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.
How would you kit out a Renegade knight, if its run alongside the standard Tetrad, and you're mostly worried about Space Marines (Gladius, Cent-star etc.) and Eldar bikes + Wraith Knight?
I was thinking the Thermal Cannon + Gatling + Stormspear rockets.
Rockets + Thermal to open Razorbacks and kill Centurions. Gatling to kill bikes & marines...But what about GMCs like the Wraith Knight?
Spiky Norman wrote: How would you kit out a Renegade knight, if its run alongside the standard Tetrad, and you're mostly worried about Space Marines (Gladius, Cent-star etc.) and Eldar bikes + Wraith Knight?
I was thinking the Thermal Cannon + Gatling + Stormspear rockets.
Rockets + Thermal to open Razorbacks and kill Centurions. Gatling to kill bikes & marines...But what about GMCs like the Wraith Knight?
Double Gatling (which you can do) will absolutely mess up Marines and Scatterbikes. That many shots might also kill do some serious damage to a WK, enough so that the Balesword wielding Nurgle Prince can finish it off. You may not be able to use the poison, but the ID will ignore the FNP and cause D3 wounds. Cast Enfeeble and you'll wound on 4+
--
This message was edited 1 time. Last update was at 2016/04/20 15:47:41
I also had a game with my Infernal Tetrad against a Tau army run by one of the best players in my area, multiple-GT winner The French Overlord running ObSec Farsight-bomb + Riptide Wing. It was a tough but close game. Perhaps I will do a special mini-batrep exclusive here on this thread.
Galef wrote: Just played against 5 Riptides. It was brutal. We played Vangaurd so I didn't see combat til turn 4, then I couldn't even wound because of their 3++ & FNP. I was pissed.
Tip for the future, Fly for 2 turns to make sure there is nowhere they can run. I landed turn 2 and because of that I wasn't close enough to charge until turn 4.
I only managed to kill 1 due to Psychic Shreik. I would have won on objectives, but a couple of Riptides squeezed out of their corner past the Princes and made short work of all my Nurglings....in combat non-the-less.
What I should have done was stay in the air on turn 2 and spread out to trap them all in his corner, try to shriek another one to death, land turn 3, then charge turn 4. Even if I couldn't kill them, they would not have been able to cap my objectives. The only saving grace in this whole game was that my WL trait was the -1BS/WS when targeted. It made if harder for him to do anything. I only lost the Slaanesh Princess, which was my fault for not casting Invisibility on her (or keeping her in the air)
We did come to the conclusion that Drones can be Blinded even if they are in a unit with Blacksun Filters. He had a unit of Crisis Suits with marker Drones and the Drones don't have BSF, so if I was able to get any Nurlgings in range (not possible), I could have attempted to blind them.
--
That's the sort of list I would enjoy playing my Cyclopial Cabal again. Not saying my list would do any better. I just think it would be fun and cathartic to take over a Riptide each turn to fire at the others. But only after hitting it with that Nurgle psychic power that gives Gets Hot to an enemy unit.
Lover of all things Eldar, branching out into Daemons.
Galef wrote: Double Gatling (which you can do) will absolutely mess up Marines and Scatterbikes. That many shots might also kill do some serious damage to a WK, enough so that the Balesword wielding Nurgle Prince can finish it off. You may not be able to use the poison, but the ID will ignore the FNP and cause D3 wounds. Cast Enfeeble and you'll wound on 4+
Unfortunately there is only 1 Gatling cannon in the new Imperial Knight: Renegade kit, so if I cannot find a gatling cannon at a bits seller, which guns would be next best then? :-)
Khorne - +1W, It Will Not Die, Greater Etherblade
Nurgle - +1W, It Will Not Die, Balesword, Cursed Earth, Psychic Shriek
Slaanesh - Grimoire, Lash of Despair, Sacrifice, Shriek
Tzeentch - 4+ FNP, Greater Etherblade, Summoning, Shriek (Tzeentch)
WL Trait: +1 Inv
Tau deployment.
In reserves, the Farsight bomb, 2 tetras (outflanking), normal Riptide (not from the Riptide Wing) and all of his single suits. With the exception of the tetras, everyone will be deepstriking.
Daemon deployment. Bell Herald is hiding behind my VSG all by himself.
BTW, it is ruled in the ITC that markerlights cannot affect units behind a VSG. You need to take down the shields first before the Markerlights can affect the units within.
Nurglings will be deepstriking in from Reserves.
So what do you think of the matchup and who do you think wins? I will be updating this report throughout the day.
