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Post by rogerspacem on Mar 15, 2017 5:20:20 GMT -6
Looks intimidating, I'd say! What are you going to be summoning in with all that warp charge? You just prefer Tzeentch over the other Chaos daemons? I do prefer Tzeentch to the other gods (I mean god of magic! why not?!,) but I do have a few nurglings, some Blood letters, and 1 squad worth of daemonettes. Odds are I am going to be summoning Blood letters (to crack ap3 squads), Daemonnettes to hold an opponent/my objective (as they are able to run d6+3, re-roll,) and Pink Horrors to be additional Batteries and a speed bump(if needed, also realized too that the only way they stop splitting instability tests not from attrition.) Beyond that I am going to be summoning what I need. If I need a Herald of Nurgle for more AP3 powers then I'll summon him, or a Khrone herald with the blood blade (should be the one with an AOE effect in assault, need to double check.) Summon screamers for vehicles, and Seekers for long range objective grabbing (and if possible to charge an enemy unit, weak enough to be overrun.) The rest of the charges will depend who is close to what. I know witchfires aren't the greatest in competitive scene, but if I do have left overs I'll let me brimstones fire out shots, as most Tzeentch powers are shooty. If I happen to get the one with that summons the Flaming exalted herald I'll DEFINITIVE get him on the board. He usually dies first turn, but he usually does some kind of damage, before he does. Fateweaver is only there for the re-roll. He will be also a situational caster (considering most of his powers are varied...but random, aside from the change discipline.) DP: Most likely (always back and forth on this) go straight into melee, so Biomancy for him... unless they have an certain assassin...then he automatically becomes a psychic gun boat. A FLYING psychic gun boat!
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Post by rogerspacem on Mar 15, 2017 5:28:22 GMT -6
No, sorry, that's not what I was getting at! It looks like a pretty strong list! Have you considered bringing any BEASTMANS LOL. It's all good. I haven't played in the competitive scene (wanted to this year...), but I have been researching it. Seeing many people at the dojo don't usually play against daemons I offer my tzeentch daemons to be stomped on, so my opponents know what to expect (some what, many good lists out there, and I have only so many models...and cash to spare) in the tournaments. I'll say its strong as well, but not tournament worthy (at least to me). It just touches on different lists builds purely/around with tzeentch. If I had other daemons (or more of them) I would construct it a little different. BEASTMANS! (to be sure, you are talking about Tzaangors? If so I only have 5 models from the silver tower... that's all.) Also I don't have 60! brimstone horrors. I have a few, but mostly are just cultists proxing.
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Post by Nick P on Mar 15, 2017 7:20:25 GMT -6
Void shields? Check Imperial Knight? Check Flying Daemon Prince? Check Insane warp charges to summon more daemons? Check Brimstone Horroes? Check
But yeah TOTALLY not tournament worthy lol this is one of the hardest hitting tzeentch lists you can build man, short of adding magnus!
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Post by mcsardo on Mar 15, 2017 8:55:04 GMT -6
mcsardo Well here is the list I am bringing. Please ask me ANY questions about the list! Since you doing champs I want you to know Everything daemons can throw at you! I don't use Nurgle daemons(know a few of their formations at least), Khrone (well I don't use them as often), and Slaanesh (lol don't worry about them...aside from a couple of their models), but if you are wondering about them, I will do what I can to answer what questions you have on them too. CAD HQ:Kairos Fateweaver (300points) Troops:
x6 Brimstone Horrors (180 points) Fast Attack:
1 unit of 5 screamers (125 points) Heavy Support:DP: (360 points) * Tzneetch * Wings * Impossible Robe * Psyker level 3 * x2 Greater Rewards * x1 Lesser Rewards Fortification: Void Shield Generator - 2x charges (75 points) Lord of WarChaos Knight Paladin, Tzeentch (440 points) Formation (Heralds Anarchic):Herald (Blue with staff) - (145 points) * Psyker level 3 * Disc of Tzeentch * Paradox Herald (Black) - (150 points) * Psyker level 3 * Disc of Tzeentch * x1 Exalted Reward (Grimore of true names, i think is the name) Herald (Black, foot slogger) - (75 points) * Psyker 1 * x1 Exalted Reward (Portalgylph) 1850 points on the dot (according to battle scribe). Total warp charges 23. minimum 24, maximum 29. Thanks for sending this Roger, I think I've got a sense of what everything does (grim: boosts invul; impossible robe:3+ invul; Tzeentch knight:boosts its ion shield; paradox: flip dice; fatey manipulates the warp storm). I'm assuming that that's 6 units of 5 brims right? I imagine that the premise of the list is surround the knight with brims behind the void shield to defend against drop pods, while the screamers/hearlds, and the flying demons mess up my backfield.
