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pink horrors, flamers, also a large blob of demonettes/bloodletters can deliver tons of attacks to hordes.
3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019
Barnie25 wrote: Do people mix gods of different allegiances within the same detachment?
You lose out on your allegiance specific special rules, is that a problem?
. Not that much of a problem with Tzeentch, Nurgle depends on the unit, Slaanesh and Khorne benefit greatly from their bonus auras and really like to bring them into play.
Also, bear in mind synergy if you’re bringing a Daemonkin list with all Obliterators and Defilers and Blight-haulers etc.
Barnie25 wrote: Do people mix gods of different allegiances within the same detachment?
You lose out on your allegiance specific special rules, is that a problem?
. Not that much of a problem with Tzeentch, Nurgle depends on the unit, Slaanesh and Khorne benefit greatly from their bonus auras and really like to bring them into play.
Also, bear in mind synergy if you’re bringing a Daemonkin list with all Obliterators and Defilers and Blight-haulers etc.
Yeah my 3 Bloat-Drones really don't mind it when a poxwalker increases the strength of my flamers.
A couple pages back, someone tossed out the idea of running a list with all the "best" Daemon Princes available, as a counter to Imperial Knight lists. I looked at putting together one of my own, and after determining that you need a Thousand Sons (Tzeentch DP + Ahriman), Chaos Space Marine (Slaanesh Elixir), and Chaos Daemons (Skullreaver and Corruption princes) detachment to fit them all, also considered how to make the most of the little guys meant to screen and support those monsters. I came up with the following list....
Thousand Sons Battalion
Ahriman on Disc--Warp Time, Death Hex, Weaver of Fates 166
Daemon Prince of Tzeentch--Wings, Malefic Talons x 2, Helm of the Third Eye, Gaze of Fate, < >, 180
Daemon Prince of Tzeentch--Wings, Malefic Talons x 2, Dark Matter Crystal, < >, < >, 180
Tzaangor Shaman--< > 90
Tzaangors--30 Tzaangors with Tzaangor Blades, Brayhorn 220
Chaos Cultists--10 Cultists with Autoguns 40
Chaos Cultists--10 Cultists with Autoguns 40
Chaos Space Marines Battalion
Daemon Prince--Slaanesh, Alpha Legion, Wings, Malefic Talons x 2, Intoxicating Elixir, Diabolic Strength 180
Dark Apostle--Alpha Legion
Chaos Cultists--40 Cultists with Autoguns, Slaanesh, Alpha Legion
Chaos Cultists--10 Cultists with Autoguns, Slaanesh, Alpha Legion
Chaos Cultists--10 Cultists with Autoguns, Slaanesh, Alpha Legion
Amusingly, it's kinda like the 7th ed Infernal Tetrad lists, having a Daemon Prince from every Chaos allegiance. Each detachment has a Troop type that can pull a lot of weight with proper support, so I wanted each of those. A lot of command points (up to 5) are spent pre-game on just relics, so I also made some tweaks to be able to cram in 3 battalions to provide the needed surplus of CP's. This lets you adjust the list up and down, depending on how many relics you need for punch, if you want to reserve units, and then have points available for buffs (3d6 charge, fighting again in combat, etc.)
Bottom line is you end up with a list that can punch the hell out of a couple Imperial Knights at once, while also having up to 6 Smites (only one that will get penalized), a couple other buffing spells, a turn 1 charge from the Tzaangor bomb, the option to outflank/replace itself with Tide of Traitors, and a deep striking Bloodletter bomb. And 150 ObSec bodies.
This message was edited 1 time. Last update was at 2018/08/29 23:38:55
Sokhar wrote: A couple pages back, someone tossed out the idea of running a list with all the "best" Daemon Princes available, as a counter to Imperial Knight lists. I looked at putting together one of my own, and after determining that you need a Thousand Sons (Tzeentch DP + Ahriman), Chaos Space Marine (Slaanesh Elixir), and Chaos Daemons (Skullreaver and Corruption princes) detachment to fit them all, also considered how to make the most of the little guys meant to screen and support those monsters. I came up with the following list....
Thousand Sons Battalion
Ahriman on Disc--Warp Time, Death Hex, Weaver of Fates 166
Daemon Prince of Tzeentch--Wings, Malefic Talons x 2, Helm of the Third Eye, Gaze of Fate, < >, 180
Daemon Prince of Tzeentch--Wings, Malefic Talons x 2, Dark Matter Crystal, < >, < >, 180
Tzaangor Shaman--< > 90
Tzaangors--30 Tzaangors with Tzaangor Blades, Brayhorn 220
Chaos Cultists--10 Cultists with Autoguns 40
Chaos Cultists--10 Cultists with Autoguns 40
Chaos Space Marines Battalion
Daemon Prince--Slaanesh, Alpha Legion, Wings, Malefic Talons x 2, Intoxicating Elixir, Diabolic Strength 180
Dark Apostle--Alpha Legion
Chaos Cultists--40 Cultists with Autoguns, Slaanesh, Alpha Legion
Chaos Cultists--10 Cultists with Autoguns, Slaanesh, Alpha Legion
Chaos Cultists--10 Cultists with Autoguns, Slaanesh, Alpha Legion
Amusingly, it's kinda like the 7th ed Infernal Tetrad lists, having a Daemon Prince from every Chaos allegiance. Each detachment has a Troop type that can pull a lot of weight with proper support, so I wanted each of those. A lot of command points (up to 5) are spent pre-game on just relics, so I also made some tweaks to be able to cram in 3 battalions to provide the needed surplus of CP's. This lets you adjust the list up and down, depending on how many relics you need for punch, if you want to reserve units, and then have points available for buffs (3d6 charge, fighting again in combat, etc.)