This message was edited 2 times. Last update was at 2016/04/20 18:33:06
jy2 wrote: I also had a game with my Infernal Tetrad against a Tau army run by one of the best players in my area, multiple-GT winner The French Overlord running ObSec Farsight-bomb + Riptide Wing. It was a tough but close game. Perhaps I will do a special mini-batrep exclusive here on this thread.
Thanks for sharing
This message was edited 1 time. Last update was at 2016/04/20 17:19:55
Slayer-Fan123 wrote: I noticed you didn't opt for lesser rewards on the MoT and MoK ones. Why is that?
Not enough points for them. I was going for Psychic Shriek-spam and opted to add psychic levels to my Herald rather than to boost my CC-prowess. Otherwise, I could have made him Level 1 only to add those gifts.
jy2 wrote: Otherwise, I could have made him Level 1 only to add those gifts.
Not worth it IMHO.
[edit] well actually the lesser on both Khorne guys would have been very good here. Lots of juicy target to decapitate.
jy2 wrote:So what do you think of the matchup and who do you think wins? I will be updating this report throughout the day.
Barring any crazyness from the warpstorm... I'd say the Tetrad takes the game. I'm betting on you man !
Between the rewards and the awesome warlord trait (why do I keep getting 5 and 6 on that table... sigh), you rolled pretty good. You have the resistance buff you need.
And the Tau seems very vulnerable to your shriek-spam with bell (he didnt purchased the FNP on the riptides did he?).
This message was edited 2 times. Last update was at 2016/04/20 18:23:07
Apologies in advance, but I lost my notes for the Maelstrom objectives.
Tau Turn 1
Spoiler:
Tau movement. Despite the Nova re-roll, his Burstide still fails and takes a Wound.
I believe MikhailLenin does hailfire this turn (shooting twice with his stationary riptides). He brings down my void shields first. Then his tetras shoot at my Nurgle Prince and remove his cover. Finally, he takes off 4W from my Nurgle Prince. If not for the +1W, my Prince would have been dead.
Daemons Turn 1
Spoiler:
Daemons advance. Khorne, Nurgle and Slaanesh Princes swoop forwards. Slaanesh Grimoires the Thirster.
Psychic phase is a total dud. I fail to cast Cursed Earth, Shriek or Summoning (he might have denied one of them).
Daemons run. Nurgle Prince fails to run off the table!
Tau Turn 2
Spoiler:
1 Tetra and all his suits come in. His Riptide and star stay in Reserves. Suits deepstrike off of his Tetra without scatter.
Riptides back away, but not before they Nova.
Tau shooting fail to bring down any of my Princes. However, his single suits do manage to take out my Bell Herald for First Blood.
Daemons Turn 2
Spoiler:
Nurgle and Slaanesh Prince continue to swoop. Thirster prepare to assault. However, I make the mistake of using the Grimoire on him after he had moved. Doh!
Tzeentch DP goes back towards my deployment zone and after the solo-suits.
Interceptor wipes out the 1 unit of Nurglings who came in. Unfortunately, scatter leaves them out in the open and the Burstide shoots them down.
It is a combination of Vector Strike and Psychic Shriek from my Nurgle DP which takes down the broadsides. However, that then leaves my Thirster with no target to charge. Doh!
Slaanesh Prince summons a Tzeentch Herald on disc. He then turbo-boosts behind terrain but takes 1W to Dangerous Terrain. Doh!
I fail Psychic Shriek attempts from both the Slaanesh and Tzeentch Princes.
Next turn is potentially going to be very painful for me if his star comes in, as I have my Thirster on the ground with only a 6++ Invuln save.
This message was edited 2 times. Last update was at 2016/04/25 19:49:12
Galef wrote: Double Gatling (which you can do) will absolutely mess up Marines and Scatterbikes. That many shots might also kill do some serious damage to a WK, enough so that the Balesword wielding Nurgle Prince can finish it off. You may not be able to use the poison, but the ID will ignore the FNP and cause D3 wounds. Cast Enfeeble and you'll wound on 4+
Unfortunately there is only 1 Gatling cannon in the new Imperial Knight: Renegade kit, so if I cannot find a gatling cannon at a bits seller, which guns would be next best then? :-)
Conversions
Battle cannons are nice, the cannon/gatling is a solid option for my SW army. It will still put out a world of hurt with 2 large blasts, and will scare off any large hordes that might want to tarpit your princes.
jy2 wrote: Daemons run. Nurgle Prince fails to run off the table!
It's a minor point bit I don't think you can run Nurgle Daemons anyway due to S and P.
Right. I forgot during the game as I hadn't run Nurgle Princes in, like, forever.
