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Discussion Starter · #1 · (Edited)
Daemon Summoning is getting all the attention but i know it won't pan out in the meta. Here's a 2K Battleforged list only the rare few armies can handle. If you see a glaring weakness let me know. Criticism only ends up making my list stronger!

Total Points 1997-2002

HQ (570)
1x Daemon Prince of Slaanesh (warlord)+ Psyker Level 1 + 2x Greater Blessing (swap both gifts for Lash of Despair) + Wings + Armor = 280pts
1x Bloodthirster + 2x Greater Rewards = 290pts

Elites (185)
4x Bloodcrushers of Khorne + Blood Hunter = 185pts

Troops (180)
10x Plague Bearers of Nurgle = 90pts
3x Nurgling Swarms = 45pts
3x Nurgling Swarms = 45pts

Fast Attack (112)
7x Flesh Hounds of Khorne

Heavy Support (180)
1x SoulGrinder + MoN + Phlegm Bombardment = 180pts

Ally HQ (350)
Be'lakor = 350pts

Ally Troops (50)
10x Chaos Cultists =s 50pt

Knight Detachment/Lord of War (370-375)
1x Knight (Errant or Paladin depending) = 370-375pts

The plan is assault turn 2 with so many nasty fast moving targets my opponent wont be able to effectively target prioritize. The general idea is Be'lakor is there for buff support to ensure my models make the turn two charge with as few casualties as possible. The Soulgrinder Moves toward midfield objectives and fires whiles my Nurgle troop choices will deep strike or hide out and grab objectives late game.

Turn 1 Be'lakor(flying) will cast shrouding on the Bloodthirster(Not Flying) for 2+ cover and Invisibility on the Bloodcrushers to minimize hits. I generate 4 warp charges + a minimum of 1 for my roll, so five minimum dice allow me 3 on Invisibility and 2 on shrouding. Any remaining dice will be split between invisability and shrouding. My Khorne Dogs and Knight will charge forward while my DP of Slaanesh(flying) shoots 4d6 s6 whip attacks + psy Shriek later or if warp dice allow! The Soulgrinder will move forward 6' each turn toward mid field objectives while firing the phlegm bombardment in the shooting phase. By the assault phase in turn 2 I should be able to charge with the Knight, Bloodthirster, Bloodcrushers, and Khorne Dogs; all while Be'lakor, my DP of Slaanesh, knight, and Soulgrinder provide withering cover fire! While all this goes on my Nurgle troops grab objectives and hold tight!

Death to the servants of the false emperor!
 

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It's a cool list and I like the Belakor/Bloodthirster combo, but aren't tournaments going to restrict to two detachments? Different tournies, different rules I guess, but going off of a few podcasts and posts I've read it seems two detachments max is going to be a thing to prevent some of the cheesy possibilities of unlimited detachments
 

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hate to burst your bubble: but each gift can only be taken once per model. you can have five lashes in your army, but you can't have more then one on a model.

I don't think you have the numbers to afford Be'lakor, I'd drop him for more demons.
 

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Discussion Starter · #5 · (Edited)
I love that you bust my bubble Dragonking! I took all the advice i've been given into account and I think this new list addresses your critiques.

Total Points 1997-2002

HQ (640)
1x Be'lakor = 350pts
1x Bloodthirster + 2x Greater Rewards = 290pts

Elites (299)
5x Bloodcrushers of Khorne + Blood Hunter = 230pts
3x Flamers of Tzeentch = 69pts

Troops (225)
10x Plague Bearers of Nurgle = 90pts
5x Nurgling Swarms = 75pts
4x Nurgling Swarms = 60pts

Fast Attack (288)
9x Flesh Hounds of Khorne = 144pts
9x Flesh Hounds of Khorne = 144pts

Heavy Support (170)
1x SoulGrinder + MoS + Baleful Torrent = 170pts

Knight Detachment/Lord of War (370-375)
1x Knight (Errant or Paladin depending) = 370-375pts

Plan is still to use Be'lakor to buff, while everything charges forward. Shrouding on Bloodthirster for the 2+ cover save is the most important. Everything else charges forward while the Plague Bearers and Nurglings grab
objectives.
 

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Don't count on the powers going off. Psychic powers are actually harder to get off effectively in this ed. Also much more dangerous.
 

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Don't count on the powers going off. Psychic powers are actually harder to get off effectively in this ed. Also much more dangerous.
Spells are harder to cast but since he only has one psyker he isn't having to share the warp charge pool out amongst different units. On a bad turn he'll roll a 1 for warp charges and add 3 for Belakor, which gives a 68% chance of getting invisibility off. That's the worst case scenario and 7/10 isn't really terrible odds. For reliability he could just throw three of those dice at shrouding and take a shot at something like psychic scream for the last warp charge.

More often he'll have 6 or 7 warp charges and can throw 5 at invisibility (81.25%) and another one or two at shrouding. Or just focus on the one main power he wants and make pretty sure it happens

Don't count on powers going off is sound advice but some of the hysteria I've been reading about the psychic phase seems a little bit out of touch with reality
 

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not bad an army, imo. you rely too strongly, imo, on bloddthirster, be'lakor and knight. at 2000 you are also lacking any form of AA (and don't tell me belakor and bloodthirster are staying in flight to act as antiair :p ) i'd feel more confortable with some reliable support for your beasties.
blood crushers and flamers are quite meh. they die easily and don't really add nothing to your army, in my opinion. with their points you could add 5 screamers, and another grinder. then, nurglins...really not a fan. I'd drop them all and take 15 daemonettes instead, faster, rending, lots of attacks.
my two cents :)
 

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yeah i know, but you put daemon of slaanesh on that grinder, so i imagined you wanted him in cc... again, however, only two mild AA at 2000 pts can be underwelming. anyhow, if your meta has not THAT guy with 4 heldrakes you are fine :)
 

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yeah i know, but you put daemon of slaanesh on that grinder, so i imagined you wanted him in cc... again, however, only two mild AA at 2000 pts can be underwelming. anyhow, if your meta has not THAT guy with 4 heldrakes you are fine :)
Why only 4 now... :p with multiple FoC you can have 6 or whatever :p

1 X Chaos Lord (65)
1 X Sorc (60)
4 X 10man cultists (200)
6 X Heldrakes (1020)
5 X Maulerfiend (625)
And still 30pts to spare on junk like marks or making the sorc LV2 or something.
 

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