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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Lately I've been thinking about running different configurations on <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> rather than just Wings, <span class="glossaryitem" onmouseover='gp(101);'>MoS</span>, <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>. Not because I want to be fluffy but because I have some <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> painted in some lovely schemes I'd like to see on the table. I hear a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> and warptime is pretty tough and good in combat with wings of course. Also <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> with <span class="glossaryitem" onmouseover='gp(101);'>MoS</span>, warptime and wings have seen some play at my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> albeit a long while ago.<br /> <br />  What I've mainly been considering are Tzeentch builds. It just seems <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> is really kind of a waste on <span class="glossaryitem" onmouseover='gp(262);'>DPs</span>. It's expensive and doesn't really provide a great invulnerable save boost, only puts it at 4+. Sure he can use two powers and take two, but then they become huge point sinks. I've been thinking of a <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, Wings, Doombolt/Warptime combo <span class="glossaryitem" onmouseover='gp(262);'>DP</span> to set up great shots and assaults with Warptime into a doombolt shooting phase and a rerolling <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. But I've tried him before in 4th ed and he got shot down pretty fast and failed in assault. <br /> <br /> It seems <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> is also completely useless. I've seen it on one list here on Dakka and even when I give advice I tell people not to take it. All it does is +1 A. For the same points you can have Doombolt which is <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> better than <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>. <br /> <br /> How viable do you think other configurations of <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> do in competitive environs?]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 02:12:37]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> is an absolute waste. Better to take Warptime, rename it "Rage of Khorne" or what-have-you, and call it a Khorne Daemon Prince. Way more effective.<br /> <br /> Another point - Warptime isn't just re-rolls in close combat, you get to re-roll failed rolls to hit and wound during the shooting phase, too. Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> with Doombolt and Warptime can do a lot of damage.]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 02:41:11]]> GMT</pubDate>
				<author><![CDATA[ MinMax]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Doesn't Warptime allow you to reroll all of the dice you threw to hit or to wound, not just the misses?]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 02:57:34]]> GMT</pubDate>
				<author><![CDATA[ ueberyak]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ I know how warptime works, I was just neglecting to talk about the specifics. But on some level dumping 185 points into a single <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, Wings, and Warptime/Doombolt seems wasteful to me when I can get extreme tactical advantages for 30 points less.]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 04:01:41]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ But you have to take into account the tactical advantage of keeping friends  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 04:10:20]]> GMT</pubDate>
				<author><![CDATA[ Sgt. Salt]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Yeah, i was talking to MinMax re: how Warptime works.<br /> <br /> For those times when you absolutely need to score some wounds, Warptime is awesome. But you do run the risk of not really needing it if you have a nice night of rolls.<br /> <br /> The combo you're talking about really does seem steep. Especially given that, if you want to keep him alive, you'll either have to field a second one or have some other very expensive/lethal models on the table to remove the temptation to kill him.]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 05:00:05]]> GMT</pubDate>
				<author><![CDATA[ ueberyak]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ If you really wana have some fun try warptime+wind of chaos and watch your opponents face when you drop the no armour saves template wounding on 4s with rerolls then following assult destroy a squad in one turn  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 05:15:53]]> GMT</pubDate>
				<author><![CDATA[ Maleficorum]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>Maleficorum wrote:</cite>If you really wana have some fun try warptime+wind of chaos and watch your opponents face when you drop the no armour saves template wounding on 4s with rerolls then following assult destroy a squad in one turn  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> </div></blockquote>  Yes, my Ahriman killed an entire squad of Plague Marines (and the last scoring unit) in one shot with Warp-Wind.  ]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 05:20:42]]> GMT</pubDate>