Bottom line is you end up with a list that can punch the hell out of a couple Imperial Knights at once, while also having up to 6 Smites (only one that will get penalized), a couple other buffing spells, a turn 1 charge from the Tzaangor bomb, the option to outflank/replace itself with Tide of Traitors, and a deep striking Bloodletter bomb. And 150 ObSec bodies.
Elric Greywolf wrote: Cephalobeard, I'd be interested to see what list of yours isn't working for you, because I've been doing quite well with Daemons Primary.
I did really well at the GT (got 2nd out of 32 players, went 5-1), and I thought I'd share my list and games with you all for the betterment of 40kind
Here's my final list. I actually combined the two lists and took a suggestion I got here.
Thousand Sons Supreme Command (+1CP)
HQ Ahriman on Disc – 166
Powers: Diabolic Strength, Death Hex, Glamour
Parveidota Upuris, Prince of Tzeentch, Wings, 2 Talons, Helm relic – 180
Powers: Weaver, Warptime
Izvelas Izmainas, Prince of Tzeentch, Wings, 2 Talons – 180
Powers: Gift of Chaos, Temporal Manipulation
Reinforcement Points (for splits and an occasional Spawn) – 85
My general strategy is to put the LoC at the front of a spear, with the Princes arranged around him depending on enemy mobility. I want the LoC in the front to block as much damage as possible, since he has the best save, highest toughness, and most wounds of all my models. And while no slouch in combat, obviously my damage is generated from other sources.
Game 1 VERSUS Imperial Guard
Spoiler:
This guy had a severely unoptimized list, and he said it was his 3rd game in 8e and his first tournament ever. Props for coming to such a big event. He won the Purple Heart award for losing all six games but still playing all six! Throughout our game, I reminded him to use his Regimental bonus, his Russ double-shoot, and even told him about Vengeance for Cadia strat.
His list was, roughly, a Cadian brigade with Creed, Commisar, Tempestor Prime, four Infantry Squads (two in Chimeras), two five-man Scion units (with no plasma), a Scion Command (again no plasma), a Command Squad (Standard, vox, etc), a Master of Ordinance, three Armoured Sentinels with plascans, autocannon HWT, las HWT, mortar HWT; and then a Cadian Spearhead with Company Commander, Basilisk, Wyvern, and three LRBTs (mix of turrets).
One Top I went first (I had fewer drops). We had Hammer and Anvil deployment, five objectives, one in the center, with a rather huge hill+tower in center field. T1 I moved everything up the field, advancing with all the Princes except one, who got seriously buffed (3++, -1 to hit, Diabolic Strength) and then Warptimed forward. This guy, Izvelas Izmainas, then gave Creed a very lovely Gift of Chaos (9" range bc TSons)...and yes I beat his toughness, and OF COURSE I did 5 wounds. And a Spawn popped out and tied up an infantry squad on an objective.
LoC, Nurgle, and Ahriman all did some wounds to Sentinels. Izvelas Izmainas shredded the same infantry squad the Spawn was facing, and that was top of 1.
One Bottom This was really awful for him. LoC had a 2++, weathered all the Russ shooting with minimal damage and the Nurglings took some Wyvern and small arms fire. The Crystal Prince took a couple wounds, but was largely unscathed, thanks to the modifiers on him. The Spawn died.
Two Top I moved everything up, except the Flamers who were waiting mid-field, hidden, to counter the Scion drop. Arioch got a nice Gateway off on a Sentinel, hitting three other units. Izvelas Izmainas healed himself and moved over to the lovely grouping of Commisar, Ordinance, Basilisk, and Wyvern. The Pink blob, which had dropped with Vashta Nerada, cleared off an infantry squad and a few bases of HWTs.
Izvelas Izmainas multicharged the Basilisk and both characters, and killed both characters. Nurgle charged and destroyed a sentinel. Arioch multicharged a sentinel and an infantry squad, killing the Sentinel and causing the infantry to flee in morale. Parveidota Upuris killed an infantry squad.
At this point, there were a couple Chimeras (one full), the Basilisk in combat, three LRBTs, and a character.
