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Made in ca
Grumpy Longbeard





Canada

I play Tzeentch Daemons, how do I deal with this guy?
My 3 FMC's are ML 3, the only non-psyker I have is 1 unit of screamers.
   
Made in us
Preacher of the Emperor




Boston, MA

 DarkBlack wrote:
I play Tzeentch Daemons, how do I deal with this guy?
My 3 FMC's are ML 3, the only non-psyker I have is 1 unit of screamers.


Wait for him to land, then use your superior mobility to redeploy away from him and make him irrelevant.
   
Made in us
Regular Dakkanaut





Hunting with the 13th

Exalted Flamers are cheap and non-psykers, and you could get a shot through and kill him with blue fire. Next up is probably a soulgrinder. Finally, a chaos knight can also invalidate him with overkill. All of these also provide other utility.

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Made in ca
Grumpy Longbeard





Canada

PanzerLeader wrote:
 DarkBlack wrote:
I play Tzeentch Daemons, how do I deal with this guy?
My 3 FMC's are ML 3, the only non-psyker I have is 1 unit of screamers.


Wait for him to land, then use your superior mobility to redeploy away from him and make him irrelevant.


That's roughly what I do with knights too, thanks.
   
Made in hk
Steadfast Ultramarine Sergeant




PanzerLeader wrote:
 DarkBlack wrote:
I play Tzeentch Daemons, how do I deal with this guy?
My 3 FMC's are ML 3, the only non-psyker I have is 1 unit of screamers.


Wait for him to land, then use your superior mobility to redeploy away from him and make him irrelevant.


That is why as I think the Culexus Assassin is only great when fighting against Imperial armies instead of fighting Chaos or Eldar. The great psykers of Imperial forces (i.e. Tigirius, Grey Knight units) generally lack decent mobility to get away from the assassin. While great Chaos psykers like Lord of Change, Fateweaver, Flying Daemon Princes, or great Eldar psykers like Jetseer council; all have great mobility that can easily run away from Culexus and ignore it for the rest of the game.

This message was edited 1 time. Last update was at 2015/12/30 01:06:10


 
   
Made in us
Preacher of the Emperor




Boston, MA

Neophyte2012 wrote:
PanzerLeader wrote:
 DarkBlack wrote:
I play Tzeentch Daemons, how do I deal with this guy?
My 3 FMC's are ML 3, the only non-psyker I have is 1 unit of screamers.


Wait for him to land, then use your superior mobility to redeploy away from him and make him irrelevant.


That is why as I think the Culexus Assassin is only great when fighting against Imperial armies instead of fighting Chaos or Eldar. The great psykers of Imperial forces (i.e. Tigirius, Grey Knight units) generally lack decent mobility to get away from the assassin. While great Chaos psykers like Lord of Change, Fateweaver, Flying Daemon Princes, or great Eldar psykers like Jetseer council; all have great mobility that can easily run away from Culexus and ignore it for the rest of the game.


Generally yes. The Culexus is actually a good counter to Jetseer because it can land via pod, do decent damage with its speculum and all the absorbed warp charges and leave them vulnerable to the rest of the army. Few things kill Jetseer councils faster than wyverns or high ROF weapons when they have to rely on their 3+/4+++. They are only T4 after all. One well planned turn of shooting can cripple seercouncil beyond repair.

Against FMCs, especially if they have a chance to get skyborne, the Culexus is a chronic under achiever.
   
Made in us
Regular Dakkanaut






Just use your screamers to make slashing attacks in the movement phase. They automatically hit and you only need 6- 9 wounds roughly to have him killed on the average. 8 Screamers should produced that easy in one slashing attack phase.
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





The screamers have a slashing attack that automatically causes d3 hits per screamer to a unit they turbo boost over. It's str 4, so 9 screamers gives about 18 hits, 9 wounds and 4-5 failed 4++'s, so you should be able to kill him that way. He'll probably kill a couple of screamers when he comes down though, so having a tzeentchian soul grinder hanging about is also a good plan.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Loyal Necron Lychguard




If your Psykers are in the air, it generally doesn't matter if they lose their Psychic powers. If you go first, just Swoop everything and start Summoning or blasting his stuff off the table. He also can't Culexus off a Grimoire, so any Tzeentch Daemon with it should still be 3++ with rerolls for 1s. Not bad at all.

Culexuses are great at dropping next to ground targets, but they still need to shoot whatever the target is down. If they can't shoot up well, then you're in no real trouble.
   
Made in us
Auspicious Daemonic Herald





 DarkBlack wrote:
I play Tzeentch Daemons, how do I deal with this guy?
My 3 FMC's are ML 3, the only non-psyker I have is 1 unit of screamers.

They aren't a problem at all.

They will basically never stop you from casting as you'll always get your movement phase to respond to where they placed the Culexus. The only thing the Culexus will do is turn off somethings blessing on the turn it drops. After the turn you can just fly away and it will never catch up to you.
   
Made in us
Trigger-Happy Baal Predator Pilot





Bakersfield, CA

That's why I take an empty Pod and Rhino for my Culexus. Helps a ton with mobility options.




nWo blackshirts GT Team Member

http://inthenameofsangunius.blogspot.com/?m=1 
   
 
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