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Post by mcsardo on Mar 15, 2017 8:58:00 GMT -6
Anyways, I'll be bringing: Unit Upgrades/Rules Points Lion’s Blade Detachment Objective Secured, Supreme Fire Discipline, Company Support 1385 Battle Demi Co. A 610 Company Master Artificer Armor, p-fist, storm shield, jump pack, 165 Tac Squad Bolters x3, melta, combi-melta, pod 90 Tac Squad Bolters x3, melta, combi-melta, pod 90 Tac Squad Bolters x3, multi-melta, combi-melta Rhino 90 Assault Squad Bolt-pistol/chain sword x4, flamer, drop pod 75 Devastator Squad Bolter x3, missile launcher x2, rhino 100
Battle Demi Co. B 505 Chaplain Bolt-pistol, crozius, auspex, melta bombs, bike 120 Tac Squad Bolters x5, razorback (heavy bolter) 70 Tac Squad Bolters x5, razorback (heavy bolter) 70 Tac Squad Bolters x5, razorback (heavy bolter) 70 Assault Squad Bolt-pistol/chain sword x4, flamer, Razorback (heavy bolter) 75 Devastator Squad Bolter x3, missile launcher x2, rhino 100
10th Co. Support 55 Scout Squad Bolters x5 55
Inner Circle 215 Azrael Warlord 215
Ravenwing Strike Force Strike as One, Speed of the Raven 465 Librarian Force stave, bike, ML 1 85 Attack Bike Heavy bolter 45 Attack Bike Heavy Bolter 45 Ravenwing Command Squad Plasma talon x6, corvus hammer x6, RW company banner, apothecary 290
Army Total 1850
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Post by mcsardo on Mar 15, 2017 8:59:31 GMT -6
Also I'd say this is tourney worthy. It's very similar to Just Curtis's list who made top 8 at LVO, but he uses Magnus instead of the knight and extra demon prince.
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Post by rogerspacem on Mar 15, 2017 9:05:48 GMT -6
Oh...maybe I'm really selling myself short. Just feel like I can do better, and, if I feel like I can do better, I'm certain there is something I can improve. Still feels unbalanced to me....too clunky. Still I'm guessing its adequate enough to go against mcsardo's list. Speaking of which, do you guys know what he is using cause I wanted to give it a look see, and give advise against my list? If he is representing DA's I want my Green Wing brothers to kick butt!
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Post by mcsardo on Mar 15, 2017 9:47:01 GMT -6
Oh...maybe I'm really selling myself short. Just feel like I can do better, and, if I feel like I can do better, I'm certain there is something I can improve. Still feels unbalanced to me....too clunky. Still I'm guessing its adequate enough to go against mcsardo's list. Speaking of which, do you guys know what he is using cause I wanted to give it a look see, and give advise against my list? If he is representing DA's I want my Green Wing brothers to kick butt! I posted my list a few posts up. I played against a similar Magnus, Fatey, Screamerstar, Brims and Cultist list at a tourney at Everything Games a few weeks ago. I think my list has an advantage scoring early turn maelstrom, but once you start popping transports with the knight and running down obsec squads with screamerstar, you should be able to easily win the end of game objectives. I was able to pull out a W only because the game ended on the roll at turn 5. On turn 6, he was going to be able to take my backfield objectives. Also, I was going to bring a chess clock, mostly for practice timing myself, if that's cool with you.