Two Bottom He dropped in the Scions, and killed a few Pinks. The Russes plinked at Arioch, who took minimal damage. The Wyvern shot at lesser daemons. The final infantry squad unloaded and shot into Nurgle, doing nothing of note. Izvelas Izmainas killed the Basilisk in combat (bc yes I did heroically intervene after he fell back 2").
And by the bottom of T2 he had killed less than 10 models. He got several Nurgling bases, a few Pink Horrors, and had made a dent in a couple of my princes. His Scions (all four units of them) dropped into my backfield and didn't do much, and I had held my Flamers back in order to counter this.
At this point, he conceded. Had we continued, I would have killed all the Scions with the Flamers and perhaps a bit of Pink shooting, thus securing my backfield. I would have charged the Russes with Khorne, Nurgle, and Arioch. Mortal wounds would've taken out a Chimera.
So a great starting show for me at this six round tournament! It was 38-4 at the end, putting me in 3rd place overall.
Game 2 VERSUS Mirror Match Magnus!
Spoiler:
I have played this guy several times in the past couple months with iterations of my list, and have won each time by a narrow margin. We're pretty closely matched, and each game has been a back-and-forth bloodbath. He's pretty competitive, and has even made matrices detailing which ITC Secondaries he should take against which opponents; as well as a matrix for his opponents detailing how many characters he has, how many models, how many etc. A bit over the top, imo, but to each his own.
His list was TSons Supreme (Ahriman, 3 Princes, Magnus), TSons Battalion (Sorcerer, Sorcerer, 3x10 Cultists), and Tzeentch Battalion (Tzerald, Changeling, 3x10 Brims, 9x Flamers). So not exactly a mirror match, but quite a bit of confluence. Our Psychic phases were INTENSE.
We had the corners w/ middle bubble deployment. We had a nearly identical deployment--a spear of princes (and lil Ahriman) tipped by Magnus or Arioch, respectively. My Nurglings sat near his far side line, and he countered with all the cultists and two Brims.
One Top He got first turn, and played very conservatively. His Ahriman moved to support cultists against my Nurglings, and all his other stuff crept forward. Arioch took FIFTEEN mortals in this psychic phase. He used the TSons stratagem on Gateway to give Magnus a net +4 cast, and caused quite a few wounds on Princes (but fortunately rolled rather low on the damage).
The rest of the game was really a struggle for the center point, with various charges, interventions, and multiassaults. It was brutal. The best part for me was when his Ahriman had a perils, I knocked it up to 2d3 damage, and he burned out, killing a variety of cultists. That was T2. I managed to kill Magnus with Khorne and Nurgle together (not even that 3++ can save you against that much damage).
It was all such a psychic blur that I can't remember the specific details as well, but I ended up winning 22-19. I think I eked it out because of secondaries. His 9 Flamers dropping into my backfield gave me quite a scare, but I cleared them off through Pink shooting and a gutsy charge.
Game 3 VERSUS Imperial Knights
Spoiler:
I played against the first place player. He's pretty good, probably the best in our meta and also does very well at national tournaments. Usually plays Nids, but switched it up because he felt like easy mode His list is three Taranis Knights (Crusader , Gallant, Warden), a Freeblade Raven Castellan (big plasma, 4 missiles), and a Guard battalion (2 Commanders, one Warlord, and 3x10 Infantry).
We had Dawn of War deployment, with four objectives (two in the very middle of each deployment zone, two near the short edges midfield). I camped my Brims on mine, Nurglings on the other two, and he camped his Guard on his, with a squad aimed at each center field objective. Knights grouped up in the middle.
One Top I got first turn, and surged forward. I moved some Pinks up to reinforce the Nurglings on a side objective, and all the big boys moved forward in formation to try and engage a Knight. I was out of range for Gateway (sadly), but I did make a T1 charge with a TSons Prince. He caused roughly six wounds to a Knight (this opponent has an entire game of above average saves) and dies a squishy death. This was a serious mistake on my part, and I wish I had instead weathered a turn of shooting at Big Bird, with all my princes lined up behind, and then gang-banged two knights next turn. I should've played more conservatively. I also failed Treason, boo.
One Bottom There was a lot of shooting here that gave some damage to Arioch. But nothing noteworthy happened besides some Guardsmen moving forward and stripping a few Nurgling wounds.
Two Top Flamers came in and DID NOT MANAGE TO KILL AN INFANTRY SQUAD. This just shows how crazy he was doing on saves during this whole game. 6d6 S4 -1 hits on a 10 man guard squad, and they don't all die. The probability of doing at least 10 wounds is 74% I charged the Gallant (double cc knight) with Nurgle, Khorne, and the remaining TSons, and Khorne did 22 wounds, with Nurgle finishing it off. That was really crazy, and I immediately kissed my Khorne prince, and thanked the Fates that I had decided to go with that choice in the end. Thanks to small_gods for the suggestion above. Totally worth it. When the Knight died it exploded, causing wounds to three princes, the LoC, and another Knight.
