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Post by calypso2ts on Feb 29, 2016 11:47:20 GMT -5
Things could not have worked out more perfectly for the Adepticon Teams. I will let Garner post some of the other lists here, but this is the Tzeentch army I plan to bring as 1 representative of the 4 Chaos Gods.
HQ Herald of Tzeentch w/ Mastery 2, Disc of Tzeentch, Exalted Reward
Elites Decimator Daemon Engine w/ Tzeentch Dedication, 2x Siege Claws 3x Flamers of Tzeentch
Troops 10x Pink Horrors 10x Pink Horrors
Fast Attack 9x Screamers
Heavy Support Soul Grinder of Tzeentch w/ Phlegm
I am viewing this list as a complement to the other armies. It has two AV 13 walkers in it, which can absorb high strength shots and provide a credible threat to any unit without a chainfist/melta bomb equivalent. It also forced some degree of dispersion of the enemy forces with the templates and blast markers it brings. Finally, the power I am really looking for is Cursed Earth to provide extra durability to go with the Grimoire. If I grab it early, I will probably snag divination powers on the Tzeentch Herald to grab Prescience, Forewarning, or misfortune. Even Scyers Gaze can be useful for some combinations.
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Post by chaoscraig on Feb 29, 2016 15:47:47 GMT -5
I cant wait to see how your 4 lists work together, this list looks really solid.
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Post by chaoscraig on Mar 9, 2016 19:07:02 GMT -5
so how has the curse of the wulfen affected this list? and has the requirement of using that book to choose psychic powers changed how you play? I could really use a quick rundown on major daemon differences as well.
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Post by theblackknight on Mar 10, 2016 17:27:27 GMT -5
I don't have the book myself but from what I have glanced at and have been told, the warlord table for demons in this book especially for tzeench is insane. I don't believe tzeench has a single one that is bad and the psychic powers for tzeench also got better as well.
I believe they can still choose the same psychic powers as usual. The book also adds nice and fluffy formations for each god that requires the player to take a number of units equal to the gods number.
Each god gets different benefits for their formations but the main crazy thing that they all get is a special rule that when a demon unit captures an objective they will continue to capture that objective forever even if they leave that objective or die on top of it until an enemy unit moves in to take control from them.
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Post by dudeisuck on Mar 10, 2016 23:49:56 GMT -5
so how has the curse of the wulfen affected this list? and has the requirement of using that book to choose psychic powers changed how you play? I could really use a quick rundown on major daemon differences as well. The Wulfen supplement has not really changed the list, daemons still don't have to generate any powers from their gods discipline, on the CSM have that requirement. Maybe a couple relics could be added into the tzheralds, but generally nothing will really change how we play. WLT will still most likely be on the basic codex table as warp storm control is significantly useful in daemon games. You don't want to nuke half of your own army. For our other lists: Slaanesh: Herald with steed, ML2, greater/lesser gifts, locus of beguilement, Mark of Excess(From wulfen book) Herald with steed, ML2, greater/lesser gifts, locus of grace Herald with ML2, Exalted gift 17x Daemonettes with Rapturous Standard and alluress 5x Fiends 11x Seekers with Rapturous Standard and heartseeker w/ Greater gift Khorne: Herald on Jugg with relic axe and locus of hatred 15x Khorne Hounds 8x Berserkers in Rhino with Legacy of Ruin that gives +1 invul to daemons of khone within 6" 2x Maulerfiends Nurgle: Don't have the exact list yet from Josh, but it is: 2x 7x Beasts of Nurgle GUO 3x Nurglings Nurgle Prince
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Post by chaoscraig on Mar 11, 2016 3:59:43 GMT -5
Pretty damn solid gentlemen.
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Post by calypso2ts on Mar 11, 2016 8:30:54 GMT -5
I actually do not own the new Wulfen book yet, so it is hard for me to make any determinations on it at this point. I had heard that the Tzeentch table is pretty nuts for powers and there are some additional relics that can be purchased. Nothing has popped out yet.
The biggest item of interest for me in that book is the formations - but the issues with those formations is they are large and a bit cumbersome. For example, the Tzeentch one requires 9 units of Horrors/Flamers. That is 900 points in Horrors or ~540 in Flamers. That does not even include the HQ requirement. The advantage of corrupting objectives and getting a +-1 on the Warp Storm is good - but I am not sure it is good enough to justify that commitment. Not to mention I do not own 90 Horrors or 27 Flamers.
The goal for these lists are really to be thematic - one of each god - and fun by taking a wide swath of units from each God's arsenal.