BTW, glad he didn't run off the table, because that would have reduced the remaining Princes back to T5. Just another rule subtlety I wasn't aware of at that time as this was actually my first game with the Tetrad.
Report shall continue today. Yesterday, I got a little too busy to work on it.
jy2 wrote: Daemons run. Nurgle Prince fails to run off the table!
It's a minor point bit I don't think you can run Nurgle Daemons anyway due to S and P.
Right. I forgot during the game as I hadn't run Nurgle Princes in, like, forever.
BTW, glad he didn't run off the table, because that would have reduced the remaining Princes back to T5. Just another rule subtlety I wasn't aware of at that time as this was actually my first game with the Tetrad.
Report shall continue today. Yesterday, I got a little too busy to work on it.
Looking forward to more.
Lover of all things Eldar, branching out into Daemons.
Galef wrote: Double Gatling (which you can do) will absolutely mess up Marines and Scatterbikes. That many shots might also kill do some serious damage to a WK, enough so that the Balesword wielding Nurgle Prince can finish it off. You may not be able to use the poison, but the ID will ignore the FNP and cause D3 wounds. Cast Enfeeble and you'll wound on 4+
Unfortunately there is only 1 Gatling cannon in the new Imperial Knight: Renegade kit, so if I cannot find a gatling cannon at a bits seller, which guns would be next best then? :-)
Conversions
Battle cannons are nice, the cannon/gatling is a solid option for my SW army. It will still put out a world of hurt with 2 large blasts, and will scare off any large hordes that might want to tarpit your princes.
I was going to use forgefiend hades autocannons. Does anyone know if they would be too small to look right?
Galef wrote: Double Gatling (which you can do) will absolutely mess up Marines and Scatterbikes. That many shots might also kill do some serious damage to a WK, enough so that the Balesword wielding Nurgle Prince can finish it off. You may not be able to use the poison, but the ID will ignore the FNP and cause D3 wounds. Cast Enfeeble and you'll wound on 4+
Unfortunately there is only 1 Gatling cannon in the new Imperial Knight: Renegade kit, so if I cannot find a gatling cannon at a bits seller, which guns would be next best then? :-)
Conversions
Battle cannons are nice, the cannon/gatling is a solid option for my SW army. It will still put out a world of hurt with 2 large blasts, and will scare off any large hordes that might want to tarpit your princes.
I was going to use forgefiend hades autocannons. Does anyone know if they would be too small to look right?
It's ok. They are a bit on the small side but they can definitively work (i was checking exactly that yesterday).
With a nice junction between the hades gatling and the knight arm ((a few armor pieces, things like that) it should look good.
The other tetra and riptide comes in. Fortunately for me, his Farsight-bomb doesn't come in.
Riptide takes 1W from failed Nova.
The Tau spreads out.
Burstide shoots down the Herald with SMS.
Solo suits take off 1W from the Tzeentch DP.
Lastly, his riptide jumps onto the Relic.
Daemons Turn 3
Spoiler:
Nurgle DP comes in from Ongoing Reserves and vector-strikes a suit for 1W of damage.
Slaanesh DP shrieks a riptide, killing him!!!
However, both Nurgle and Tzeentch DP fail to shriek.
She summons another Herald but suffers Perils in the process....and then fails her Grounding Test! Doh!
Tzeentch DP assaults and massacres a solo suit.
Lastly, the Thirster assaults the Burstide. I opt to Smash so as not to kill him this turn. I want to kill him on my opponent's turn instead.
Tau Turn 4
Spoiler:
His star finally comes in. Yes, that's a risk you take when you reserve your units. You run the risk of your main unit not coming in until Turn 4!
Suits spread out.
His riptide picks up the Relic.
He shoots down my Khorne Prince on the ground.
Both the Slaanesh Prince and my Herald go down as well.
In close combat, my Thirster finish off his riptide.
Daemons Turn 4
Spoiler:
Last unit of Nurglings come in.
I don't have very much left. Both my Thirster and my Nurgle DP swoops 24" towards his star and the Relic. Tzeentch DP glides towards them as well. They all then run.
To be concluded.....
This message was edited 2 times. Last update was at 2016/04/25 19:47:43
I ran a doubles tourney yesterday with this list.
We played Eldar/Corsairs/Eldar for the first round. We played Nids/Eldar for the second round, and Tau/Eldar in the third round.
Here are some takeaways from the games.
Deep striking daemonettes is really good
In every case our opponents were hiding on the back side of the table edge, so assaults would not happen until our turn 3.
