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Made in au
Infiltrating Broodlord





Brisbane

HQ:

Herald of Tzeentch, Mastery Level 3, Disc of Tzeentch, Exalted Reward (Grimoir) - 140
Herald of Tzeentch, Mastery Level 3, Disc of Tzeentch, Exalted Locus of Conjuration - 135
Herald of Tzeentch, Mastery Level 3, Disc of Tzeentch Lesser Reward - 120

Troops:

Horrors x10 - 90
Horrors x10 - 90

Fast Attack:

Screamers x9 - 225

Total: 800

 
   
Made in au
Been Around the Block




Watch out for Tau
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






I wouldn't say its too harsh. I would say you are giving yourself a handicap if anything.

Only 2 scoring units, and nothing else to draw fire. No decent players will waste time shooting your star unless they have a weapon that can pick out the gimoire bearer. Most people will go for your troops and then keep their heads down on the pbjectives until your book fails.

Another thing here of course is that there is no fateweaver. In an average 6 turn game your grimoire will fail 2 times, and when it does you are left with a 600 points blob with a 5++6++ save.

I would have no problem with you playing the list. But you will be heavily influenced by the dice gods.
   
Made in gb
Sneaky Chameleon Skink




No Fateweaver and the lack of any other units to draw fire away from your troops is a real problem here. I think you'll really struggle against any sensible opponents. I think you need to play a higher point game to do screamerstar properly.
   
Made in us
Longtime Dakkanaut




United States of America

Any eldar/tau or combo will eat this alive, plus your 2 scoring units are pathetic and as soon as they die your done.

11k+
4k
7k
3k 
   
Made in au
Been Around the Block




Well I'd shoot out the screamers first then the hq's with troops just getting mopped up. Id use screamers in 2 units or 1 of 5 then drop another unit of horrors in atleast.

It would be a fair game either way i think. If you don't get points for sportsmanship your opponents are lame
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






3rdGen wrote:
Well I'd shoot out the screamers first then the hq's with troops just getting mopped up. Id use screamers in 2 units or 1 of 5 then drop another unit of horrors in atleast.

It would be a fair game either way i think. If you don't get points for sportsmanship your opponents are lame

Errrm....I don't think you have played a screamer star before have you? The HQ's are with the screamers and they form a deathstar unit.

Hint: Shooting the screamers is 9/10 the worst thing to do (unless grimoire failed or the psychic powers that protec them failed).
   
Made in us
Ragin' Ork Dreadnought




Investing 3/4 of your army into a single unit is rarely a good idea, no matter how good a unit it is. Even Lords of War can get some bad rolls and find themselves removed from play, leaving you with nothing left but prayers. And, if you're tied up in close combat, well...Good luck, buddy.
   
Made in au
Been Around the Block




My idea was either let all the heavy weapons smash through them or hit them hard at range. Rank and file troops like horrors aren't worth the shots imho id rather kill them with standard troops.

Not saying my plans bullet proof but i want to get those out of the way. Then again I've only played a few 6th edition games so this is going by 5th edition rules
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






3rdGen wrote:
My idea was either let all the heavy weapons smash through them or hit them hard at range. Rank and file troops like horrors aren't worth the shots imho id rather kill them with standard troops.

Not saying my plans bullet proof but i want to get those out of the way. Then again I've only played a few 6th edition games so this is going by 5th edition rules

The strength of the screamer star is that you effectively make an invincible mobile gunboat, that cruises around the board and wiping a unit off per turn.

The source of their strength is the synergy between grimoire, forewarning, and Daemon of Tzeentch. When combined these things give the unit a 2++ re-rollable save.
It doesn't matter how strong or how good the AP of your heavy weapons are, you will still need to hit and wound 36 times on average before you do a single wound.

When you factor in rolls to hit and wound, you are looking in the region of 45+ lascannons to remove a single screamer. TLDR: don't shoot them whilst their defenses are up.
The only exception to this is with barrrage weapons, or units/models with special rules about precision fire, as the bearer of the grimoire will have a 4++ save at best. If he can be sniped out, then the star rapidly falls apart.

The reason the list presented doesn't work, is that there is no support for the star (no fatey for that all important re-roll, or be'lakor to help the unit with invisibility if things really go wrong or example). There are no other threats, and so your focus can easily move to removing those troops and winning on objectives.
   
 
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