				<author><![CDATA[ groz]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>Maleficorum wrote:</cite>If you really wana have some fun try warptime+wind of chaos and watch your opponents face when you drop the no armour saves template wounding on 4s with rerolls then following assult destroy a squad in one turn  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> </div></blockquote><br /> <br /> How is the wording on that though? I thought they weren't rolls to wound, but just rolls you had to score 4+ on so you didn't get rerolls via warptime. But I think I might be wrong. Sounds like I should start trying out some <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> combos if it can kill a squad of <span class="glossaryitem" onmouseover='gp(634);'>PMs</span>.]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 17:03:47]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Any models fully or partially under the template suffer one wound a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll of 4+, with no armour or cover saves allowed. <br /> <br /> Yup, it's a roll to wound, like a poisoned weapon. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> It's a pretty expensive Daemon Prince though, even with the improved survivability. ]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 17:11:15]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ I'd say that Mark of Nurgle for +1 T is the second-best option, after Slaanesh+Lash.]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 17:53:21]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>Nurglitch wrote:</cite>Any models fully or partially under the template suffer one wound a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll of 4+, with no armour or cover saves allowed. <br /> <br /> Yup, it's a roll to wound, like a poisoned weapon. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> It's a pretty expensive Daemon Prince though, even with the improved survivability. </div></blockquote><br /> <br /> I really wouldn't even call a 4+ Invulnerable added survivability. He has a 3+ to use normally. It's almost like he is always in cover. So if anyone tries to Lascannon, Plasma Gun, or Melta him he will be alright.]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 17:54:11]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>MinMax wrote:</cite><span class="glossaryitem" onmouseover='gp(99);'>MoK</span> is an absolute waste. Better to take Warptime, rename it "Rage of Khorne" or what-have-you, and call it a Khorne Daemon Prince. Way more effective.<br /> <br /> Another point - Warptime isn't just re-rolls in close combat, you get to re-roll failed rolls to hit and wound during the shooting phase, too. Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> with Doombolt and Warptime can do a lot of damage.</div></blockquote><br /> <br /> Is this Codex:  <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Daemon Princes.<br /> <br /> All four are good, really.  Don't overlook the 140 point Khorne Demon Prince with Wings and +1 Attack, although the 4++ is good too.]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 18:28:25]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ Expensive? Yes, brownie points in tourneys when comp counts can you cant spam lash to much = DING!!! I do have to say though despite the 4++ yes they are fragile, Normally I hide mine behind my trusty land raider <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. But as we all know when comp doesn't matter.... Time to open another can of cheese!<br /> <br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span>: Warp-wind 1 shotting a squad of <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> is juicy  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 23:18:53]]> GMT</pubDate>
				<author><![CDATA[ Maleficorum]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>Tacobake wrote:</cite><blockquote><div><cite>MinMax wrote:</cite><span class="glossaryitem" onmouseover='gp(99);'>MoK</span> is an absolute waste. Better to take Warptime, rename it "Rage of Khorne" or what-have-you, and call it a Khorne Daemon Prince. Way more effective.<br /> <br /> Another point - Warptime isn't just re-rolls in close combat, you get to re-roll failed rolls to hit and wound during the shooting phase, too. Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> with Doombolt and Warptime can do a lot of damage.</div></blockquote><br /> <br /> Is this Codex:  <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Daemon Princes.<br /> <br /> All four are good, really.  Don't overlook the 140 point Khorne Demon Prince with Wings and +1 Attack, although the 4++ is good too.</div></blockquote><br /> <br /> It's <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> <span class="glossaryitem" onmouseover='gp(262);'>DPs</span>. <br /> <br /> When I look at a 140 <span class="glossaryitem" onmouseover='gp(99);'>Mok</span>, Wings <span class="glossaryitem" onmouseover='gp(262);'>DP</span> I just think "5 fewer points and I have a wingless Lash <span class="glossaryitem" onmouseover='gp(262);'>DP</span>". And comparing the effectiveness of every <span class="glossaryitem" onmouseover='gp(262);'>DP</span> configuration to Lash will be called "unfair" to the other set ups. But when your trying to examine the validity of such configurations you have to take into account that Lash is a very very good psychic power. It's tactical implications are enormous. While <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, Wings layout is just "Fly around... find some cover... Fly around... find some cover. ALL RIGHT! I can attack now" While Lash princes fly around then Lash, fly around then lash, then fly around Lash and assault (on some occasions at least).]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2008 23:56:38]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>Sgt. Salt wrote:</cite>But you have to take into account the tactical advantage of keeping friends  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> </div></blockquote><br /> <br /> Laughed my arse off when reading this one.<br /> <br /> Honestly the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> Prince w/ Warptime + Wind of Chaos was my first pick when building my first chaos army.  Then I discovered the joys of the lash.  The Tz <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is my favorite build for non-competative play, I just don't like lashing my friends too much, I can tell it's not fun for them.  The Tz Prince does die in a lot of games, but he makes his points in either kills or the amount of firepower taken off of my other troops to kill him.  Just use terrain to your advantage and you'll be fine.  If you're playing to kick someone's rear though, without regard to comp., it's best to stick with the winged <span class="glossaryitem" onmouseover='gp(101);'>MoS</span> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with lash.<br /> <br /> Thalor]]></description>
