1 super close against my friend who is a bastard and brings a billion NightScythes. They didn't even really do anything they were just really annoying.

This message was edited 3 times. Last update was at 2014/09/18 02:54:49


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Cultist of Nurgle with Open Sores




Naples, FL

I am not sure what the issue is here:

1) Nurgle DPs are the most consistently productive DP. All others rely on some combination of Grimiore/Rewards/Powers. Yes, you can be pretty sure to get some, but you are still taking chances.

2) If you like a sore butt, then you can run a khorne DP list, otherwise, "HELL NO!" (to borrow the verbiage from above) Khorne DPs are a sure fire way to lose. If it makes you feel good to let your oopenent win, then all the power to you. Otherwise, don't run Khorne DPs.

/rant in answer to the rant
   
Made in us
Fixture of Dakka



Chicago, Illinois

Here are the advantages and disadvantages or at least what I consider the disadvantages.

Tzeentch
Advantages
1. Can be taken as H. Support w/ Purchase of Fateweaver
2. Get's ST8 for 10 points
3. Can straight up roll the two Greater Gifts, doesn't have to choose the Base weapon like the others as that +2 ST is pretty kicking and really it's got a AP2. This is huge because that's 2 rolls and you don't have to give one up.
4. Can have a 2+ rerollable save in multiple ways in addition to gaining feel no pain.
5. Gets a Chaos Primaris that gives it some shooting so it can actually be viable versus flyers
Disadvantages
1. Little bit more expensive
2. Doesn't get Shrouding Automatically, has to roll for it

Nurgle :
1. Get's Shrouding Automatically
2. Gets the Bale Sword which makes it a instant death dealer.
Disadvantages
1. Has to use a roll on the Greater gift
2. Cannot get a rerollable
3. Needs to get Iron Arm or it's ST6, but it has poison, so it's still a 4+ which is good. There's some situations where even up it's kind of like Meh.
4. Doesn't have any real options against other flying things.

Slaanesh
1. Get's Rending which is extra damage vs vehicles
2. Has some decent anti flying with LASH, ST6 or more if it get's Iron Arm.
Disadvantages
1. Mark doesn't really give it anything to special
2. Really needs Iron arm to work
3. Not as survivable

That's my ranking. I take Slaanesh over Nurgle all the time cause its a themed thing for me. I don't like taking troops and one off marked vehicles it doesn't make sense to me to have a Khorne Hounds in a rmy full of Tzeentch or Slaanesh.


It's just pretty much almost impossible to kill a Daemon Prince of Tzeentch that has Shrouding and Invisibility on it or any other buff. It's to much to deal with.

Some one can come up with the odds of what it'd take to kill the following and let's say it doesn't get a Cover Save.

Daemon Prince of Tzeentch w/ Feel No Pain and has Invisible.

This message was edited 1 time. Last update was at 2014/09/18 03:28:47


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in ca
Monstrously Massive Big Mutant





Canada

I dont think those benefits vs cons really add up properly since you're kinda biased towards Tzeentch already

Watch,

Nurgle :
1. Get's Shrouding Automatically
2. Gets the Bale Sword for instant Death
3. Doesnt have to fly and can get into CC while Jinking and still maintaining a 12" movement
4. Have a 2+ Cover Save and can jink when still on the ground
5. AP2 from being a MC means whatever target you GET into CC with better have an invuln save or expect horrendous deaths since you have ID on your Balesword.
6. Nurgle Princes dont need Biomancy. They roll Telepathy like all other princes and shoot for Invisibility. If they get it, they guarantee CC success and become melee mongering death machines


Disadvantages
1. Ignoring Cover - but still easily manageable if you play properly with LOS blocking Terrain
2. Doesnt get Rerollable 1s. Thats fine.

