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		<title><![CDATA[Latest posts for the thread "tourny flying circus "]]></title>
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				<title>tourny flying circus </title>
				<description><![CDATA[ hey guys I was wondering what you guys thought of the competitiveness of my flying circus army ( and howd you'd beat it with an all comers)<br /> <br /> Chaos space marines <br /> belakor (Other) @ 350 Pts<br /> <br /> 1 Daemon Prince of Tzeentch (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br />      Power Armour; Wings; The Black Mace; Tzeentch; Warlord<br /> <br /> 10 Chaos Cultists (Troops) @ <br /> 10 Chaos Cultists (Troops) @ <br /> 10 Chaos Cultists (Troops) @ <br /> <br /> Heldrake (flamer)<br /> Heldrake (flamer)<br /> <br /> Daemon (allies) <br /> <br /> Kairos Fateweaver <br /> <br /> 10 Plaguebearers of Nurgle (Troops) <br /> <br /> 1 Daemon Prince (Heavy Support) (cd) @ 355 Pts<br />       Psyker (Mastery Level 3); Warp-forged Armour; Daemonic Flight; <br /> Greater Rewards; Exalted Rewards<br /> <br /> <br /> Total Army Cost: 1850<br /> <br /> if I moved it up to 2000 <br /> <br /> + 1 helldrake <br /> <br /> -1 unit of cultists <br /> <br /> <br /> One other thing I wasn't sure about was if I should keep kairos. Hes a pretty strong but one of his major strengths is lost (control the warpstorm table..Useless cus primary is C: <span class="glossaryitem" onmouseover='gp(119);'>SM</span> in this list). I could replace him with:<br /> <br /> Lord of change <br /> psyker <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 3<br /> 1 exalted <br /> 1 greater<br /> <br /> By doing this I get access to the portalglyph and have a stronger in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> lord. I lose rerolling 1 die per turn (pretty huge for grounding), 5 points, and 1 on the invul. ( portalglyph can win games so I dunno)<br /> <br /> Well anyways let me know what you think <br /> <br /> Thanks ]]></description>
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				<pubDate><![CDATA[Sat, 15 Mar 2014 22:29:04]]> GMT</pubDate>
				<author><![CDATA[ Lamo]]></author>
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				<title>Re:tourny flying circus </title>
				<description><![CDATA[ I'll let other people pick over the details, but theres a red alert here in this list:<br /> The flying circus list works because what few troops you have stay off the board until they deepstrike in turn 2 or 3 or 4, and you can get more troops by sticking the portal glyph behind some <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> blocking terrain that, over a few turns, can make it to some objectives.<br /> <br /> <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> can't do this. A <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Flying circus has a huge weakspot that CD don't have, and that is its much easier to kill off your troops. Other than that, the psykic powers are worse and you dont have access to rewards<br /> <br /> PROS OF A <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> CIRCUS:<br /> Heldrakes<br /> Black Mace<br /> Cheaper <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> (10 points)<br /> <br /> CONS OF A <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> CIRCUS:<br /> no rewards<br /> Must take a crummy god-specific power tax<br /> vulnerable and few troops<br /> <br /> The things you're really missing out on in the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> list, heldrakes and the black mace, can still be taken in an allied detachment of a <span class="glossaryitem" onmouseover='gp(262);'>DP</span>, a drake, and 10 cultists.]]></description>
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				<pubDate><![CDATA[Sun, 16 Mar 2014 01:09:24]]> GMT</pubDate>
				<author><![CDATA[ changerofways]]></author>
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				<title>Re:tourny flying circus </title>
				<description><![CDATA[ Well seglamor, ought about those cons and pros of <span class="glossaryitem" onmouseover='gp(732);'>cs</span>:m vs daemons but it feels a lot closer than you put forward. <br /> <br /> Pro:<br /> - I can take the same number of flying monsters<br /> - I get an extra heldrake (helps deal with the new tyranids formations) <br /> - I get a black mace (because regardless be'lakor would be leader of <span class="glossaryitem" onmouseover='gp(732);'>cs</span>:m) <br /> - be'lakor knows all of telekinesis so the psychic power limitation doesn't matter to him<br /> -cheaper troops that I can have walk on turn 2,3,4(though less resilient and can't deepstrike) <br /> <br /> Cons<br /> -no warp table(with fateweaver it's mostly positive) <br /> - have to choose between portal Glyph, glamor kairos(2 of 3)<br /> <br /> So I dunno let me know guys]]></description>
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				<pubDate><![CDATA[Sun, 16 Mar 2014 02:46:25]]> GMT</pubDate>
				<author><![CDATA[ Lamo]]></author>
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				<title>Re:tourny flying circus </title>
				<description><![CDATA[ You need the Warp Storm.  It's your defense against <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> builds, otherwise you are going to have a lot of trouble knocking them off of objectives. <br /> <br /> And Daemon Troops are vastly better than cultists.  Nettes and Horrors can actually add to your offense, and they're far more survivable/flexible than Cultists.  The Portaglyph is also super clutch, without it you can't null deploy your monsters, because you'll lose all your troops. <br /> <br /> It sucks having to choose between Be'lakor and the Black Mace, and it sucks only have one Drake, but the pros are way in favor of Daemons Primary.  <br /> <br /> I also highly recommend fitting a Bastion in.  I think it's a must run in a Circus unless you can guarantee you'll have good terrain at your tournament. ]]></description>
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				<pubDate><![CDATA[Sun, 16 Mar 2014 03:03:36]]> GMT</pubDate>
				<author><![CDATA[ anonymou5]]></author>
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