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				<pubDate><![CDATA[Fri, 26 Dec 2008 04:04:30]]> GMT</pubDate>
				<author><![CDATA[ Thalor]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Don't forget the <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>+Nurgle's Rot.  With the number of people running horde Orks, it's a useful power, especially with the larger base size on Princes.  Useful against anything that's not a Marine, and occasionally useful against them too.]]></description>
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				<pubDate><![CDATA[Fri, 26 Dec 2008 06:18:31]]> GMT</pubDate>
				<author><![CDATA[ tzeentchling]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>tzeentchling wrote:</cite>Don't forget the <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>+Nurgle's Rot.  With the number of people running horde Orks, it's a useful power, especially with the larger base size on Princes.  Useful against anything that's not a Marine, and occasionally useful against them too.</div></blockquote><br /> <br /> I like that one, and it is a perfect way to fit in some anti-Horde.]]></description>
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				<pubDate><![CDATA[Fri, 26 Dec 2008 07:08:05]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ just out of curiosity, do people think that the daemon prince with <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> that has the nurgle's rot is better that the one with warptime??]]></description>
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				<pubDate><![CDATA[Fri, 26 Dec 2008 07:52:25]]> GMT</pubDate>
				<author><![CDATA[ kormas]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>kormas wrote:</cite>just out of curiosity, do people think that the daemon prince with <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> that has the nurgle's rot is better that the one with warptime??</div></blockquote><br /> <br /> I generally don't take it because it's only puny S3 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- attacks. <br /> <br /> Nurgle's rot, while good against mobs of sucky stuff, won't help at all vs. things like Terminators, <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>, tanks, dreads, etc.<br /> <br /> Against vast hordes, I'd rather use Lash and then fire some blasts/flamers/ordinance.<br /> <br /> Against elite groups like terminators, I'd rather use Lash and fire some strong guns or use a Nurgle warptime /Slaanesh warptime / Tzeentch wind-of-chaos prince.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 26 Dec 2008 11:16:50]]> GMT</pubDate>
				<author><![CDATA[ TheBloodGod]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>TheBloodGod wrote:</cite><blockquote><div><cite>kormas wrote:</cite>just out of curiosity, do people think that the daemon prince with <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> that has the nurgle's rot is better that the one with warptime??</div></blockquote><br /> <br /> I generally don't take it because it's only puny S3 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- attacks. <br /> <br /> Nurgle's rot, while good against mobs of sucky stuff, won't help at all vs. things like Terminators, <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>, tanks, dreads, etc.<br /> <br /> Against vast hordes, I'd rather use Lash and then fire some blasts/flamers/ordinance.<br /> <br /> Against elite groups like terminators, I'd rather use Lash and fire some strong guns or use a Nurgle warptime /Slaanesh warptime / Tzeentch wind-of-chaos prince.<br /> <br /> </div></blockquote><br /> <br />  I hate to have to agree with you on this but I do. Lash is just far better than Rot. It's better in that it moves things back and bunches them up for high powered shooting phases and assaults while Rot seems to just be an afterthought before an assault or while one is locked in combat. <br /> <br /> If I was using a <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, Warptime, Wings (Maybe) <span class="glossaryitem" onmouseover='gp(262);'>DP</span> I wouldn't run him into a horde of anything. 5 Attacks on the charge rerolling to hit and wound isn't much against 20 ork boyz. The fight is hard to call though. With a higher toughness from <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> the boyz are going to have a rough time hitting him. If the boyz have the charge though they are going to bury a <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> in attacks. But I do think  if he had Rot he could do better against the boyz as long as he has the advantage of flying up, laying down Rot, then charging in. I think a Rot <span class="glossaryitem" onmouseover='gp(262);'>DP</span> stands a much better chance than a <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> warptime <span class="glossaryitem" onmouseover='gp(262);'>DP</span> against larger units of anything.]]></description>
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				<pubDate><![CDATA[Fri, 26 Dec 2008 15:35:09]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Personally, I really like the <span class="glossaryitem" onmouseover='gp(99);'>Mok</span> and wings configuration for a few reasons. One, is that its cheap and <span class="glossaryitem" onmouseover='gp(262);'>DP</span> are really broken anyway so I think its worth it. Also, A <span class="glossaryitem" onmouseover='gp(99);'>Mok</span> prince on the charge has to potential to dish out 6 wounds. So if you feel like being bold and betting you will hit with 6, wound with 6, and your opponent will fail 6 saves (very fun when this happens) then this is the unit for you. <br /> <br /> just my thought.]]></description>
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				<pubDate><![CDATA[Sat, 27 Dec 2008 04:25:05]]> GMT</pubDate>