Our tactic was to start with the majority of the dameonettes off the board, and to outflank the seekers. The four princes swooped forward on turn one, taking no damage casting cursed earth while moving up. Each prince (save nurgle) ran while swooping to get as close to the enemy as possible to limit their options in movement while keeping within 12" of the cursed earth.
On the start of turn 2, we deep struck in all the daemonettes within 12" of the cursed earth, right in our opponents faces. Each prince then went into glide mode, also getting in the opponents face. The seekers came in behind the opponent limiting their movement and adding additional threat.
At that point, our opponents could either shoot the princes or damonettes. Damned if they do, damned if they don't.
Daemonettes Rend WraithKnights Out of Existence
In one game, our opponent shoved his wraithknight in our face, right in front of the 13 girl daemonette squad with the herald. The 'nets rushed up and shrieked the WK for 2 wounds then poured dice onto the knight, killing it. With the locus up, they were hitting 8/9 of the time, and rending on 6s. I was floored to see how fast they took the knight down.
This is nice as it serves as a nice counter to one of the big weaknesses of the tetrad, which are GMC.
Princes Fling Poo Too
Thanks to the people on this thread pointing it out, I learned that anyone with defensive grenades can throw a blind grenade.
This means that in every possible opportunity before assault with the Nurgle prince, I was throwing a blind grenade before assaulting.
Also remember that each prince has the primaris of their tree due to the daemon rule for focus. This means that the nurgle prince has the AP3 4+ poisoned template, and the slaanesh prince has the STR 6 24" beam. I wound up using those powers a good deal this event.
Tau movement. My opponent uses his star to screen out the riptide with the Relic. They are somewhat safe from assault this turn due to my Thirster swooping.
They shoot down the Nurgle DP.
As well as my Nurglings.
He then uses his jump moves in the Assault phase to completely screen out his Relic riptide.
Daemons Turn 4
Spoiler:
Crap. I don't have very much left and my opponent's army is still largely intact. Moreover, my Thirster needs to land this turn and survive 1 round of shooting. I don't like my chances....
But as long as there is still a chance, I will go for it. Thirster lands. Tzeentch DP goes for the long assault....
.....and makes it. Booyah!
My opponent makes a huge mistake. He went with Monster Hunter last turn instead of making his star Stubborn.
In one fell sweep (literally), I take out his star and his Warlord!
I then consolidate to surround his 'tides.
Tau Turn 5
Spoiler:
Riptides scramble to get away but there is no where for them to run.
Shooting does not do anything.
Daemons Turn 5
Spoiler:
My FMC's go in for the kill.
They charge and finish off both 'tides.
However, I need for the game to continue. Currently, the Relic is contested by his tetras. However, he is beating me badly on the Maelstrom objectives due to rolling for more favorable objectives. I need at least 1 more turn to take control of the Relic.
We roll to see if the game continues and....
Spoiler:
Game ends. Tau wins.
Just for fun, we played out the next turn and I would have controlled the Relic. I also had his Warlord. He would have taken the Maelstroms and Table Quarters. We would have tied had the game continued.
This message was edited 2 times. Last update was at 2016/04/25 19:45:09
It's cool to see a battle report with the Tetrad, but having it in the middle of a tactics thread is making it confusing, especially with the big pictures and how it's spread out over more posts.
Would you be able to go back and put all the pictures in spoiler tags at least, so as not at least make it less intrusive and take up less (vertical) space?
I'd say so, if nothing more than taking out the Riptide. I played a games recently against 5 Riptides with FNP and neither my Tz Prince or Kh Prince could take them down. 3++ with FNP made them super hard to even wound, much less kill. In 3 rounds of CC I only did 1 wound to one of them. Having a D-weapon would have ignored the FNP and possible chopped through the 3++.
Spiky Norman wrote: It's cool to see a battle report with the Tetrad, but having it in the middle of a tactics thread is making it confusing, especially with the big pictures and how it's spread out over more posts.
Would you be able to go back and put all the pictures in spoiler tags at least, so as not at least make it less intrusive and take up less (vertical) space?
Though he isn't a force-multiplier like Fatey or Be'lakor, he is great IMO as a board control unit and total bad-a$$. In my first game with them, I was just experimenting to see the synergy of having a Thirster in a Tetrad build.
Though he isn't a force-multiplier like Fatey or Be'lakor, he is great IMO as a board control unit and total bad-a$$. In my first game with them, I was just experimenting to see the synergy of having a Thirster in a Tetrad build.
That's the main part I worry about. Princes are still pretty squishy, eve with the bonuses handed out by the Tetrad. For the same points you could've used Belakor, so do you think that wouldn't made much of a difference?