I also did some more damage across the Knights with mortals, and my big Pink blob plopped onto my objective because I didn't want a Knight getting in there and stealing it from me. They actually did SEVEN wounds to the Knight they shot at (FlickerFire means wounds on 5s!).
Two Bottom Nurgle died. Nurglings died. Flamers died. Tzerald died to Shieldbreaker. Arioch took some damage. The Pinks took a wound or two from stubbers, but the main guns were focused on bigger targets.
Three Top My smaller unit of Pinks ran forward to engage a lonely Guard Commander in a ruin. This will lead to one of two situations, out of my control, that resulted in my loss. I did enough mortals that I could a second knight (I think the Warden) in cc with a prince, and I managed to kill the Castellan with Khorne, who did TWENTY-FIVE more damage. Unbelievable. Mathhammer says that my average should be 19 damage, so I'm definitely getting above average. Maybe I'm giving this guy too much credit, but he's good. And just wait till game five, hehehe.
Pink blob finished off some stray guardsmen, and did another wound to a knight. Not a bad showing for them.
Three Bottom Second TSons Prince died. This leaves me with Khorne on a couple wounds, menacing the Guard Warlord; Ahriman, near center field giving psychic support; Arioch with 5 wounds left; the huge blob of Horrors midfield; a couple Nurglings on an objective; and 8 Pink rushing the second cowardly Commander. He's got a Crusader, sixish Guardsmen, and two Commanders.
Well, hit the and that Warden, in a single round of shooting, manages to kill Ahriman (with the gatling), Khorne Prince (with a Flamer and stubber) and Arioch (with the melta). Note that I had forgotten all game about my -1D warlord trait, and upon the killing blow, which melta (at half range) caused 6D, still killed him for 5D This really turned the tables, and was some very unfortunate rolling on my part.
Four Top 8 Pinks move into position and shoot the cowardly Commander, dealing two wounds. Big blob of Pinks shoots the Knight, who is heavily wounded, and does another wound or two (but not enough). I still have a single Flamer, who moves off an objective to try and root out the remaining Infantry Squad.
8 Pinks charge the cowardly commander, and do two wounds. He fails both saves. He uses his last command point to make the save, and regains the CP.
Four Bottom The single Flamer dies to las. The Warden charges my Pink blob and everyone piles in. I have so many splits, I do no damage, and the pile-in definitely secures my objective. I take my morale (because I lost a LOT of guys) and I roll a 1 Four Pinks come back, getting me to 26 models. Heh. The Commander in cc kills a Horror, and I give him a wound, his final wound. He fails his save; a CP is spent to reroll. Save is made, CP is regained. This means that I don't really have a hope of clearing off his back objective or getting his Warlord.
Five Top Horrors are all in combat. The EXACT SAME THING happens with the Commander, except this time he finally runs out of CP. I lose some Horrors, but nothing terrible. I'm still winning on objectives because of two little Nurgling bases that are hiding behind a hill.
Five Bottom Warden falls back, shoots some Horrors, and charges the Nurglings. The Nurglings freaking survive, because the Warden is so damaged he misses a lot. Guardsmen rush to an objective.
Six Top Pink Blob, with loads of models left (still 20+) spread out to hold the objective while trying for some shots at the Warlord (who was in range for some reason?) and the Infantry squad who had moved moved moved to an objective. Lesser unit of Pinks move toward the Warlord, but are in a ruin and can't see.
Pink blob fires 7 models (21 shots) and the Warlord takes 2 wounds, whereas the average would be 3.5. This is, again, where his saving rolls are absurdly (maliciously?) hot. Right at the crux, he makes it again. Some more Pinks shoot at the infantry and squish them. Knight squishes last Nurgling. (I couldn't fall back, hold the objective, and also avoid Intervention, so I had no choice.)
Six Bottom Knight kills a few Horrors, game over.
I lost 21-26, and I can't help but feel that if just one of three specific things had gone differently, I would've won. If either Khorne, Ahriman, or Arioch had survived the Warden shooting round, I could've killed at least the Warlord, and maybe even the Warden. If that Commander hadn't rerolled three saves, I would've been out of combat and killing the Warlord with those Pinks. Or if my final round of Pink shooting had not been unstatistically saved against, I would've got some more points and denied him some.
But it's a dice game in the end. I need new dice.
Skullreaver did approximately NINETY DAMAGE across the tournament against Knights. That's just in two games, so an average of FORTY-FIVE DAMAGE against a Knight opponent. That is INSANE. I seriously cannot get my head around it, I have never done that much damage with a single unit before. My hardest-hitting unit, a Grey Knight GMDK, will do about 20 damage against a big target, if he's lucky. And he's 300pts, nearly double what the Prince is.
I'll post the other three rounds later. For now, I'm typed out.
This was awesome to hear and a great read. I'm looking forward to reading about the next 3 rounds. Congrats on 2nd!