Honestly I cant think of anything else that I would consider a downside to being Of Nurgle. You're killing anything and everything that isnt EW. You flat out ignore models with FNP. Negating that alone guarantees Riptides and things like Wraithknights and the likes die outright. Even the Grey Knight Dread Knights have to stay away from Nurgle Princes. But a Tzeentch Prince might just die from one because of 1 lucky Knight attack landing. Difference in it being that you need to push wound with a Tzeentch Prince, where a Nurgle Prince only needs to land a single wound for that Dreadknight, Swarm Lord, Wraithknight, Carnifex Brood to disappear.



This message was edited 1 time. Last update was at 2014/09/18 04:03:28


Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in us
Executing Exarch





McKenzie, TN

Hollismason wrote:
Some one can come up with the odds of what it'd take to kill the following and let's say it doesn't get a Cover Save.

Daemon Prince of Tzeentch w/ Feel No Pain and has Invisible.

I think it would be ~6% chance per shot to wound (assumed serpent shield shots).
https://docs.google.com/spreadsheets/d/1D1XfuhXXioKlY9s3ITJY_qcSwmdIAbu7lHo3Mb5ya2Q/edit?usp=sharing
   
Made in us
Fixture of Dakka



Chicago, Illinois

Feel No Pain is actually a 4+.


Yeah, I agree Nurgle is a better CC and beast, but I prefer Tzeentch , I can take Fateweaver and there's no utility unit like him for Nurgle.

You gotta take the GUO and I'm not a huge fan of that guy.

Very slow, pretty much needs to deepstrike.

Just not a fan.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in ca
Monstrously Massive Big Mutant





Canada

Have you ever tried dropping him down with double Greaters and a Plague Flail? It's pretty scary to zone with.

Either way, I respect your opinions and do agree with your Tzeentch methods

Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in us
Executing Exarch





McKenzie, TN

I actually like the GUO these days. He makes a pretty decent platform to manifest malefic powers off of. With cursed earth he and 1-2 greater gifts he is very hard to kill too. Even possession is nice as when the GUO is almost dead you can get a fresh one and get a free movement.

He is definitely super slow though. You pick an important objective and you move him to it through the entire game. Preferably that was the objective the opponent happened to leave their soft squishy bit on and the tough units between the GUO and soft bits.
   
Made in us
Dakka Veteran






 GoliothOnline wrote:
I dont think those benefits vs cons really add up properly since you're kinda biased towards Tzeentch already

Watch,

Nurgle :
1. Get's Shrouding Automatically
2. Gets the Bale Sword for instant Death
3. Doesnt have to fly and can get into CC while Jinking and still maintaining a 12" movement
4. Have a 2+ Cover Save and can jink when still on the ground
5. AP2 from being a MC means whatever target you GET into CC with better have an invuln save or expect horrendous deaths since you have ID on your Balesword.
6. Nurgle Princes dont need Biomancy. They roll Telepathy like all other princes and shoot for Invisibility. If they get it, they guarantee CC success and become melee mongering death machines


Disadvantages
1. Ignoring Cover - but still easily manageable if you play properly with LOS blocking Terrain
2. Doesnt get Rerollable 1s. Thats fine.

Honestly I cant think of anything else that I would consider a downside to being Of Nurgle. You're killing anything and everything that isnt EW. You flat out ignore models with FNP. Negating that alone guarantees Riptides and things like Wraithknights and the likes die outright. Even the Grey Knight Dread Knights have to stay away from Nurgle Princes. But a Tzeentch Prince might just die from one because of 1 lucky Knight attack landing. Difference in it being that you need to push wound with a Tzeentch Prince, where a Nurgle Prince only needs to land a single wound for that Dreadknight, Swarm Lord, Wraithknight, Carnifex Brood to disappear.




I don't fly with the Tzeentch ones either, I leave them jumping around 12" at a time and jinking with the shrouding from be'lakor so that shouldn't be an advantage of nurgle over tzeentch if they both do the same thing. If you look at number 4, then tzeentch actually has the advantage because they get a rerollable 2+ instead of just a 2+. Nurgle will have ID against more targets than the tzeentch ones, but str 8 does ID most characters at least but yeah the advantage would be nurgle there.