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
I'd say so, if nothing more than taking out the Riptide. I played a games recently against 5 Riptides with FNP and neither my Tz Prince or Kh Prince could take them down. 3++ with FNP made them super hard to even wound, much less kill. In 3 rounds of CC I only did 1 wound to one of them. Having a D-weapon would have ignored the FNP and possible chopped through the 3++.
Yeah, the D-thirster can kill like no other. Doesn't matter if you have a 3++ or 2++ with re-rollable saves and/or Invis. One 6 (after hitting) and it is game over for that unit. My thirsters rarely disappoint me.
Though he isn't a force-multiplier like Fatey or Be'lakor, he is great IMO as a board control unit and total bad-a$$. In my first game with them, I was just experimenting to see the synergy of having a Thirster in a Tetrad build.
That's the main part I worry about. Princes are still pretty squishy, eve with the bonuses handed out by the Tetrad. For the same points you could've used Belakor, so do you think that wouldn't made much of a difference?
Not in this case. That is because a good player will force you to break them up. You can't really stay in Be'lakor's bubble for long. The moment I saw my opponent's deployment, I knew what he was planning to do. Moreover, with Tau's ability to ignore cover, Be'lakor wouldn't have lasted very long in this game.
Overall, Be'lakor might be a better fit for the Tetrad but there are some instances where he wouldn't. This (and Tau in general) is one of those games where Be'lakor wouldn't really have made too much of a difference IMO. But honestly, I didn't take Be'lakor because I already know how well he synergizes with the list. Rather, I wanted to experiment with how my Thirster synergizes with the Tetrad instead.
This message was edited 2 times. Last update was at 2016/04/25 20:03:55
I've found Be'lakor's 6" bubble to be a bit restrictive. The 12" bubble from cursed earth gives a lot more room to maneuver if you are looking for a buff.
In all my tetrad games with Be'lakor I've found him to be the weak link and he always dies first. This is because the other princes are rocking FNP buffs, rerolling invulns or some other buff.
The best companion to the Tetrad I've seen has been this list.
Spoiler:
Infernal Tetrad (1315pts)
Daemon Prince of Khorne w/ Armour of Scorn, 2x Greater Daemonic Reward, Lesser Daemonic Reward, Daemonic Flight
Daemon Prince of Nurgle w/ 2x Greater Daemonic Reward, Daemonic Flight, Mastery 3, Warp-forged Armour
Daemon Prince of Slaanesh w/ 2x Greater Daemonic Reward, Daemonic Flight, Mastery 3, Warp-forged Armour, SoulStealer
Daemon, Daemon of Slaanesh, Daemonic Instability, Deep Strike, Fear, Fleet, Hatred (Daemon of Khorne), Rending
Daemon Prince of Tzeentch w/Greater Daemonic Reward, Lesser Daemonic Reward, Daemonic Flight, Mastery 3, The Impossible Robe, Warlord
CaD (535pts)
Herald of Slaanesh w/Greater Reward
10 Daemonettes of Slaanesh w/Icon of Chaos
10 Daemonettes of Slaanesh w/Icon of Chaos
10 Daemonettes of Slaanesh w/Icon of Chaos
10 Daemonettes of Slaanesh
10 Daemonettes of Slaanesh
Attache the heralds to the daemonettes. Deep strike them all. Swoop the tetrad up on turn one, go gliding on turn two when all the daemonettes appear who won't scatter with cursed earth or icons. Profit!
Ive been experimenting with the tetrad, and I can't emphasize enough that the skullreaver weapon is incredible on the khorne prince. The fact that the bonus acts on to hit rolls with the amount of rolls a khorne prince gets, and reroll 1s with the tetrad, I have never NOT rolled a 6 and gotten at least 1 Strength D hit. And initiative 8 melee strength D is so strong.
Didn't think of the lash on the slaanesh prince with iron arm...that sounds fun!
I am soooo nervous about the impossible robe on the tzeentch prince, havent tried it...but I shall give it a go.
I have actually been using the tetrad with the warpflame host and LOVE IT. Right now I am running x6 exalted flamers and 3x3 flamers of tzeentch. I attach the herald to the furies (required aux for the detachment) as ablative wounds, and the flexibility of the exalted flamers (especially since their weapons are +1 strength) is SO nice
Ive also considered just dropping the regular flamers entirely and having 9 exalted flamers, gets me more gifts on the tetrad and more S10 and S6 flamer action, but lowers my ability to have fast capture units
This message was edited 2 times. Last update was at 2016/04/25 22:28:34
Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts