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		<title><![CDATA[Latest posts for the thread "Khorne, Nurgle, Tzeentch Oh my!"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Khorne, Nurgle, Tzeentch Oh my!"]]></description>
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				<title>Khorne, Nurgle, Tzeentch Oh my!</title>
				<description><![CDATA[ Hero<br /> <br /> Herald of Khorne (110)<br /> - Armor of Khorne<br /> <br /> Herald of Tzeentch (135)<br /> - Master of sorcery (Light)<br /> <br /> Herald of Nurgle (140) <br /> - Stream of Bile<br /> <br /> Total: 385<br /> <br /> Core <br /> <br /> 29 Bloodletters (360)<br /> - Standard <br /> <br /> 29 Pink Horrors (375)<br /> - Standard with Icon of sorcery<br /> <br /> 29 Plaguebearers (385)<br /> - Standard with icon of seeping decay <br /> <br /> Total: 1120<br /> <br /> Rare <br /> <br /> 3 screamers of Tzeentch (90)<br /> <br /> Total: 90<br /> <br /> Grand Total: 1595<br /> <br /> <br /> I wanted to see how the tree gods would work together. Combining the resilience of Nurgle with the killing power of Khorne with the supporting attacks of Tzeentch. <br /> <br /> Unfortunately, Nurgal Plaguebearers no longer get double saves. I'm pretty sure they where meant to? But, on the upside, they really put the hurt on anything without mass destruction spells like the purple sun. With seeping decay rerolling to wound attempts, most of my wounds should make it through. <br /> <br /> Bloodletters do what they are meant to do... close combat and resit magic. <br /> <br /> Horrors are my ranged support. As my opponent approaches, I shoot. <br /> <br /> Herald of Nurgle gives my Plaguebearers a 4+ regen. Basically a 4+ ward combine with their high toughness. Flaming could be an issue... but then i still get my 5+ ward. Stream of Bile seemed like a better choice over the other options which only affected models in <span class="glossaryitem" onmouseover='gp(686);'>B2B</span>. I also though of staff of Nurgle... but decided that it wasn't worth 50 points for a toughness test that continuously eats away at the opponent. T3 i think would save quite quickly. T4 is what I have been up against. <br /> <br /> Herald of Khorne gives my bloodletters hate. Makes that first round of combat almost assured to make the opponent fall back, and if I charge... I can get some overrun kills as well =)<br /> <br /> Herald of Tzeentch, my favorite herald, will support all of my models with lore of light. I have found that its ability to prevent opponents from hitting back and actually making Horrors decent in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with speed of light to be invaluable. <br /> <br /> Screamers... trying them. I had an extra 95 points and decided to through them in. They are going to support in combat. Only 3 S5 hits... but still... 3 S5 hits!<br /> <br /> Close to everything in my army (with the exception of my screamers) has or can get a 4+ save. Nurgal herald, Tzeentch herald, and Magic resistance.<br /> <br /> Viable? Are there better choices for upgrades on certain things (like my heralds). Are the screamers enough or should they be replaced with something else? Any comments appreciated ]]></description>
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				<pubDate><![CDATA[Sat, 1 Jan 2011 04:00:38]]> GMT</pubDate>
				<author><![CDATA[ wisdomseyes1]]></author>
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				<title>Khorne, Nurgle, Tzeentch Oh my!</title>
				<description><![CDATA[ I think you should get a slaanesh herald + unit to reach 2k and complete the pantheon <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">  I might drop the screamers and pick up some furies for an undivided support unit flourish, and then when you push to 2500 you could get some nurglings / flesh hounds / flamers / fiends to keep the undivided theme going strong, as well as picking up some needed supporters.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Sat, 1 Jan 2011 05:23:59]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Khorne, Nurgle, Tzeentch Oh my!</title>
				<description><![CDATA[ Well, I am slowly moving up in points. <span class="glossaryitem" onmouseover='gp(258);'>ATM</span>, 1600 is the best I can do... and then I will move to 2k. <br /> <br /> The screamers are fairly small in unit size. I figured that the opponent would probably ignore them. They can't possably cause that much havok *wink wink* supporting units in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with 3 S5 attacks a turn (and Hitting other units as it moves along) <br /> <br /> Furries... I'm not sure about them. They seem more like cannon fader really... not really much to speak of. S4 and flying are all I see... and even then... a unit of them seems like free <span class="glossaryitem" onmouseover='gp(140);'>VP</span>'s. What would I use the Furries for?]]></description>
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				<pubDate><![CDATA[Sat, 1 Jan 2011 17:58:46]]> GMT</pubDate>
				<author><![CDATA[ wisdomseyes1]]></author>
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				<title>Khorne, Nurgle, Tzeentch Oh my!</title>
				<description><![CDATA[ Why is it my threads always seem to get 0-1 post?]]></description>
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				<pubDate><![CDATA[Mon, 3 Jan 2011 04:00:07]]> GMT</pubDate>
				<author><![CDATA[ wisdomseyes1]]></author>
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