				<author><![CDATA[ extrenm(54)]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>extrenm(54) wrote:</cite>Personally, I really like the <span class="glossaryitem" onmouseover='gp(99);'>Mok</span> and wings configuration for a few reasons. One, is that its cheap and <span class="glossaryitem" onmouseover='gp(262);'>DP</span> are really broken anyway so I think its worth it. Also, A <span class="glossaryitem" onmouseover='gp(99);'>Mok</span> prince on the charge has to potential to dish out 6 wounds. So if you feel like being bold and betting you will hit with 6, wound with 6, and your opponent will fail 6 saves (very fun when this happens) then this is the unit for you. <br /> <br /> just my thought.</div></blockquote><br /> <br /> That relies a little too much on chance. A <span class="glossaryitem" onmouseover='gp(262);'>DP</span> that costs the same, a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with Doombolt and Wings, will move up shoot 3 times with Str4 AP3 shots, then assault with 5 attacks. <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> almost can't miss. It just seems even with Doombolt he will be killing more than with <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>. If <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> could take DoomBolt I wouldn't be making this argument. But because <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> forbids psychic powers it just makes it waste being able to use all those good powers.]]></description>
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				<pubDate><![CDATA[Sat, 27 Dec 2008 04:49:24]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ It'd be nice if Daemon Princes with the Mark of Khorne had options like the Codex: Chaos Daemons Daemon Prince. ]]></description>
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				<pubDate><![CDATA[Sat, 27 Dec 2008 04:55:47]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Rot isn't really all that good.  The big thing about <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> is that it makes the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> T6.  ]]></description>
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				<pubDate><![CDATA[Sat, 27 Dec 2008 05:04:53]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Well, we're comparing Princes, right?  There's no point comparing to a Lash Prince because a)they seem to be tactically the best Prince, if not the best build period, and b)the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> wants different styles of models.  <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> and Warptime is good, I've used these Princes to great effect in my tournaments.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> and Rot is less good, though 10 points less, and has the advantage of being slightly fluffier (god power and all that).  Plus it makes the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> able to take on multiple types of units - the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> as is can take on termies, dreads, <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> and such, so if the opponent has none of these Rot can at least be somewhat useful against horde-styles.  Lash is better, yes, but it's boring sometimes, and not good for comp.  One doesn't always need to have the best mathhammer/optimized build to win, it simply helps.]]></description>
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				<pubDate><![CDATA[Sat, 27 Dec 2008 05:52:32]]> GMT</pubDate>
				<author><![CDATA[ tzeentchling]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Rot is one junky power.]]></description>
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				<pubDate><![CDATA[Sat, 27 Dec 2008 07:51:57]]> GMT</pubDate>
				<author><![CDATA[ Kallbrand]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ No one has mentioned Bolt of Tzeentch yet. But I guess no one has mentioned it because it's over costed for what it does. 25 points for a single Str8 AP1 shot at 24". It just seems lame. Although I guess it's a better shot since the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is alone. For a Sorc attached to a unit, the whole unit has to fire at what the Bolt fires at. And if it's a Aspiring Sorc in a unit of Tsons, their fire would be wasted. It can probably crack Dreads pretty reliably.<br /> <br /> We also haven't talked about Gift of Chaos either. Again, probably because it's not that good. 30 points for a 6" snipe. But if your hitting low toughness models like Eldar or <span class="glossaryitem" onmouseover='gp(69);'>IG</span> there are pretty good chances you roll over a 3. Can take out <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> but most <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> have high toughness and I guess it's impossible for the power to do anything on anything with a toughness higher than 5. Kind of lame.]]></description>
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				<pubDate><![CDATA[Sat, 27 Dec 2008 15:05:55]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Seems completely backwards to me to avoid comparing the Slaaneshi Prince with the Lash of Submission to other Daemon Princes because it's presumed to be the best configuration. It seems to me that making the comparison is especially useful just in case a Daemon Prince with the Lash of Submission isn't the best configuration. Better a closer look than dismissing something out of hand due to the popular wisdom, especially on a discussion forum. <br /> <br /> The Bolt of Change is pretty good if you have the targets available, and the right back-up power. It's good combined with the Wind of Chaos or Doombolt (particularly the latter) for doing things like clearing a body-guard of heavily armoured models and taking a pot-shot at an Independent Character. And, as mentioned, lets the Daemon Prince hunt light vehicles from outside his charge range.<br /> <br /> As for the Gift of Chaos, it always works on a roll of 6, so if the target has a T8, it'll work on a roll of 6. Also, it works at the beginning of the turn, so your Daemon Prince needs to start a turn very close to the enemy or in combat. Alright for dealing with stuff that has Eternal Warrior, or a hefty invulnerable save, but I'd just use it to create Spawn out of basic troops so that the Spawn can engage a unit and tangle it up in combat so that the Daemon Prince can engage a more immediately important target. Remember that since it's used at the start of the turn, once the Spawn is created it will then charge into combat.  ]]></description>
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				<pubDate><![CDATA[Sat, 27 Dec 2008 18:55:00]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ Just played a mock game against myself with two different escalation league teams I might run. Here are the lists<br /> <br /> Experimental <span class="glossaryitem" onmouseover='gp(262);'>DP</span> list-<br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span>, <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, Wind, Warptime, Wings 205<br /> 10x <span class="glossaryitem" onmouseover='gp(634);'>PMs</span>, 2x Flamer<br /> 10x Zerkers, Champ w/ <span class="glossaryitem" onmouseover='gp(105);'>PF</span> 250<br /> Rhino w/ <span class="glossaryitem" onmouseover='gp(492);'>HL</span> 50<br /> <br /> Other list-<br /> Sorc, <span class="glossaryitem" onmouseover='gp(101);'>MoS</span>, <span class="glossaryitem" onmouseover='gp(85);'>LoS</span><br /> 10x <span class="glossaryitem" onmouseover='gp(22);'>CSM</span><br /> 10x <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Champ w/ <span class="glossaryitem" onmouseover='gp(486);'>PW</span>, Flamer x2, <span class="glossaryitem" onmouseover='gp(75);'>IoCG</span><br /> Rhino w/ <span class="glossaryitem" onmouseover='gp(492);'>HL</span> 50<br /> 3x Oblits<br /> <br /> Field: There is some terrain in the deployment of the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> led list as well as a small box that blocks <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> from the other side. In the center closer to the Other deployment is a circular piece of terrain. Running up the left side of the board are several more boxes that block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> from some angles. On the right side is an impassable stack on books that doesn't block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to anything relevant. There is also another box in the deployment area of the Other list that isn't really used.<br /> <br /> Seize ground: Objective in <span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s terrain in deployment and objective behind impassable books on other deployment<br /> <br /> Deployment: <span class="glossaryitem" onmouseover='gp(262);'>DP</span> list deploys it's Rhinoed Zerkers and the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> next to the box in it's deployment attempting to run up the right side. The <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> are on the right in the terrain with their objective. Other list braces for impact hiding Oblits behind the books and the other piece of impassable in their deployment and behind the terrain that rests toward them in the center. This is where their basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squad goes. The rhinoed <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> deploy to the right of the terrain trying to punch through to the <span class="glossaryitem" onmouseover='gp(634);'>PMs</span>. The Sorc deploys with the basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squad.<br /> <br /> First turn: Not much happened. The <span class="glossaryitem" onmouseover='gp(262);'>DP</span> moved up behind <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking box. The rhino moved out into the open and popped smoke. The <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> repositioned slightly. The Other list tried to get it's Sorc an angle on the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> but failed then ran into terrain by himself. The Basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> ran for their objective seeing the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> coming this way. The oblits shamble out and score 1 glance and one pen on the rhino with Lascannons but the rhino makes it's cover save. Other list's Rhino Havoc Launchers the <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> to no effect<br /> <br /> Turn 2: <span class="glossaryitem" onmouseover='gp(262);'>DP</span> flys up to an Oblit, hitting him with wind but failing to actually do anything even with rerolls. The rhino moves up 6" and uses it's Havoc Launcher on the Basic <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> but scatters away to nothing. Zerkers get out of the Rhino. <span class="glossaryitem" onmouseover='gp(262);'>DP</span> assaults Oblit and scores 5 wounds consolidating toward the Basic <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> by 2". The Sorc  tries to handle to Zerkers, lashing them back down the field and into a Plasma Cannon formation. It's Rhino moves forward and Havoc Launchers the <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> again, to no avail. Basic <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> move toward the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> and give him 2 wounds from double tapping Bolters. <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is shocked at this as he shrugs off a lascannon. Plasma Cannon scatters off of Zerkers an incredible 12 inches!<br /> <br /> Turn 3: Zerkers move and run toward the Sorc! <span class="glossaryitem" onmouseover='gp(262);'>DP</span> lines up a nice warptimed wind on the Basic <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> killing 4 out of the 8 the template hit. Hey, perfect average. Then assaults into them killing another 5. The <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> fails his morale and runs, but manages not to get run down. The Rhino moves up and Havoc Launchers the Sorc, scatters off. <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> chill. The Sorc lashes the Zerkers back again. The oblits double lascannon the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> who makes his saves. The running <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> pot shots at the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> but fails to do anything. The Rhino Havoc Launchers the <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> for the last time.<br /> <br /> Turn 4: <span class="glossaryitem" onmouseover='gp(262);'>DP</span> warptime winds a wound onto each oblit then assault them killing one. The Oblit puts a wound on the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> leaving him with one. The Zerkers decide not to keep going for the Sorc and run for the rhino! They use their first to explode it! The explosion kills 1 Zerker and none of the <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> in the rhino. The Zerker Rhino Havoc Launchers at the Sorc again and fails to wound him. <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> move up to bring their flamers to bare but aren't quite close enough. Sorc Lashes Zerkers into perfect formation to be double flamered and charged. The flamers kill 3 the bolt pistols kill 1, the assault kills 4 more while they only lose 4 total. The Zerkers fail their fearless wounds the the <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> consolidate away from the <span class="glossaryitem" onmouseover='gp(634);'>PMs</span>. The oblit dies in combat to the <span class="glossaryitem" onmouseover='gp(262);'>DP</span>.<br /> <br /> Turn 5: <span class="glossaryitem" onmouseover='gp(262);'>DP</span> flys up to, warptime winds the sorc for 1 wound then assaults him. Suprisingly the Sorc fails to wound him and the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> lays down 5 wounds on the Sorc killing him by several more than he has. <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> double flamer and double tapping the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squad to death. <br /> <br /> Game ends in the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> list tabling the other list. I had the exact opposite outcome in my head. But it happened I think it speaks to the amount of power that the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> itself has and also for the validity of the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, Wings, Warptime, Wind build. Atleast in low point environments. I think I'm going to be taking the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> list to my first escalation league game next month.]]></description>
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				<pubDate><![CDATA[Sun, 28 Dec 2008 04:50:38]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Lash and Nurgle's Rot are two totally different powers with their own uses.  Nurlge's Rot makes Daemon Princes butchers of light infantry.  It allows the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> to wander around effectively unsupported.<br /> <br /> Lash, on the other hand, is the setup to the one-two combo punch which is finished by blast weapons,  so you need your list configured around it.  As part of of a combo, it is more delicate and costly to pull off (you need the <span class="glossaryitem" onmouseover='gp(262);'>DP</span>, a successful psychic power, and some pie plates) but far more powerful and flexible when properly executed.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 28 Dec 2008 14:01:05]]> GMT</pubDate>
				<author><![CDATA[ groz]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ The problem with nurgle's rot is that close combat oriented Eldar, Dark Eldar, and Sisters of Battle are very, very much in the minority for armies that you will face at tournaments and <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> groups.]]></description>
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				<pubDate><![CDATA[Sun, 28 Dec 2008 15:12:01]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Lash isnt only usable for a one-two combo punch with blast weapons though. It has the ability to disrupt enemie forces by pushing them around and breaking up formations. Draggin things into rapid fire rang or charge distances(in effect adding <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> assult range for the <span class="glossaryitem" onmouseover='gp(262);'>DP</span>). Its also the chepest power.<br /> <br /> Nurgles rot doesnt work very well against anything sadly, except for things that you would already beat with other powers. (esp wind of chaos)<br /> <br /> Lastly the BoT-Doombolt works very bad to take potshots at a character after clearing his bodyguard since you shoot everything the same time and the owner distributes the wounds.]]></description>
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				<pubDate><![CDATA[Sun, 28 Dec 2008 15:13:28]]> GMT</pubDate>
				<author><![CDATA[ Kallbrand]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ My take on the builds : I'm assuming you always buy wings, because why wouldn't you? I also left lash out because everyone else covered it. You move people into blast friendly circles, and flame/battle cannon/plasma cannon/blast master them to death and then the game ends and you win and then you don't have willing opponents anymore.<br /> <br /> Slaanesh (or no slaanesh, I'd go with the 5 point I upgrade though)<br /> Warptime<br /> <br /> I think this build is overall the most effective. Lash runs into issues with highly mechanized or psychic resistant armies, where as this one just needs to avoid hoods and beat runes, shadows etc. It has the initiative to take out characters, and needing 3s to hit and 2s to wound the majority of the game with re-rolls usually means 5 wounds on the charge, and 4 without every turn.<br /> <br /> Warptime also helps it flip tanks over. re-rolling your 4s to hits and your 6's is pretty major when you're throwing <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 +<span class="glossaryitem" onmouseover='gp(1);'>2d6</span> at vehicles.<br /> <br /> Nurgle<br /> Rot<br /> <br /> Pretty effective infantry butcher. Doesn't matter if they are light or not, extra wounds means extra damage and it probably has the highest damage output out of the close combat ones. He's also a bitch to kill and can tarpit stuff like guard and other weenies.<br /> <br /> Khorne<br /> <br /> I'd skip it, unless it's for your Khorne themed army. An extra attack, while nice and potentially more damaging than re-rolls in certain situations, isn't worth the points for the mark. I guess if you fear anti psych stuff then go for it. I did the numbers on khorne and warptime, and warptime is optimal in all cases except a stationary vehicle.