Lists for Connecticon
Jul 11, 2013 9:54:29 GMT -5
Post by bob on Jul 11, 2013 9:54:29 GMT -5
You know there's not much more I like to do when I'm at work trying to not do any work than talk about army lists!
Post what you're taking to Adepticon!!
Fateweaver
2 Tzeentch Heralds (Level 3, Disc, Exalted Reward)
3 units of 10 Horrors (with Champ)
2x 8 Screamers
2 Tzeentch Daemon Princes (Wings, Armor, Level 3, 2 Greater & 1 Lesser Rewards)
A fun list, that I'm warming to...every time you play you get different rewards and powers, so it's like a new list every time!
Fateweaver keeps bad things from happening with his rerolls and has some fun utilitity spells...if nothing else he can dish out shots with Tzeentch powers. If nothing else, he's the Grimoire target...
One Tzeentch Herald takes the Grimoire (target friendly unit, roll d6: 1-2 = invuln gets worse by 1; 3+ = invuln gets better by 2!); the other takes the Portalglyph (generates new troop units randomly).
They both roll on Divination, as this whole army is really more or less a one-trick pony: get the 4++ power from Divination, cast that on a unit, use the Grimoire on that unit (rerolling if it fails with Fateweaver's rr) getting it a 2++ invuln....and all Tzeentch daemons reroll 1s on saves. Yes, that's right, a 2++ rerolling save. I'd put that on a unit of screamers or a dp or whatever and throw it at your army, easy.
The Horrors suck, but they're fluffy, have a few shots, and can go to ground for decent survivability (in area a 3+ save, rerolling 1s...). Reserving and deep-striking them is standard, to keep them off the table as long as possible.
Screamers are super fast, can threaten anything in melee, and can do decent stand-off damage with Slash attacks. FYI Screamers and Discs are Jetbikes, so great late-game objective contesting ability.
The Daemon Princes clock in at 355 points each. They are FMC, have 3+ save (rerolling 1s, getting them near terminator save territority numbers-wise), will almost always have S8 AP2 melee attacks with a really impressive statline, greater rewards tend to have nice survivability tricks (4+fnp, extra wound and It Will Not Die, reroll Invulns), and are lvl 3 psykers with access to Biomancy and Telepathy. Great utility, potent melee, and if I take a Tzeentch power can get a decent shooting attack too. These guys want Iron Arm in almost every matchup, so will almost always be rolling biomancy, but telepathy is super solid also so expect to be rolling there as well.
I've shown you mine, now show me yours!
Post what you're taking to Adepticon!!
Fateweaver
2 Tzeentch Heralds (Level 3, Disc, Exalted Reward)
3 units of 10 Horrors (with Champ)
2x 8 Screamers
2 Tzeentch Daemon Princes (Wings, Armor, Level 3, 2 Greater & 1 Lesser Rewards)
A fun list, that I'm warming to...every time you play you get different rewards and powers, so it's like a new list every time!
Fateweaver keeps bad things from happening with his rerolls and has some fun utilitity spells...if nothing else he can dish out shots with Tzeentch powers. If nothing else, he's the Grimoire target...
One Tzeentch Herald takes the Grimoire (target friendly unit, roll d6: 1-2 = invuln gets worse by 1; 3+ = invuln gets better by 2!); the other takes the Portalglyph (generates new troop units randomly).
They both roll on Divination, as this whole army is really more or less a one-trick pony: get the 4++ power from Divination, cast that on a unit, use the Grimoire on that unit (rerolling if it fails with Fateweaver's rr) getting it a 2++ invuln....and all Tzeentch daemons reroll 1s on saves. Yes, that's right, a 2++ rerolling save. I'd put that on a unit of screamers or a dp or whatever and throw it at your army, easy.
The Horrors suck, but they're fluffy, have a few shots, and can go to ground for decent survivability (in area a 3+ save, rerolling 1s...). Reserving and deep-striking them is standard, to keep them off the table as long as possible.
Screamers are super fast, can threaten anything in melee, and can do decent stand-off damage with Slash attacks. FYI Screamers and Discs are Jetbikes, so great late-game objective contesting ability.
The Daemon Princes clock in at 355 points each. They are FMC, have 3+ save (rerolling 1s, getting them near terminator save territority numbers-wise), will almost always have S8 AP2 melee attacks with a really impressive statline, greater rewards tend to have nice survivability tricks (4+fnp, extra wound and It Will Not Die, reroll Invulns), and are lvl 3 psykers with access to Biomancy and Telepathy. Great utility, potent melee, and if I take a Tzeentch power can get a decent shooting attack too. These guys want Iron Arm in almost every matchup, so will almost always be rolling biomancy, but telepathy is super solid also so expect to be rolling there as well.
I've shown you mine, now show me yours!