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				<title>What models are needed to start a Summoning army?</title>
				<description><![CDATA[ I'm don't mean the force itself, I have enough Pink Horrors, Heralds, and Princes, and I have Fateweaver. But, what models should I have to actually summon? I hear Daemonettes are good, and I get that one. Seekers and Screamers I have a few of and fast options are always nice. <br /> <br /> Should I pick up some Bloodcrushers? I can see situations where those are really good to have. What about Greater Daemons? Should I have a <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> or two on hand? Maybe a Keeper of Secrets or <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>? Are Plague Drones worth summoning?<br /> <br /> Thanks in advance!]]></description>
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				<pubDate><![CDATA[Sat, 19 Dec 2015 22:13:05]]> GMT</pubDate>
				<author><![CDATA[ Requizen]]></author>
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				<title>Re:What models are needed to start a Summoning army?</title>
				<description><![CDATA[ It depends on what you want to use mostly, including a desire to be multigod or monogod. For summoning I would get at least 20 of every troop choice, minus nurglings which would be 6. These will be used for whenever you need a assistant to a fight, a power battery, or a tarpit to steal a objective. For nontroops I suggest plague drones and screamers as both are fast and able to handle themselves with no power buffs needed. Plague drones can also carry icons across the field, which means no scatter. For <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> you definitely need a <span class="glossaryitem" onmouseover='gp(235);'>LoC</span>, maybe also a Bloodthirster. <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> should be used as a multiplier for a model that is hopefully cheap, and the Bloodthirster as a response to the psyker about to die.<br /> <br /> I generally run mono Nurgle, so having my stacks of 80 plaguebearers never does me wrong. Pink horrors are good to jam into the back and summon more, but then that may slow down a game signifigantly]]></description>
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				<pubDate><![CDATA[Sat, 19 Dec 2015 22:23:40]]> GMT</pubDate>
				<author><![CDATA[ autumnlotus]]></author>
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				<title>What models are needed to start a Summoning army?</title>
				<description><![CDATA[ I've basically just copy pasted a <span class="glossaryitem" onmouseover='gp(634);'>PM</span> I sent through to another Dakkaite not long ago who asked much the same question.<br /> <br /> You should be taking a portal glyph as an exalted reward. Even 1 pink horror generated will get to roll spells and gives a warp charge.<br /> <br /> Pink Horrors and daemonettes for summoning (though bloodletters have their place, niche though it is, but deamonettes will often do well enough instead), maybe 30-40 extra horrors and 20 daemonettes<br /> <br /> Screamers and bloodcrushers for incursion (maybe some plague drones, but the times when they would be better than more screamers or crushers are limited, though I suspect much of this will be down to peoples personal preference), 6-9 crushers and maybe 3-6 screamers since you should already be taking screamers in your list and a few should be available to re-summon.<br /> <br /> Lord of change and keeper of secrets for possession (keeper can charge next turn and has fleet, thirster has to waste a turn changing from swooping to gliding after he arrives and the <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> is too slow, <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> comes stock with ML2 and can roll div and maelific), maybe 1 of each, though I'd probably prioritise 1 that fits your playstyle more.<br /> <br /> Heralds of Tzeentch for sacrifice, both on foot and on disk (since you can buy 30 points of wargear, you can buy ML2 or a disk, just remember he can't join a unit the turn he is summoned), maybe 1 on disk and 2 on foot.<br /> <br /> That'd be a decent start to your summoning toolbox, though everyone has their favourites and many people find niche uses for stuff (I find flamers to be handy against tau especially), but then, there's probably a bunch of stuff in there you might never use (I would almost always opt for more horrors over daemonettes, but then, I'm biased towards tzeentch). You can cut those numbers in half if you're intending on spending most of your dice on buffing instead of summoning.<br /> <br /> Summoning isn't cheap though, and while you can get away with less models, the more you have available, the more you will find that you've got the exact too for the job. Bare minimum I'd say 20 horrors, 3 crushers, a greater deamon and a Tzeentch herald on foot would give you decent options for every summoning spell and would be the place to start, then you can build up from there depending on what you find works for you. <br /> <br /> My favourite and most unexpected summoning thing is how good crushers are when you're not paying 145 points for them. With the shift away from <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 towards more <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 and 7 for glanceing purposes, crushers get to use the 3 wounds each they have, and running summoning means their footprint doesn't matter because cursed earth should always be running. Crushers are fantastic summons and draw fire like nobodies business.]]></description>
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				<pubDate><![CDATA[Sat, 19 Dec 2015 22:26:06]]> GMT</pubDate>
				<author><![CDATA[ Drasius]]></author>
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