This message was edited 2 times. Last update was at 2018/08/30 06:13:13
Let's hope there's something Slanneshi for 40k as well.
@barboggo - was the tournament not using the "rule of three"? Or does the fact that TS have "Daemon Prince of Tzeentch" rather than "Daemon Prince" allow you to circumvent that cap?
@Sokhar - Can the second TSon DP not cast on other Legions? Only, Delightful Agonies is such a good spell, it’s a shame not to see it on the only Slaaneshi DP
yes you can but 100% sure in next CA or maybe already with incoming FAQ they will fix it and you will not play more than 3 dp's (and for me is only a good thing).
This message was edited 1 time. Last update was at 2018/08/30 13:20:30
3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019
Sokhar wrote: A couple pages back, someone tossed out the idea of running a list with all the "best" Daemon Princes available, as a counter to Imperial Knight lists. I looked at putting together one of my own, and after determining that you need a Thousand Sons (Tzeentch DP + Ahriman), Chaos Space Marine (Slaanesh Elixir), and Chaos Daemons (Skullreaver and Corruption princes) detachment to fit them all, also considered how to make the most of the little guys meant to screen and support those monsters. I came up with the following list....
Thousand Sons Battalion
Ahriman on Disc--Warp Time, Death Hex, Weaver of Fates 166
Daemon Prince of Tzeentch--Wings, Malefic Talons x 2, Helm of the Third Eye, Gaze of Fate, < >, 180
Daemon Prince of Tzeentch--Wings, Malefic Talons x 2, Dark Matter Crystal, < >, < >, 180
Tzaangor Shaman--< > 90
Tzaangors--30 Tzaangors with Tzaangor Blades, Brayhorn 220
Chaos Cultists--10 Cultists with Autoguns 40
Chaos Cultists--10 Cultists with Autoguns 40
Chaos Space Marines Battalion
Daemon Prince--Slaanesh, Alpha Legion, Wings, Malefic Talons x 2, Intoxicating Elixir, Diabolic Strength 180
Dark Apostle--Alpha Legion
Chaos Cultists--40 Cultists with Autoguns, Slaanesh, Alpha Legion
Chaos Cultists--10 Cultists with Autoguns, Slaanesh, Alpha Legion
Chaos Cultists--10 Cultists with Autoguns, Slaanesh, Alpha Legion
How do the TS Daemon Princes have relics? Doesn't the Warlord need to be a TS character to get access to that faction's relics? Or does using the relic stratagem circumvent this limitation?
What would be your usual target for the Black Matter Crystal? It's costing 2CP so there must be a clear plan in mind.
This message was edited 1 time. Last update was at 2018/08/30 13:20:24
3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019
Elric Greywolf wrote: Cephalobeard, I'd be interested to see what list of yours isn't working for you, because I've been doing quite well with Daemons Primary.
I did really well at the GT (got 2nd out of 32 players, went 5-1), and I thought I'd share my list and games with you all for the betterment of 40kind
Here's my final list. I actually combined the two lists and took a suggestion I got here.
Thousand Sons Supreme Command (+1CP)
HQ Ahriman on Disc – 166
Powers: Diabolic Strength, Death Hex, Glamour
Parveidota Upuris, Prince of Tzeentch, Wings, 2 Talons, Helm relic – 180
Powers: Weaver, Warptime
Izvelas Izmainas, Prince of Tzeentch, Wings, 2 Talons – 180
Powers: Gift of Chaos, Temporal Manipulation
Reinforcement Points (for splits and an occasional Spawn) – 85
My general strategy is to put the LoC at the front of a spear, with the Princes arranged around him depending on enemy mobility. I want the LoC in the front to block as much damage as possible, since he has the best save, highest toughness, and most wounds of all my models. And while no slouch in combat, obviously my damage is generated from other sources.
Game 1 VERSUS Imperial Guard
Spoiler:
This guy had a severely unoptimized list, and he said it was his 3rd game in 8e and his first tournament ever. Props for coming to such a big event. He won the Purple Heart award for losing all six games but still playing all six! Throughout our game, I reminded him to use his Regimental bonus, his Russ double-shoot, and even told him about Vengeance for Cadia strat.
His list was, roughly, a Cadian brigade with Creed, Commisar, Tempestor Prime, four Infantry Squads (two in Chimeras), two five-man Scion units (with no plasma), a Scion Command (again no plasma), a Command Squad (Standard, vox, etc), a Master of Ordinance, three Armoured Sentinels with plascans, autocannon HWT, las HWT, mortar HWT; and then a Cadian Spearhead with Company Commander, Basilisk, Wyvern, and three LRBTs (mix of turrets).
One Top I went first (I had fewer drops). We had Hammer and Anvil deployment, five objectives, one in the center, with a rather huge hill+tower in center field. T1 I moved everything up the field, advancing with all the Princes except one, who got seriously buffed (3++, -1 to hit, Diabolic Strength) and then Warptimed forward. This guy, Izvelas Izmainas, then gave Creed a very lovely Gift of Chaos (9" range bc TSons)...and yes I beat his toughness, and OF COURSE I did 5 wounds. And a Spawn popped out and tied up an infantry squad on an objective.
