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Made in us
Monster-Slaying Daemonhunter






Dimmamar

So I have 2 very similar lists. The similarities consist of:

Exalted Wound Cap Bloodthirster with Blood Drinker and 5+++
Shalaxi Helbane
Pink Horrors x10
Bloodletters x10
Flamers 2x6 and 1x3
Beast of Nurgle

With Be'lakor I take a 2nd unit of Bloodletters, drop a single Flamer, and add a second Beast
With LoC, I give Big Bird the WL trait, support the Flamers with a Changecaster, take a unit of Daemonettes, and add an Exalted Flamer

What this essentially boils down to is that Belakor = LoC + Changecaster
The reroll Wounds for Flamers is a big buff, as are the Tzeentch powers that can buff them. So I like the synergy in this iteration.
However, Be'lakor is BE'LAKOR, and he is insane. Rerolls to everyone, and Warp Locus on both the Thirster and Shalaxi (if I put her in the Warp) is a really great setup.

Any thoughts on the differences here?

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




So I've been pretty unimpressed with shalaxi so far in comparison to the other greater. I like loc/belakor/BT better as a combination so I might try to fit that in instead, I also think 6 man flamers isn't really need(a little win more) 4-5 will kill what it needs so maybe alter those numbers. Having said that I might try something like this:

Bloodthirster w/ wound cap, 5+++, and either Blood-drinker or angrath relic

Be'lakor

2 x 10 bloodletters w/ icon and instrument

LoC w/ impossible robe
Changecaster w/ staff of tzeentch

1 x 10 pink horrors

2 x 5 flamers
1 x 4 flamers
1 beast of nurgle

1995/2000

Couple of points, if you want a full tzeentch vanguard just take beast of neglect and the changecasters staff put and put in 3 screamers

Or if you want to save on cp and don't care a out khorne or tzeentch warpstorm than you can easily make this a single battalion by putting herald in no force org spot(since LoC is there we can take a free herald)

Hope that helps

   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Yeah, I've played a few times and also been unimpressed with Shalaxi. The defensive profile seems pretty good, but the lack of Fly means she's very vulnerable to hitting screens, and then getting counter-charged and killed without getting to swing.

I'm going to try out a Big Two with just Belakor and a Bloodthirster. This opens up some points for board control, which I've been suffering from.

So the new list looks like:
Belakor
Bloodthirster (Wound Cap, 5+++, Blood Drinker)
Tranceweaver
10x Bloodletters
2x10 Pink Horrors (lots of objective actions available)
6x Flamers
5x Flamers
3x Flamers
1x Beast

2x Changecaster (Infernal Flames, Gaze of Fate) (Bolt of Change, Infernal Gateway)
10x Pink Horrors


I'm not sure how I feel about spending extra CP to unlock Tzeentch Warp Storm. The BS+ will be good for all those running Horrors and/or for +1 to cast. If I don't want to pay CP for the Patrol, I can swap a Tranceweaver for a 2nd Beast. Fewer chances to do Psychic Secondaries, but also starting with double the CP.

This message was edited 1 time. Last update was at 2022/11/03 14:23:26


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:
Yeah, I've played a few times and also been unimpressed with Shalaxi. The defensive profile seems pretty good, but the lack of Fly means she's very vulnerable to hitting screens, and then getting counter-charged and killed without getting to swing.

I'm going to try out a Big Two with just Belakor and a Bloodthirster. This opens up some points for board control, which I've been suffering from.

So the new list looks like:
Belakor
Bloodthirster (Wound Cap, 5+++, Blood Drinker)
Tranceweaver
10x Bloodletters
2x10 Pink Horrors (lots of objective actions available)
6x Flamers
5x Flamers
3x Flamers
1x Beast

2x Changecaster (Infernal Flames, Gaze of Fate) (Bolt of Change, Infernal Gateway)
10x Pink Horrors


I'm not sure how I feel about spending extra CP to unlock Tzeentch Warp Storm. The BS+ will be good for all those running Horrors and/or for +1 to cast. If I don't want to pay CP for the Patrol, I can swap a Tranceweaver for a 2nd Beast. Fewer chances to do Psychic Secondaries, but also starting with double the CP.