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Post by rogerspacem on Mar 15, 2017 10:18:31 GMT -6
CAD HQ:Kairos Fateweaver (300points) Troops:
x6 Brimstone Horrors (180 points) Fast Attack:
1 unit of 5 screamers (125 points) Heavy Support:DP: (360 points) * Tzneetch * Wings * Impossible Robe * Psyker level 3 * x2 Greater Rewards * x1 Lesser Rewards Fortification: Void Shield Generator - 2x charges (75 points) Lord of WarChaos Knight Paladin, Tzeentch (440 points) Formation (Heralds Anarchic):Herald (Blue with staff) - (145 points) * Psyker level 3 * Disc of Tzeentch * Paradox Herald (Black) - (150 points) * Psyker level 3 * Disc of Tzeentch * x1 Exalted Reward (Grimore of true names, i think is the name) Herald (Black, foot slogger) - (75 points) * Psyker 1 * x1 Exalted Reward (Portalgylph) Thanks for sending this Roger, I think I've got a sense of what everything does (grim: boosts invul; impossible robe:3+ invul; Tzeentch knight:boosts its ion shield; paradox: flip dice; fatey manipulates the warp storm). I'm assuming that that's 6 units of 5 brims right? I imagine that the premise of the list is surround the knight with brims behind the void shield to defend against drop pods, while the screamers/hearlds, and the flying demons mess up my backfield. 1) Grim - does Boost Invul. by +2 (if I fail roll of 3+ than it -1 instead) 2) I. Robes - does grant 3++ (but if wounded and fails a leadership the model is removed from play.) 3) Portalgylph - at the end of movement, on a 4+ then more daemons come out. (any troop of my choice except for nurglings) This can be destroyed. AV 12 and 1HP. 4) Paradox (correct) 5) Fatey does manipulate storm, but most importantly lets you re-roll ANY (besides opponent's and end of game die roll) d6 per turn. And he knows like 14 powers. 6) Brims are a default 10 bases worth. (in book it states, "10 pairs of brimstones") Premise: - Going to keep 2 squads of brims in reserve to DS onto the board minimum turn 2. - Have 2 brims surround my knight, Fate, DP, and Heralds in the bubble of the Void Shield to. - Other brims "might" camp objectives. - Chaos Knight does have an Ion shield, but more importantly, its a daemon of Tzneetch now. SO 5++ invul all around and re-rolls to all saves of "1"'s. It's heavy stubbers have soulblaze special rule, and the knight is able to re-roll all "1"'s to hit as well. (the reaper sword has a rule vs monstrous creatures and greater, but it won't matter in this case.) Seeing it is able to be effected by boons for daemons it won't simply wait back by the void shield. It will try to ram through to get to your meaty parts of your army (unless you are snap firing sisters that managed to all pen, and the knight failed all of its saves... jesse willblood ) - D.P: Will Jump around, and/or fly, depending how you position yourself. Odds are though it will hunt out your Drop pods and other obj sec troops. Depending on powers acquired he will go after your main unit of bikes. Your bikes are tough, but you will lose many of them against him if he gets Iron arm or even warp speed. Force him through terrain, so you can at least attack first. - Heralds will break off from the others at one point or other. Either to summon/witchfire/assault your rhinos. keep in mind they are all jetbikes and will either tie you down, or fire and Turbo booster away. The foot slogger. The foot slogger will hold the back line with the Fate weaver and throw the Portalglyph when I deem it correct. It will also join up with any brimstones that are still alive. - Most of all though, I would want you to go first. My army is an up close army, though mobile. Lock objectives as best as you can, I will try to bump you off of them.
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Post by rogerspacem on Mar 15, 2017 10:21:05 GMT -6
Lol so it seems you already have a grasp against daemons! Beautiful! Yeah bring the clock! I will say I go super slow, as it has been a bit since I lasted played. What is the time set for 2 hours and 30 minutes?
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Post by rogerspacem on Mar 15, 2017 21:42:32 GMT -6
Remember hit and run Also good game sir!
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Post by rogerspacem on Mar 16, 2017 12:14:01 GMT -6
mcsardo Barrage - is the one where the center of the blast is where the wounds are coming from. Ordnance - Is the one where all weapons on the vehicle snap fires (aside from LOW) and if it hits a vehicle then you hit side and roll 2 dice to determine vehicle pen.
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Post by mcsardo on Mar 16, 2017 13:04:37 GMT -6
Yeah, I realized that I screwed that one up. I don't think it ended up mattering in our game cuz it scattered of Azrael, but I've got it noted on my list of "DON'T FORGET THIS SHIT, STUPID"
Thanks again for the game and the post-game breakdown.
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