LoC, Nurgle, and Ahriman all did some wounds to Sentinels. Izvelas Izmainas shredded the same infantry squad the Spawn was facing, and that was top of 1.
One Bottom This was really awful for him. LoC had a 2++, weathered all the Russ shooting with minimal damage and the Nurglings took some Wyvern and small arms fire. The Crystal Prince took a couple wounds, but was largely unscathed, thanks to the modifiers on him. The Spawn died.
Two Top I moved everything up, except the Flamers who were waiting mid-field, hidden, to counter the Scion drop. Arioch got a nice Gateway off on a Sentinel, hitting three other units. Izvelas Izmainas healed himself and moved over to the lovely grouping of Commisar, Ordinance, Basilisk, and Wyvern. The Pink blob, which had dropped with Vashta Nerada, cleared off an infantry squad and a few bases of HWTs.
Izvelas Izmainas multicharged the Basilisk and both characters, and killed both characters. Nurgle charged and destroyed a sentinel. Arioch multicharged a sentinel and an infantry squad, killing the Sentinel and causing the infantry to flee in morale. Parveidota Upuris killed an infantry squad.
At this point, there were a couple Chimeras (one full), the Basilisk in combat, three LRBTs, and a character.
Two Bottom He dropped in the Scions, and killed a few Pinks. The Russes plinked at Arioch, who took minimal damage. The Wyvern shot at lesser daemons. The final infantry squad unloaded and shot into Nurgle, doing nothing of note. Izvelas Izmainas killed the Basilisk in combat (bc yes I did heroically intervene after he fell back 2").
And by the bottom of T2 he had killed less than 10 models. He got several Nurgling bases, a few Pink Horrors, and had made a dent in a couple of my princes. His Scions (all four units of them) dropped into my backfield and didn't do much, and I had held my Flamers back in order to counter this.
At this point, he conceded. Had we continued, I would have killed all the Scions with the Flamers and perhaps a bit of Pink shooting, thus securing my backfield. I would have charged the Russes with Khorne, Nurgle, and Arioch. Mortal wounds would've taken out a Chimera.
So a great starting show for me at this six round tournament! It was 38-4 at the end, putting me in 3rd place overall.
Game 2 VERSUS Mirror Match Magnus!
Spoiler:
I have played this guy several times in the past couple months with iterations of my list, and have won each time by a narrow margin. We're pretty closely matched, and each game has been a back-and-forth bloodbath. He's pretty competitive, and has even made matrices detailing which ITC Secondaries he should take against which opponents; as well as a matrix for his opponents detailing how many characters he has, how many models, how many etc. A bit over the top, imo, but to each his own.
His list was TSons Supreme (Ahriman, 3 Princes, Magnus), TSons Battalion (Sorcerer, Sorcerer, 3x10 Cultists), and Tzeentch Battalion (Tzerald, Changeling, 3x10 Brims, 9x Flamers). So not exactly a mirror match, but quite a bit of confluence. Our Psychic phases were INTENSE.
We had the corners w/ middle bubble deployment. We had a nearly identical deployment--a spear of princes (and lil Ahriman) tipped by Magnus or Arioch, respectively. My Nurglings sat near his far side line, and he countered with all the cultists and two Brims.
One Top He got first turn, and played very conservatively. His Ahriman moved to support cultists against my Nurglings, and all his other stuff crept forward. Arioch took FIFTEEN mortals in this psychic phase. He used the TSons stratagem on Gateway to give Magnus a net +4 cast, and caused quite a few wounds on Princes (but fortunately rolled rather low on the damage).
The rest of the game was really a struggle for the center point, with various charges, interventions, and multiassaults. It was brutal. The best part for me was when his Ahriman had a perils, I knocked it up to 2d3 damage, and he burned out, killing a variety of cultists. That was T2. I managed to kill Magnus with Khorne and Nurgle together (not even that 3++ can save you against that much damage).
It was all such a psychic blur that I can't remember the specific details as well, but I ended up winning 22-19. I think I eked it out because of secondaries. His 9 Flamers dropping into my backfield gave me quite a scare, but I cleared them off through Pink shooting and a gutsy charge.
Game 3 VERSUS Imperial Knights
Spoiler:
I played against the first place player. He's pretty good, probably the best in our meta and also does very well at national tournaments. Usually plays Nids, but switched it up because he felt like easy mode His list is three Taranis Knights (Crusader , Gallant, Warden), a Freeblade Raven Castellan (big plasma, 4 missiles), and a Guard battalion (2 Commanders, one Warlord, and 3x10 Infantry).
We had Dawn of War deployment, with four objectives (two in the very middle of each deployment zone, two near the short edges midfield). I camped my Brims on mine, Nurglings on the other two, and he camped his Guard on his, with a squad aimed at each center field objective. Knights grouped up in the middle.
One Top I got first turn, and surged forward. I moved some Pinks up to reinforce the Nurglings on a side objective, and all the big boys moved forward in formation to try and engage a Knight. I was out of range for Gateway (sadly), but I did make a T1 charge with a TSons Prince. He caused roughly six wounds to a Knight (this opponent has an entire game of above average saves) and dies a squishy death. This was a serious mistake on my part, and I wish I had instead weathered a turn of shooting at Big Bird, with all my princes lined up behind, and then gang-banged two knights next turn. I should've played more conservatively. I also failed Treason, boo.
One Bottom There was a lot of shooting here that gave some damage to Arioch. But nothing noteworthy happened besides some Guardsmen moving forward and stripping a few Nurgling wounds.
Two Top Flamers came in and DID NOT MANAGE TO KILL AN INFANTRY SQUAD. This just shows how crazy he was doing on saves during this whole game. 6d6 S4 -1 hits on a 10 man guard squad, and they don't all die. The probability of doing at least 10 wounds is 74% I charged the Gallant (double cc knight) with Nurgle, Khorne, and the remaining TSons, and Khorne did 22 wounds, with Nurgle finishing it off. That was really crazy, and I immediately kissed my Khorne prince, and thanked the Fates that I had decided to go with that choice in the end. Thanks to small_gods for the suggestion above. Totally worth it. When the Knight died it exploded, causing wounds to three princes, the LoC, and another Knight.
I also did some more damage across the Knights with mortals, and my big Pink blob plopped onto my objective because I didn't want a Knight getting in there and stealing it from me. They actually did SEVEN wounds to the Knight they shot at (FlickerFire means wounds on 5s!).
Two Bottom Nurgle died. Nurglings died. Flamers died. Tzerald died to Shieldbreaker. Arioch took some damage. The Pinks took a wound or two from stubbers, but the main guns were focused on bigger targets.
Three Top My smaller unit of Pinks ran forward to engage a lonely Guard Commander in a ruin. This will lead to one of two situations, out of my control, that resulted in my loss. I did enough mortals that I could a second knight (I think the Warden) in cc with a prince, and I managed to kill the Castellan with Khorne, who did TWENTY-FIVE more damage. Unbelievable. Mathhammer says that my average should be 19 damage, so I'm definitely getting above average. Maybe I'm giving this guy too much credit, but he's good. And just wait till game five, hehehe.
Pink blob finished off some stray guardsmen, and did another wound to a knight. Not a bad showing for them.
Three Bottom Second TSons Prince died. This leaves me with Khorne on a couple wounds, menacing the Guard Warlord; Ahriman, near center field giving psychic support; Arioch with 5 wounds left; the huge blob of Horrors midfield; a couple Nurglings on an objective; and 8 Pink rushing the second cowardly Commander. He's got a Crusader, sixish Guardsmen, and two Commanders.
Well, hit the and that Warden, in a single round of shooting, manages to kill Ahriman (with the gatling), Khorne Prince (with a Flamer and stubber) and Arioch (with the melta). Note that I had forgotten all game about my -1D warlord trait, and upon the killing blow, which melta (at half range) caused 6D, still killed him for 5D This really turned the tables, and was some very unfortunate rolling on my part.
Four Top 8 Pinks move into position and shoot the cowardly Commander, dealing two wounds. Big blob of Pinks shoots the Knight, who is heavily wounded, and does another wound or two (but not enough). I still have a single Flamer, who moves off an objective to try and root out the remaining Infantry Squad.
8 Pinks charge the cowardly commander, and do two wounds. He fails both saves. He uses his last command point to make the save, and regains the CP.
Four Bottom The single Flamer dies to las. The Warden charges my Pink blob and everyone piles in. I have so many splits, I do no damage, and the pile-in definitely secures my objective. I take my morale (because I lost a LOT of guys) and I roll a 1 Four Pinks come back, getting me to 26 models. Heh. The Commander in cc kills a Horror, and I give him a wound, his final wound. He fails his save; a CP is spent to reroll. Save is made, CP is regained. This means that I don't really have a hope of clearing off his back objective or getting his Warlord.
Five Top Horrors are all in combat. The EXACT SAME THING happens with the Commander, except this time he finally runs out of CP. I lose some Horrors, but nothing terrible. I'm still winning on objectives because of two little Nurgling bases that are hiding behind a hill.
Five Bottom Warden falls back, shoots some Horrors, and charges the Nurglings. The Nurglings freaking survive, because the Warden is so damaged he misses a lot. Guardsmen rush to an objective.
Six Top Pink Blob, with loads of models left (still 20+) spread out to hold the objective while trying for some shots at the Warlord (who was in range for some reason?) and the Infantry squad who had moved moved moved to an objective. Lesser unit of Pinks move toward the Warlord, but are in a ruin and can't see.