Another huge advantage to me with tzeentch was using flickering fires on my lords of change and fateweaver to shoot down fliers. They can make a mess of light fliers by getting to skyfire all those strength 5 shots and I've found fliers hard to take out for both CSM and Daemons so it removed a glaring weakness in a lot of my lists.

The other advantage is that while the Nurgle Princes are more self sufficient, they also allow for less versatility. Running the Tzeentch setup where you're casting shrouding lets you bring a lot of other support units like screamers that can also enjoy a 2+ jink. I run CSM with Daemon allies, so I also brought a lot of maulerfiends which enjoyed a 2+ as well (placed behind the princes, shrouding, and stealth for first turn. they were in combat by the 2nd turn). My next match I'm going to run a chaos lord on a bike with the axe of blinding fury in a unit of other bikers who will also enjoy the 2+ jink.
   
Made in us
Loyal Necron Lychguard




 lessthanjeff wrote:
 GoliothOnline wrote:
I dont think those benefits vs cons really add up properly since you're kinda biased towards Tzeentch already

Watch,

Nurgle :
1. Get's Shrouding Automatically
2. Gets the Bale Sword for instant Death
3. Doesnt have to fly and can get into CC while Jinking and still maintaining a 12" movement
4. Have a 2+ Cover Save and can jink when still on the ground
5. AP2 from being a MC means whatever target you GET into CC with better have an invuln save or expect horrendous deaths since you have ID on your Balesword.
6. Nurgle Princes dont need Biomancy. They roll Telepathy like all other princes and shoot for Invisibility. If they get it, they guarantee CC success and become melee mongering death machines


Disadvantages
1. Ignoring Cover - but still easily manageable if you play properly with LOS blocking Terrain
2. Doesnt get Rerollable 1s. Thats fine.

Honestly I cant think of anything else that I would consider a downside to being Of Nurgle. You're killing anything and everything that isnt EW. You flat out ignore models with FNP. Negating that alone guarantees Riptides and things like Wraithknights and the likes die outright. Even the Grey Knight Dread Knights have to stay away from Nurgle Princes. But a Tzeentch Prince might just die from one because of 1 lucky Knight attack landing. Difference in it being that you need to push wound with a Tzeentch Prince, where a Nurgle Prince only needs to land a single wound for that Dreadknight, Swarm Lord, Wraithknight, Carnifex Brood to disappear.




I don't fly with the Tzeentch ones either, I leave them jumping around 12" at a time and jinking with the shrouding from be'lakor so that shouldn't be an advantage of nurgle over tzeentch if they both do the same thing. If you look at number 4, then tzeentch actually has the advantage because they get a rerollable 2+ instead of just a 2+. Nurgle will have ID against more targets than the tzeentch ones, but str 8 does ID most characters at least but yeah the advantage would be nurgle there.

Another huge advantage to me with tzeentch was using flickering fires on my lords of change and fateweaver to shoot down fliers. They can make a mess of light fliers by getting to skyfire all those strength 5 shots and I've found fliers hard to take out for both CSM and Daemons so it removed a glaring weakness in a lot of my lists.

The other advantage is that while the Nurgle Princes are more self sufficient, they also allow for less versatility. Running the Tzeentch setup where you're casting shrouding lets you bring a lot of other support units like screamers that can also enjoy a 2+ jink. I run CSM with Daemon allies, so I also brought a lot of maulerfiends which enjoyed a 2+ as well (placed behind the princes, shrouding, and stealth for first turn. they were in combat by the 2nd turn). My next match I'm going to run a chaos lord on a bike with the axe of blinding fury in a unit of other bikers who will also enjoy the 2+ jink.


If you have Be'lakor (or indeed any Tzeentch DP) cast Shrouding, then it forces all of them to ball up in 6" around that guy. While not bad, Nurgle doesn't have to worry about anything like that at all, each Prince can go in whatever direction he wants, which is not only more tactical but also necessary against things like Ignores Cover blast templates (hello Tau).
   