<br /> <br /> Tzeentch<br /> Wind of chaos<br /> Warp-time<br /> <br /> This one is absolutely brutal. I haven't used it yet, but I know what it is going to do when it's powers go off - drop like 6 wounds on whatever you're shooting at regardless of their armor or toughness. And then the prince charges in and kills another 4-5. I think 10 power weapon wounds or so between shooting and assaulting is worth the near 200 point price tag. And then it has a 4+ invulnerable, which doesn't seem that significant, but is also on a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> with a 5 toughness and 7 weapon skill and 4 wounds. For obvious reasons a 4+ on 5 toughness is dramatically better than the same save on a lower toughness.<br /> <br /> The only drawback I can see for this build is the fruity paint scheme you will have to give it.<br /> <br /> The other ones like doombolt/warptime, doom bolt/bolt of change blah blah I don't think are worth using. They suffer from not ignoring cover (which is everywhere now) or just making your prince a gakky tank. I'd prefer to keep him highly mobile with intent on getting into close combat, where he can add to your anti tank ability, take down carnifex's in one turn or otherwise do something else than shoot 3 marine killing shots.]]></description>
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				<pubDate><![CDATA[Mon, 29 Dec 2008 10:21:26]]> GMT</pubDate>
				<author><![CDATA[ Defiler]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>ShadowDeth wrote:</cite>My take on the builds : I'm assuming you always buy wings, because why wouldn't you? I also left lash out because everyone else covered it. You move people into blast friendly circles, and flame/battle cannon/plasma cannon/blast master them to death and then the game ends and you win and then you don't have willing opponents anymore.<br /> </div></blockquote><br /> <br /> It seems kinda stupid for your opponents to be like "either make a sucky list or we won't play you"<br /> <br /> Players who would stop playing vs. a lasher instead of using their own armies strengths (and every army has somethings which chaos lack.)<br /> <br /> Should I stop playing vanilla marines because their termies have 3+ invulnerable saves in combat compared to my 5+? Or their Landraider variants fire several more guns than chaos ones?<br /> <br /> Oblits are good at what they are, expensive, sluggish, big guns. The unit can be wiped out by 3 lascannon shots though, and it costs about as much as a Landraider w/ Armor 14, or a squad of 8 havocs w/ 2 autocannons + 2 lascannons, which would take a whole 8 lascannon shots to remove.<br /> <br /> <br /> While some might like to believe that chaos all play the same army list, it just isn't the case. I see plenty of every type of troop marine (reg. / berz. / noise / plague / sons) being used. Heavies are also heavily varied, people mix up landraiders, vindicators, obliterators, and defilers. The chosen and possessed and spawn and lesser daemons all seem overpriced though, which is probably why lists generally seem to lack variety.<br /> <br /> Chaos will never be fast-and-shooty like vanilla or eldar, so we have to have some compensation.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 29 Dec 2008 15:42:20]]> GMT</pubDate>
				<author><![CDATA[ TheBloodGod]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>ShadowDeth wrote:</cite><br /> Tzeentch<br /> Wind of chaos<br /> Warp-time<br /> <br /> This one is absolutely brutal. I haven't used it yet, but I know what it is going to do when it's powers go off - drop like 6 wounds on whatever you're shooting at regardless of their armor or toughness. And then the prince charges in and kills another 4-5. I think 10 power weapon wounds or so between shooting and assaulting is worth the near 200 point price tag. And then it has a 4+ invulnerable, which doesn't seem that significant, but is also on a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> with a 5 toughness and 7 weapon skill and 4 wounds. For obvious reasons a 4+ on 5 toughness is dramatically better than the same save on a lower toughness.<br /> <br /> The only drawback I can see for this build is the fruity paint scheme you will have to give it.<br /> <br /> The other ones like doombolt/warptime, doom bolt/bolt of change blah blah I don't think are worth using. They suffer from not ignoring cover (which is everywhere now) or just making your prince a gakky tank. I'd prefer to keep him highly mobile with intent on getting into close combat, where he can add to your anti tank ability, take down carnifex's in one turn or otherwise do something else than shoot 3 marine killing shots.</div></blockquote><br /> <br /> Although I don't agree with your analysis of Nurgle's Rot, I don't believe it to be very effective in any situation, I think your views on a <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, Wind, Warptime <span class="glossaryitem" onmouseover='gp(262);'>DP</span> are spot on. When I first finished painting up my <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> I found it very useless as it was Wings, Doombolt, Warptime. He flew on top of buildings and took out marines. Then stood around for a turn getting shot to pieces. Then the next turn do it again and charge. Sure he might take out a squad but he usually ended up dead from his one round of shooting due to the 18" range. You don't want to neuter the power by not using it's range, but you don't want to leave your <span class="glossaryitem" onmouseover='gp(262);'>DP</span> vulnerable either. With <span class="glossaryitem" onmouseover='gp(800);'>BoC</span> and Warptime, I found his 1 shot useless a majority of the time. He'd shoot a rhino, maybe pop it, maybe, then he'd go about moving forward firing and attempting a charge.<br /> <br /> But with Wind and Warptime it's honestly pure gold. I need to test it some more but it's perfect so far. He finds some <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking terrain feature hides for a turn then pops out for a rather devastating rerolling wind and assault phase. The best part is his 4++ save. It's almost like he is always in cover. So even if he wipes the squad he assaults he has a better chance at surviving what might be a brutal enemy shooting phase.<br /> <br /> What's even better is a nearby Lash Sorcerer to back him up. Hate to support Lash in a thread I started looking for alternatives but a Lash Sorc hiding in a squad could break from his squad to set up a full force rerolled wind and assault from the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> <span class="glossaryitem" onmouseover='gp(262);'>DP</span>. I'm going to go get some test games in with it this weekend as long as my impending surgery doesn't get in the way.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 29 Dec 2008 23:00:02]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Here are my two favorite builds:<br /> <br /> <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, wings, warp time, wind of chaos<br /> <br /> <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, wings, rot<br /> <br /> I am an advocating that these are the most powerful builds but they are effective and fluffy in my opinion.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Tue, 30 Dec 2008 00:21:29]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ I actually play a pure Khorne Army.<br /> <br /> i use Kharn and a Khorne <span class="glossaryitem" onmouseover='gp(262);'>DP</span> as my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s.<br /> <br /> the Khorne <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is a asset in this kind of army.<br /> He becomes your tank hunter and can also be a sacrifice to allow your Beserker Squads to get into combat.<br /> <br /> <br /> But thats just me.]]></description>
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				<pubDate><![CDATA[Tue, 30 Dec 2008 11:51:21]]> GMT</pubDate>
				<author><![CDATA[ Ænema]]></author>
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				<title>Re:Daemon Prince configurations</title>
				<description><![CDATA[ <blockquote><div><cite>Ænema wrote:</cite><br /> the Khorne <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is a asset in this kind of army.<br /> He becomes your tank hunter and can also be a sacrifice to allow your Beserker Squads to get into combat.<br /> </div></blockquote><br /> <br /> Before I begin, I'd like to say I don't think <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> tank hunt very well. If it moved 6" you need 4 plus no rerolls with a <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> <span class="glossaryitem" onmouseover='gp(262);'>DP</span>, if it moved 12" your screwed and have to hit it on 6s. I think if anyone in their right mind sees him coming they are going to start moving a little more and shooting the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> to death.<br /> <br /> Now back to why I'm bumping this. I went to my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> last night and had a good sit down with everyone and played some games. Sadly I only played vs. Khorne Chaos Daemons and wasn't really able to fully gauge the effectiveness of the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> against a more traditional army. I had to sacrifice him once to a group of Blood Crushers and on another game he actually failed to use Wind with a 12 that he made both invulnerable saves not to take any wounds from. He also beat some Blood Crushers in assault a few times taking the squad down single handed. He did wade through a group of Blood Letters and pop a Soul Grinder. Given this was in smaller points games (750, we're play testing for our up coming League).  <br /> <br /> The actual point of this is every time I was about to wind I kept thinking, I wish I had a Lash Sorc/Prince to facilitate this better. I think this is a problem, I've played Lash Sorcs in the past and I'm so very used to them setting up my templates that it's hard for me to imagine not catching an entire squad with one. I won every game I played with my list handily and I think the same would have occurred against anyone that night. But I think there is a problem with the player mentality with C:<span class="glossaryitem" onmouseover='gp(22);'>CSMs</span>. Lash is a great power, but there are other good powers. Lash just makes other things much much better. Flame templates? Lash will have you hitting that whole squad. Plasma Cannons? Just don't drift and your set. A warp timed wind of chaos? I'm sure there won't be a squad there after the assault. I know it sounds like a cop out but every time I think of a weapon or a strategy I always think now "Lash could make this even better!". I've been playing without Lash a little longer than just now too and I always think that Lash could make my lists better rather than the throw away <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> or the test <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>. <br /> <br /> I think this would go for any army really. If they had Lash it would dominate the list. It just makes so many things so much better. I just hope in the next C:<span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> they don't try to tone it down, just replace it. As is it is very effective, but any less and it suddenly becomes garbage. ]]></description>
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				<pubDate><![CDATA[Sun, 4 Jan 2009 15:00:15]]> GMT</pubDate>
				<author><![CDATA[ Typeline]]></author>
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				<title>Daemon Prince configurations</title>
				<description><![CDATA[ Personally, I don't like to spend a whole lotta points on my <span class="glossaryitem" onmouseover='gp(262);'>DP</span>. I run a Black Legion one with Wings and Warptime. Effective in close combat, tough, and mobile. However, you could gear one with <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> and 2 ranged psychic powers for some shooty goodness. If I'm not mistaken, Monstrous Creatures can still fire two weapons a turn, so I believe you could use two ranged psychic powers in the same turn, though I could be wrong as I've not poured over the 5th ed. rulebook that much. Also, most of the time your <span class="glossaryitem" onmouseover='gp(262);'>DP</span> will attract a lot of attention, so don't look for it to last all that long. That's why I try to get into close combat ASAP.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2009 20:51:08]]> GMT</pubDate>
				<author><![CDATA[ Orcus]]></author>
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