Switch Theme:

[2000] - Daemons - Tourney prep  [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
Regular Dakkanaut




Hi all! Going to my first tourney in awhile and wanted thoughts on the list I was bringing, I personally want a fast unit but not sure what to drop for it. Any comment or criticism welcome!

Khorne battalion:

350 - Bloodthirster(warlord) w/ great axe, brazen hide, blood-drinker talisman, indomitable onslaught

420 - Be'lakor

130 - 10 Bloodletters w/ icon and instrument
130 - 10 Bloodletters w/ icon and instrument
130 - 10 Bloodletters w/ icon and instrument


Tzeentch vanguard:

150 - Fateskimmer w/ staff of change and blue horror retinue

85 - Changecaster w/ staff of change

150 - 10 Pink Horrors w/ icon and Instrument

75 - Exalted Flamer
75 - Exalted Flamer

100 - 4 Flamers
100 - 4 Flamers
100 - 4 Flamers

1995/2000 1CP

Plan is to take reality rebels, nourished by evil and either warp ritual/interrogation/raise the banners(depending on mission/opponent). Would like something faster to help flank out Into different quarters and apply annoyance pressure.

I'm a little light on anti tank shots so I Could drop a bloodletter squad(battalion turns Into patrol) and put my changecaster on a disc while adding a third Exalted Flamer.

Thoughts? Criticisms? Thanks much!
   
Made in fi
Locked in the Tower of Amareo





Nourished by evil as in terror? Very unreliable i find vs most armies. Too much good leaderships and special rules ignoring it etc. So i wouldn't plan on it.

Also units tend to die rightaway so you rely on last check to generate vp.

2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut




tneva82 wrote:
Nourished by evil as in terror? Very unreliable i find vs most armies. Too much good leaderships and special rules ignoring it etc. So i wouldn't plan on it.

Also units tend to die rightaway so you rely on last check to generate vp.


Yes nourished by terror, I get the name mixed up. But I have found it to be SUPER reliable, sure models fleeing isn't guaranteed but unless I read it wrong I also roll for VP on any unit killed by daemons. Haven't ran the gauntlet with it yet but so far against craftworlds, orks, tau, and space marines it's gotten me 2 VP per round on avg, 3 on a good turn.

I could see not taking it vs tyrannids having big warrior blobs or other elite armies where there just isn't enough units to get much out of it. But against anything that takes msu or horde it's been phenomenal. Especially with how easy it is to get -2/3 Ld without Effort.

But other than that secondary choice, looks like the list will be fine?
   
Made in fi
Locked in the Tower of Amareo





Yes IF you can roll the leadership test. You don't score automatically just by killing unit. Unless you spend warpstorm(which you can't rely and locks you out of -1 to hit etc) you are generally looking 42% or less chance of getting the vp.

2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut




tneva82 wrote:
Yes IF you can roll the leadership test. You don't score automatically just by killing unit. Unless you spend warpstorm(which you can't rely and locks you out of -1 to hit etc) you are generally looking 42% or less chance of getting the vp.


I'm sorry but this math is wrong, it's a guaranteed VP when a model fails a morale test AND another for every model lost to combat attrition. Plus rolling 2d6 to match or beat their LD on every unit kill for a bonus VP, which is a joke as -3 ld is laughably easy to accomplish and avg ld in the game is 8. So I just have to get 5+ on a 2d6 v most units(obviously characters tend to be higher). I've played 8 games with this list and it has never gotten me less than 10 points o O


To be clear I am NOT relying on the warpstorm for any extra -LD, I tend to save that for -1 hit, +1 cast, or locked in combat on 4+

This message was edited 2 times. Last update was at 2022/10/24 13:10:14


 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

I'm curious as to your reasoning that the Vanguard CP is worth unlocking Tzeentch Warp Storm.
Is +1 to cast really worth 3CP? Additionally, you probably won't even be using it every turn because you want to Warp points on Shadows, Whispers, and Invigoration

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Regular Dakkanaut




 Elric Greywolf wrote:
I'm curious as to your reasoning that the Vanguard CP is worth unlocking Tzeentch Warp Storm.
Is +1 to cast really worth 3CP? Additionally, you probably won't even be using it every turn because you want to Warp points on Shadows, Whispers, and Invigoration


I actually agree with you, plan was actually shadows invigoration, or 4+ no fall back. But I've been finding that against melee armies where shadows isn't needed or when I'm super flush up on warpstorm from keeping 2 over from first turn via gaze of fate. A second turn +1 for the heralds mortal wound bomb or Be'lakors shrouded step is pretty nice for added reliability.

As for needing to be tzeentch locked, it just turned out to he a tzeentch second detachment with how it worked out. I really wanted the KHORNE Detachment for the 4+ no fall back. The rest of my units just happened to be tzeentch, 3 units of flamers is a no Brainer, Exalted are also amazing for both supporting flamers and being 3 lascannon shots each, herald on disc is just a diet LoC for the points I had but still very solid mortal wound caster, changecaster was for gaze of fate and +1 wound on flamers, and pinks are just amazing backfield objective holders, naturally fit into a vanguard so that's what it was. If I could find points for fiends/tranceweaver I would definitely break tzeentch Detachment for it.


In short, not needed. Just worked out that way and it's a nice bonus in some match ups
   
 
Forum Index » 40K Army Lists
Go to: