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39 Posts
I need advice on how to round out my list. The focus of my list is speed, but i'm not sure the Slaanesh DP and Seekers are the best fit for the points. I have 10 Psy points that i'd like to keep, so if you replace the DP try to add some psy points or let me know why i dont need them. I was really close to swapping out the DP with a Bloodthirster w/ 2 greater rewards (290pts vs 340pts) but the lash gives give me my vehicle killing edge.
My big trick is to cast Shrouded first turn w/ Be'lakor. This will allow me to give my screamers a 2+ re-rollable cover save first turn if they jink. I turbo boost the screamers in front of my army and then use the shooting through enemy units rule to give everything behind the screamer wall a 3+ cover sv with be'lakor's shrouded spell. This boots my survivability till turn two and helps preserve my units (3+ cover vs 5+ inv) for the turn 2 charge. Since i have 10 warp charge dice + the D6 roll i'll try to cast invisibility on the seekers and hide the dogs behind the screamers but shrouded is my main concern. The Dp will shoot for Iron arm so i get 2d6 s9 whip shots, and my pink horrors will try to summon bloodthirsters or use the summoning default power. If the Dp doesnt get Iron arm he can still fly around and shoot rear armor with the whip (s6 base) and land late game to handle must kill units.
Let me know where you think the holes are in the list.
1998pts
HQ
Be'lakor = 350pts
Dp of Slaanesh + wings + armor + Lvl 3 Psyker + Greater Blessing (2d6 whip) + Exalted Reward (Book of true names) = 340pts
Troops
11x Pink Horrors = 99pts
11x Pink Horrors = 99pts
Fast Attack
6x Screamers of Tzeentch = 150pts
15x Khorne Dogs = 240pts
15x Seekers of Slaanesh = 180pts
Heavy Support
Soul Grinder + MoS + Baleful Torrent = 170pts
Allies
Knight Errant = 370pts
My big trick is to cast Shrouded first turn w/ Be'lakor. This will allow me to give my screamers a 2+ re-rollable cover save first turn if they jink. I turbo boost the screamers in front of my army and then use the shooting through enemy units rule to give everything behind the screamer wall a 3+ cover sv with be'lakor's shrouded spell. This boots my survivability till turn two and helps preserve my units (3+ cover vs 5+ inv) for the turn 2 charge. Since i have 10 warp charge dice + the D6 roll i'll try to cast invisibility on the seekers and hide the dogs behind the screamers but shrouded is my main concern. The Dp will shoot for Iron arm so i get 2d6 s9 whip shots, and my pink horrors will try to summon bloodthirsters or use the summoning default power. If the Dp doesnt get Iron arm he can still fly around and shoot rear armor with the whip (s6 base) and land late game to handle must kill units.
Let me know where you think the holes are in the list.
1998pts
HQ
Be'lakor = 350pts
Dp of Slaanesh + wings + armor + Lvl 3 Psyker + Greater Blessing (2d6 whip) + Exalted Reward (Book of true names) = 340pts
Troops
11x Pink Horrors = 99pts
11x Pink Horrors = 99pts
Fast Attack
6x Screamers of Tzeentch = 150pts
15x Khorne Dogs = 240pts
15x Seekers of Slaanesh = 180pts
Heavy Support
Soul Grinder + MoS + Baleful Torrent = 170pts
Allies
Knight Errant = 370pts