One suggestion for Josh - I would swap in 2 Nurgle Heralds (I have 2 that can be used) for the Prince and/or GUO. That way they can get Mastery 2, Greater Gift and Locus of Fecundity. That will make the Beasts MUCH stronger in combat. If he wants to take advantage of the Attention Seeker rule, dump both in 1 unit. Otherwise, my experience with Beasts is that they cannot fight themselves out of a wet paper bag.
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Post by koszkamade on Mar 11, 2016 9:54:00 GMT -5
Yeah beasts of nurgle w/ herald rolling biomancy is brutal. All the one wounds with IWND and possibly getting endurance would be scary
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Post by dudeisuck on Mar 11, 2016 13:27:32 GMT -5
Aw crap, just realized you used the double elite slot. I'll let Josh know we need to change the list. I thought you were running two units of screamers when I was talking with him.
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Post by calypso2ts on Mar 11, 2016 14:17:54 GMT -5
If he wants to run the 2x Beasts I can easily drop the Flamers.
The other option is for him to take some Drones if he has them.
Given the other lists too I would probably lose the Prince for a Soul Grinder, the GUO for Heralds, add in 6x Drones w/ Venom Sting, Plaguebringer w/ Greater Gift and 2x Heralds as Mastery 2, maybe on a Palanquin.
Otherwise, I will add another herald to swap out for the Flamers. It will ruin my 999 thought since a ML 2 herald is 60 points.
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Post by koszkamade on Mar 11, 2016 14:32:24 GMT -5
Who's captain of this team?
That person is responsible for tackling your opponent's LoW at least 3 of those games.
I think soul grinders are good with the Str.6 meta, but if josh is the captain, he will be taking the wrong end of a D quite a bit.
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Post by calypso2ts on Mar 11, 2016 16:38:06 GMT -5
In general Daemons have a hard time dealing with Lords of War. There are just not good answers in shooting to them, and as soon as CC hits there is a huge risk for them to simply D out the models. Screamers are probably the best option against most of the LOW, but they are far from ideal as well.
My normal strategy for non-flying, non-vehicle LOW has been to summon Seekers nearby and then try to pin the unit back for long enough that they cannot have a large impact.
I actually really wanted to bring a D-Thirster in my list as a response for those LOW - ideally backed by invis or Grimoire. Sadly, mine is not painted yet and he is definitely not a Tzeentch model.
There is also the option to roll my Heralds and Horrors on the Tzeentch Discipline and try for that D shot now as well. That might provide some utility
(edit: Okay, I am convinced, I am buying the new SW/Daemons book tonight)
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Post by koszkamade on Mar 11, 2016 19:04:07 GMT -5
Dude just use fatey.
Guaranteed D!
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Post by calypso2ts on Mar 26, 2016 20:12:24 GMT -5
Dude just use fatey. Guaranteed D! For some reason I do not like using Fateweaver if I can help it. He is ridiculously good, and that might be why I skip him half the time. Okay, new list to free up an Elites slot for our Nurgle player. I got Curse of the Wolfen and the Daemon piece of that book is REALLY good. Here is the new variant: HQHerald of Tzeentch w/ Mastery 1, Disc of Tzeentch, Exalted Reward Herald of Tzeentch w/ Mastery 2, Paradox ElitesDecimator Daemon Engine w/ Tzeentch Dedication, 2x Siege Claws Troops10x Pink Horrors 10x Pink Horrors Fast Attack9x Screamers Heavy SupportSoul Grinder of Tzeentch w/ Phlegm Paradox is disgustingly good from my understanding of it. Essentially, it lets you roll (2n-1) the cost of the spell in Warp Charges to guarantee it will go off. A sure thing Psychic power is nothing to laugh at - especially when you can do something like push out 4d6 Warpfire shots from one model for 5 Warp Charges. Other awesome items are 5 WC for a Guarantee Summoning/Incursion, Guarantee Cursed Earth with 1 WC etc. The second herald is going to chill out in back with his bodyguards. Also, the First one is now ML 1, which means he is less of a loss if he blows himself away with the Warp Storm or Perils or Combat. I think the swap of the Herald brings a lot more Synergy to the list. Depending on the scenario, I can actually see myself rolling on the Tzeentch table now. The D shot is obviously good, but the Nova power is also strong. You can grab Flamers from it if you need too. Also, the Warlord Table is HOT for Tzeentch in Wulfen. +1 Invuln to Herald and Unit, Harness on 3+, -1 WS/BS targeting his unit, +1 Mastery, ignore first perils are all very good traits. The only lousy one is granting Soul Blaze to the unit
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Post by grubnards on Mar 26, 2016 21:32:36 GMT -5
Try to get some pics throughout the week. I like that you guys are taking one of each gods, looks like you'll have a fun time.
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