Not sure how to put it and I don't mean to be rude, but this seems like a bunch of good datasheets crammed together without a real plan, what Secondaries are you going for? Pinks are fantastic for backfield but I don't like them trying to move forward with their miserable shooting and getting into potential charge range to he deleted instantly, 1 squad of letter isn't going to do much other than snipe an objective the turn they drop and most likely die the following turn. Tranceweaver without fiends or daemonettes to run with seems like a points dump(belakor is tough enough you don't need to spend another 80 points to give him a feel no pain that could fail or get blocked). Flamers are good in any list non-issue there, Beast of nurgle is a nice distraction/shot dump but that's only good if it goes with your overall plan, also belakor/BT will be distracting plenty enough so you can use your points on more value units(I like flesh hounds as a utility unit with the 3+ deny, decently fast, and with okay dmg).


Sorry if that doesn't make much sense, best advice I might give is try and lock down what your actual plan is for games. Like my list specifically goes for nourished by terror and reality rebels with the third option being warp ritual/interrogation/raise banners, third option changes based on opponents and objectives. I accomplish this almost the same way every time. Hide turn 1, turn 2 reposition the flamer squad that started on board with shrouded steps or just abusing ridiculous movement to shift to a different table quarter, manifest with BT(either on his own or warp locusing in) and throw him at enemy to distract and 1 squad of letters to poke screen. Move foot herald to middle for warp ritual/interrogation and chariot herald into best psyker bomb position. This plan hasn't changed in almost 20 games v many different armies.

Obviously not saying to copy my list/plan(honestly our lists are pretty similar with BT/belakor/flamers), just a long winded way of saying figure out your game plan and cut the pieces that don't fit it.

This message was edited 1 time. Last update was at 2022/11/03 22:12:45


 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Not rude at all, I have had a lot of trouble picking /achieving secondaries. I always get 12-15 points on two of them, and 0-5 on the third, which is pretty bad.

Here's my secondaries plan that I developed this week:
Despoilers for “Recover Relic,” “Scouring,” “Tide of Convition”, RND for all else

Warp Ritual for “Recover Relic,” “Data Scry-Salvage,” “Tide of Conviction”, Psychic Interrogation for others

Terror for anything but Necrons, Nids, Custodes, and MSU
Prisoners for lots of bodies


I've found Reality Rebels isn't super great because you have to outnumber the enemy in the quarters, which means you're realistically looking at 3pts per turn, until you lose a lot of stuff and then it's 1-2pts.

I have all the Horrors so they can move onto objectives. My other troops have been pretty gak, although I haven't tried Plaguebearers. Maybe I should swap a unit of Horrors, since they're much better in CC.

The Tranceweaver is for psychic actions so that I can do mortals with one Changecaster and buffs with the other.

I have tweaked this a bit--dropped the Tranceweaver, swapped a Pink for a Bloodletter, took 3 Nurglings.

I'll look at what you've said. I could change 1 Pinks for Plagues and have them move forward. I could swap Nurglings+Beast for Hounds, since the single unit of Pinks will be sitting on the back objective.

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:
Not rude at all, I have had a lot of trouble picking /achieving secondaries. I always get 12-15 points on two of them, and 0-5 on the third, which is pretty bad.

Here's my secondaries plan that I developed this week:
Despoilers for “Recover Relic,” “Scouring,” “Tide of Convition”, RND for all else

Warp Ritual for “Recover Relic,” “Data Scry-Salvage,” “Tide of Conviction”, Psychic Interrogation for others

Terror for anything but Necrons, Nids, Custodes, and MSU
Prisoners for lots of bodies


I've found Reality Rebels isn't super great because you have to outnumber the enemy in the quarters, which means you're realistically looking at 3pts per turn, until you lose a lot of stuff and then it's 1-2pts.

I have all the Horrors so they can move onto objectives. My other troops have been pretty gak, although I haven't tried Plaguebearers. Maybe I should swap a unit of Horrors, since they're much better in CC.

The Tranceweaver is for psychic actions so that I can do mortals with one Changecaster and buffs with the other.

I have tweaked this a bit--dropped the Tranceweaver, swapped a Pink for a Bloodletter, took 3 Nurglings.

I'll look at what you've said. I could change 1 Pinks for Plagues and have them move forward. I could swap Nurglings+Beast for Hounds, since the single unit of Pinks will be sitting on the back objective.


I like the changes, but as a quick note, reality rebels ticks as long as your opponent doesn't outnumber you. Meaning you just have to match units 1 for 1 for the point, in my experience it has been my most reliable, ALWAYS getting 12-15. Just feels like a better engage on all fronts. But if you don't like it that's fine, just wanted to point our is nowhere near as hard to get as you thought
   
 
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