Pink blob fires 7 models (21 shots) and the Warlord takes 2 wounds, whereas the average would be 3.5. This is, again, where his saving rolls are absurdly (maliciously?) hot. Right at the crux, he makes it again. Some more Pinks shoot at the infantry and squish them. Knight squishes last Nurgling. (I couldn't fall back, hold the objective, and also avoid Intervention, so I had no choice.)
Six Bottom Knight kills a few Horrors, game over.
I lost 21-26, and I can't help but feel that if just one of three specific things had gone differently, I would've won. If either Khorne, Ahriman, or Arioch had survived the Warden shooting round, I could've killed at least the Warlord, and maybe even the Warden. If that Commander hadn't rerolled three saves, I would've been out of combat and killing the Warlord with those Pinks. Or if my final round of Pink shooting had not been unstatistically saved against, I would've got some more points and denied him some.
But it's a dice game in the end. I need new dice.
Skullreaver did approximately NINETY DAMAGE across the tournament against Knights. That's just in two games, so an average of FORTY-FIVE DAMAGE against a Knight opponent. That is INSANE. I seriously cannot get my head around it, I have never done that much damage with a single unit before. My hardest-hitting unit, a Grey Knight GMDK, will do about 20 damage against a big target, if he's lucky. And he's 300pts, nearly double what the Prince is.
I'll post the other three rounds later. For now, I'm typed out.
This was awesome to hear and a great read. I'm looking forward to reading about the next 3 rounds. Congrats on 2nd!
Cool list, interesting your gt didnt follow the rulings of bao, atc, or nova
Asura Varuna wrote: Can't you just deploy them in the webway for 1CP though? I guess the beta rules prevent you from using that on turn 1 though.
Because the target of the Dark Matter Crystal starts on the table, they are eligible to redeploy anywhere turn 1. Turn 1 assault by Tzaangors is much more impactful than turn 2. Plus you can Warp Time the Tzaangors after redeploying, to ensure you get the charge.
And yes, you can use relic-gaining stratagems to get relics from factions other than your warlord's. The warlord restriction is only for your free relic, beyond that if you have access to the relevant stratagem and pay the points, you can put them on an appropriate character.
TS have "Daemon Prince of Tzeentch" rather than "Daemon Prince" allow you to circumvent that cap?
Yep, this. You can take a gazillion daemon princes kinda like you can take a gazillion carnifexes since there are several datasheets.
It makes me so happy that Khorne daemon princes are such beasts vs knights. Bloodletters too. Khorne is pleased.
Just an fyi. All itc major events have ruled that demon prince is a demon prince, regardless of data entry. So max 3.
Not that it matters, most people squeeze 3 in max anyway.
Did not know that, thanks for clarifying. One Khorne/Nurgle prince and two ksons princes in a supreme command with Ahriman?
Depends on what you wanna do. I'm actually leaning more toward two nurgle princes and one 1k Sons; because an exalted sorcerer or Terminator sorc can act like a "buff bot" instead of a prince. Of course, this is all dependant on the list makeup and what you want everything to do. I had great success with 1 Death Guard prince w/ supporting plate, and 2 1k Sons princes (one with axe, one with claws), but found I was missing my DR rolls when it came to things that dished out mortal wounds (like explosions, or those cheeseball siegebreaker missiles)
T-sons Daemon Princes are by far the most powerful, but Khorne has the best relics. A skullreaver DP is one of the most points efficient anti-heavy units in the game, while T-sons DPs are just incredibly well rounded and strong.
vaklor4 wrote: T-sons Daemon Princes are by far the most powerful, but Khorne has the best relics. A skullreaver DP is one of the most points efficient anti-heavy units in the game, while T-sons DPs are just incredibly well rounded and strong.
I dont disagree. I like the staying power of the nurgle ones myself, plus they can get incredibly strong with spells like virulent blessing (axe prince becomes damage 7 on 6's to wound)
Hmm, good question. There’s about as much difference between the four Carnifexes as there are between the DPs, buuuuut Nidzilla was Codex-supported for several editions, whereas I think the DP power rangers required Apocalypse or late 7ed ‘take whatever you want to buy lol’ supplements to field?
lindsay40k wrote: Hmm, good question. There’s about as much difference between the four Carnifexes as there are between the DPs, buuuuut Nidzilla was Codex-supported for several editions, whereas I think the DP power rangers required Apocalypse or late 7ed ‘take whatever you want to buy lol’ supplements to field?
I believe it was found any case where you have a codex entry for the same model means take up to 3.
However, in the case of Carnifexes, its 1-3 per slot I believe, so you can still take 9 if you wanted to (not that anyone would...). Russes it was also ruled all varients are the the same, so you cant take 3 of one type, and 3 of another.
But yes, even if it were legal, I don't think I'd take all 5 of my demon princes in the same list; it doesn't leave enough points for "meat" in my list. I like some bodies to control the field.