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Thread: Daemonic all comers, new attempt

  1. #1
    Brother Sergeant
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    Daemonic all comers, new attempt

    Fantasy Army: BoC
    Here is my new list and a few questions about things I am unsure of.

    Main questions now for me are.....
    Herald of Tzeentch...where do I put him, In with tiny Horror unit, or put in the Flamer unit and slow em down a bit?
    Horror unit....I kinda like the channelling rolls, and maybe a home for the ABSB, but is there a better unit for this list?
    Blue Scribes....a worthwhile unit? Seems cheap enough all in all and if he dies not a whole lot lost.
    Herald on Steed of Slaanesh...along with most of the army, very fast. Tricksy good or tricksy bad idea, Vanguard and Siren song?


    Lord of Change, lvl3, twin heads, master of Sorc and will be using lore of Life.

    Herald of Tzeentch, ABSB, Great Icon of Despair, spell breaker, master of Sorc and using lore of light
    Blue scribes
    Herald of Slaanesh, steed of Slaanesh, siren song, allure of Slaanesh

    Furies x5
    Pink Horrors x10
    Bloodletters x39

    Seekers of Slaanesh x6, STD, siren standard
    Fiends of Slaanesh x6
    Flamers x5

    Thanks

  2. #2

    Re: Daemonic all comers, new attempt

    It is always good to post the point level thanks.


    Ok lets start with your

    Lords:
    Your LoC is built fine, however since it looks like your taking special characters so Fateweaver is just a more durable, and stronger LoC for prox the same points. I do reccoment Fateweaver based on how competitive your group is. If they are non comp players or if they whine I dont recommend him.


    Heros:

    HoT: Built right I generally run Life/Shadow with him. If you can make points for a disc then fly him around if not then hide him behind the Bloodletter unit.

    Blue Scribs: Fun special character. If your running special Characters I suggest swaping him out for Skulltaker (overcosted) but hes pretty cool model, my favorite model in the army book. Or you can run Masque(comp like Fateweaver) who syncs well if Great Icon of Despair.

    HoS: solid build, remove Allue of Slaanesh for Tormment blade. It confers +1 Attack for 5 points I am not a fan of seekers, but try them out.


    Core:

    Furies solid

    Bloodletters: It would be awesome if you tell us what they are equiped with. Like is their a Standard Bearer, Musician, Bloodreaper? If not I highly suggest to add all 3 of them models. I also suggest adding Icon of Endless War to help get these guys into CC faster. I also just noticed that you dont have points for a HoK. I HIGHLY recommend this guy for the bloodletter unit. Give him Armor of Khorne and hes set.

    Pink Horror unit: Extremely fragile. I only suggest horror units if they are 35+ models in it. Pink horrors are extremely fragile and are only worth their points when gathered in mass for a higher Wiz level.


    Rare:

    Flamers fine, maybe add +1 model. Some players may suggest adding another unit of 6, i do not.

    Fiends are overkill. make them at 2+ per unit at most. They are meant for charge blocking and warmachine hunting. Not meant to "tank" other units. I say drop them down to 2 so you can add more Heros/ Core.


    Special: I am not a fan of seekers..

  3. #3
    Chapter Master
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    Re: Daemonic all comers, new attempt

    Skull taker overcosted? For a hero he's as good as most lords
    Quote Originally Posted by IcedCrow View Post
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    War does not determine who is right, it determines who is left.

  4. #4
    Brother Sergeant Quaki's Avatar
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    Re: Daemonic all comers, new attempt

    Quote Originally Posted by HalfBlood View Post
    ...remove Allue of Slaanesh for Tormment blade. It confers +1 Attack for 5 points
    +1 Attack? I don't think it works this way

  5. #5
    Brother Sergeant
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    Re: Daemonic all comers, new attempt

    Quote Originally Posted by HalfBlood View Post
    It is always good to post the point level thanks.


    Ok lets start with your

    Lords:
    Your LoC is built fine, however since it looks like your taking special characters so Fateweaver is just a more durable, and stronger LoC for prox the same points. I do reccoment Fateweaver based on how competitive your group is. If they are non comp players or if they whine I dont recommend him.


    Heros:

    HoT: Built right I generally run Life/Shadow with him. If you can make points for a disc then fly him around if not then hide him behind the Bloodletter unit.

    Blue Scribs: Fun special character. If your running special Characters I suggest swaping him out for Skulltaker (overcosted) but hes pretty cool model, my favorite model in the army book. Or you can run Masque(comp like Fateweaver) who syncs well if Great Icon of Despair.

    HoS: solid build, remove Allue of Slaanesh for Tormment blade. It confers +1 Attack for 5 points I am not a fan of seekers, but try them out.


    Core:

    Furies solid

    Bloodletters: It would be awesome if you tell us what they are equiped with. Like is their a Standard Bearer, Musician, Bloodreaper? If not I highly suggest to add all 3 of them models. I also suggest adding Icon of Endless War to help get these guys into CC faster. I also just noticed that you dont have points for a HoK. I HIGHLY recommend this guy for the bloodletter unit. Give him Armor of Khorne and hes set.

    Pink Horror unit: Extremely fragile. I only suggest horror units if they are 35+ models in it. Pink horrors are extremely fragile and are only worth their points when gathered in mass for a higher Wiz level.


    Rare:

    Flamers fine, maybe add +1 model. Some players may suggest adding another unit of 6, i do not.

    Fiends are overkill. make them at 2+ per unit at most. They are meant for charge blocking and warmachine hunting. Not meant to "tank" other units. I say drop them down to 2 so you can add more Heros/ Core.


    Special: I am not a fan of seekers..
    Fateweaver and the Masque are Daemon characters not allowed

    The Herald and Horrors were one of the main questions of mine. I like the extra channel dice, but I am wondering how to keep the herald safe on his own. I am guessing with 80 or so players involved , I will have a good shot of facing a canon or 2. Will he work sitting in the Flamers? It would drop movement down to 4, but should provide a bit of safety.

    I know the Fiends are a bit different than most people play them. It is kinda of an experiment at first, but they have played really well so far. They actually can take on non-elite units fairly well, and with life backing them up can keep at full strength for the rank retention.

    The Seekers are the same for me, starting as an experiment with a rarely used unit. I really like siren siren song along with The Siren standard and Vanguard I can easily take out a bowmen unit in turn 1( or top of 2) and be in the rear of an opposing army.

  6. #6

    Re: Daemonic all comers, new attempt

    Quote Originally Posted by Maoriboy007 View Post
    Skull taker overcosted? For a hero he's as good as most lords
    Not true their is alot of easy things to counter him. Dragonbane gem (I think its called that) is a very cheap and effective counter.

    He also only has 2 wounds and T4. For 150 points....

    Quote Originally Posted by Quaki View Post
    +1 Attack? I don't think it works this way
    it counts as an extra Close Combat weapon, therefore it generates an extra attack

  7. #7
    Brother Sergeant Quaki's Avatar
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    Re: Daemonic all comers, new attempt

    Quote Originally Posted by HalfBlood View Post
    it counts as an extra Close Combat weapon, therefore it generates an extra attack
    No, it's a special close combat weapon and you use it instead of a normal one, not in addition to it. The same goes eg. for Firestorm Blade
    Last edited by Quaki; 24-07-2012 at 11:15.

  8. #8

    Re: Daemonic all comers, new attempt

    Im not sure about that. i have taken it to tournies and am allowed the extra attack. If you also notice it doesnt say under Firestorm Blade "Close combat weapon" while under Torment Blade is does....

  9. #9

    Re: Daemonic all comers, new attempt

    It just says "Hand Weapon". There is no mention of it adding an extra attack or adding it to your other weapon. Also seince using a magical weapon basically takes away your ability to use a normal weapon, you also would not be able to dual wield them. I seriously doubt they would give an extra attack weapon/gift for that many points. Almost every other one in the game is 20-30 points.

    I like most of Halfbloods ideas. I've seen a lot of fiends run in solos or groups of 2. That's plenty of speed and wounds to get them across the board to war machines or scouts. I'm not big on any special characters but the Blue Scribes do seem like fun, if not all that practical. They aren't really all that expensive and give some really nice bonuses. Also if I remember correctly if you roll a random spell in any Lore and don't like it or cannot use it, I think you can use the base signature spell of that lore. Wildform in Beasts is a good "Go To" spell.

  10. #10
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    Re: Daemonic all comers, new attempt

    Quote Originally Posted by dms505 View Post
    "..............Also if I remember correctly if you roll a random spell in any Lore and don't like it or cannot use it, I think you can use the base signature spell of that lore. Wildform in Beasts is a good "Go To" spell.
    I would love to see this written somewhere for sure. I was hoping it were true, but cannot find it anywhere. My playing group seem to think you get the spell you rolled and that's it. The lowest power level as well since it is cast as a bound spell. I kinda wonder if you can just choose the higher level of the spell and then cast as a bound spell with the higher level requirements. Hopefully this new rulebook in WD may clarify some of it.

    I also wonder, along with questions in the original post, if Flamers are worth their new point level. They don't seem horrible at their reduced str as they aren't really HTH and their shooting rules/strength didn't really change from what i've seen leaked so far. Is the new Warpflame rule worth the small point increase to the Flamers. Probably have to remove 2 of the bloodletter to make room for the new points if they stay.
    Last edited by Joeman169; 26-07-2012 at 19:25.

  11. #11
    Brother Sergeant Quaki's Avatar
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    Re: Daemonic all comers, new attempt

    About Flamers - they got really nerfed because of one thing - penalty for Multiple Shots, which gives you basically -1 BS (comparing to Armybook rules) at higher point cost. Then, the good thing is that they moved into specials leaving more place for Fiends

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