Made in us
Regular Dakkanaut




for Khorne, I know you want DPs but also why not take some a Skull Cannon?

Str 8 Large Blast is decent enough...I know its Ap5 but not everyone will make their saves.

Once I finish my mono-nurgle list I am definitely making mono-khorne....maybe by then we'll have a new codex...
   
Made in us
Loyal Necron Lychguard




 Master Shake wrote:
I got 11th overall with nurgle princes, but was 5th overall before dropping at the end of round 6... that being said....

My list was:

Fateweaver
GUO, Exalted gift, lvl 3

17 pink horrors
13 pink horrors

3 x nurgle prince, wings, armour, lvl 3, 2 greater gifts


I roll powers as following. Starting g with princes I roll on Demonology. If I get a 1 4 or 5, then I keep it and roll again. Should the second roll be a 2 3 or 6, then I swap it for the primaris.

If a prince rolls a combination of 1 4 and 5 on the first two rolls, then the third roll just goes towards demonology too.

If I've swapped out the second roll for the primaris then the third roll is generally on biomancy, seeking iron arm, life leach, or endurance to help keep princes alive. If I'm fighting wraithknights or riptides, I often roll the 3rd power on telepathy to take psychic shriek.

Psychic shriek is exceptionally good with fateweaver since if you roll a 6, 4, and a 1, you can re roll only the 1 and have a shot and instantly killing an unwounded wraithknight.

It's also worth noting that the nurgle princes gain chaos focus nurgle and that template weapon is no joke.


Apologies, I went back and re-read this. This last sentence is untrue. Chaos Focus is a bonus from Codex: Chaos Space Marines, and does not exist in Chaos Daemons nor the FAQ as far as I can tell. If you want the Plague Primaris, you need to roll on the table and swap.
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Yeah, no. Exact wording from the rulebook:

If a Psyker has a Mark of Chaos or is a Daemon of a particular Chaos God (see Codex: CSM or Codex: Daemons) that model automatically knows the primaris power of the discipline that corresponds to the their parent deity, in addition to any other powers it knows.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Loyal Necron Lychguard




 Hulksmash wrote:
Yeah, no. Exact wording from the rulebook:

If a Psyker has a Mark of Chaos or is a Daemon of a particular Chaos God (see Codex: CSM or Codex: Daemons) that model automatically knows the primaris power of the discipline that corresponds to the their parent deity, in addition to any other powers it knows.


What page is that on? I'm alright being wrong, but I can't find that in the BRB or C: Daemons.

Edit: nevermind I'm dumb. Found it 3 seconds after posting.

This message was edited 2 times. Last update was at 2014/09/18 16:40:08


 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

No worries

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in gb
Dakka Veteran





I've been following this thread avidly, as I'm only just getting around to updating my old flying circus.

I've written up a list with Be'lakor, Fateweaver and three tzeentch princes, one with a grimoire. With the re-roll from being a deamon of tzeentch, guaranteed access to invisibility/shrouding and the grimoire, do you think it is necessary to take greater rewards on the princes to make them more survivable?

Why must I always choose beween certain death and probable death. 
   
Made in us
Cultist of Nurgle with Open Sores




Naples, FL

If you can score the feel no pain reward, it is so incredibly helpful. Boosts their survavability incredibly.
   
Made in gb
Dakka Veteran





 AutarchRion wrote:
If you can score the feel no pain reward, it is so incredibly helpful. Boosts their survavability incredibly.


20/40 points per DP is a lot to spend for a one sixth/one third chance at getting the FNP. Elsewise, I could end up with a 3+ save that I already paid for, a couple of offensive powers, or a pretty sword. Could the 120 points not be better spent elsewhere?

Admittedly, 4+ FNP would be sweet.

Why must I always choose beween certain death and probable death. 
   
 
Forum Index » 40K General Discussion
Go to: