I'm looking for some feedback on a list I'm building for a tournament in a few months. So far, I'm 3-3 with it, but there are some glaring weaknesses already. Any and all critique is welcome!
Crimson Slaughter [Primary]
Chaos Sorcerer, ML3, Terminator. Spell Familiar
Chaos Sorcerer, ML3. Spell Familiar
8x Terminators. 6x Combi-Plasma. Icon of Vengeance (5x Axe, 3x Maul)
10x Cultists
10x Cultists
Maulerfiend
Maulerfiend
Predator, Autocannon + Heavy Bolters
Daemons [Allied]
Daemon Prince of Slaanesh. Wings, ML2. 1x Greater Reward
3x Nurgling Bases
Soul Grinder of Khorne, Baleful Torrent
1500.
A few general thoughts:
I've been mainly rolling on telepathy, though in two of my games, once I had shrouding and invisibility twice, I've been able to take a roll on Biomancy (or potentially pyromancy).
I've had issues with drop pods or fast vehicles/flyers getting behind the walkers, but I think this is mainly due to me learning how to position and support them - it hasn't been an issue in the past three games, and I've done a lot better.
I think not having a gauranteed shot at Invisibility (when realistically the list is optimal with it twice) is a huge gimmick and a lynchpin. If I roll badly on Telepathy, I'm in trouble out of the gate.
Artillery and heavy anti-infantry weapons that are able to take out my terminators without using dedicated anti-tank weaponry could mean that my list is vulnerable on all fronts. I haven't seen a list like this yet, but I've only played 6 games. I'm very afraid of gaurd or eldar, that can easily produce enough shots and can still fight me back if I hit their army with a unit or two (Tau may be in this realm, as well).
A few specific thoughts:
Tyranids with the Paroxysm power have been very good, since they can make maulerfiends bad (or even literally useless) through invisibility. This also negates my ability to counter-charge or support with the terminators during the shooting phase in a reliable way.
Not having a second spell familiar seems to be helpful to keep the warlord alive, as there's little reason to remove him until "the dangerous one" is dead. However, it may be worth finding points to take a second one anyway, and live with the target on my back.
The herald MUST be supported by the daemonettes. I've tried keeping him hidden or in a position where he can't threaten anything, and he's just too vulnerable otherwise. With the daemonettes he seems to do fine, but sacrificing two power dice in the games when I choose to deep strike them is a problem. This may end up being a Keeper of Secrets or Daemon Prince down the road.
The Soul Grinder is the crux of the list. I'm up for all criticism and suggestions, but I think dropping it for a third maulerfiend (or almost anything else) would be a bad idea without completely restructuring the list, which for now I don't want to do.
Thanks!
Edit: I guess I should ask: Is anyone arguing for or against paying for invulnerable saves on the Sorcerers?
EDIT: List Updated with Input below!Crimson Slaughter [Primary]
Chaos Sorcerer. Mastery 3 [Warlord]
Chaos Sorcerer. Mastery 3, Spell Familiar
10x Terminators. 2x Power Fists, 2x Mauls, 1x Sword, 5x Axes; 6x Combi-Plasma, 2x Reapers; Icon of Vengeance
10x Cultists. 1x Autogun
10x Cultists
Maulerfiend
Maulerfiend
5x Havocs. 4x Autocannons, 1x Combi-bolter
Daemons [Allied]
Herald of Slaanesh. Mastery 2
10x Daemonettes
Soul Grinder. Daemon of Slaanesh; Baleful Torrent
1500.
Crimson Slaughter [Primary]
Chaos Sorcerer, ML3, Terminator. Spell Familiar
Chaos Sorcerer, ML3. Spell Familiar
8x Terminators. 6x Combi-Plasma. Icon of Vengeance (5x Axe, 3x Maul)
10x Cultists
10x Cultists
Maulerfiend
Maulerfiend
Predator, Autocannon + Heavy Bolters
Daemons [Allied]
Daemon Prince of Slaanesh. Wings, ML2. 1x Greater Reward
3x Nurgling Bases
Soul Grinder of Khorne, Baleful Torrent
1500.
A few general thoughts:
I've been mainly rolling on telepathy, though in two of my games, once I had shrouding and invisibility twice, I've been able to take a roll on Biomancy (or potentially pyromancy).
I've had issues with drop pods or fast vehicles/flyers getting behind the walkers, but I think this is mainly due to me learning how to position and support them - it hasn't been an issue in the past three games, and I've done a lot better.
I think not having a gauranteed shot at Invisibility (when realistically the list is optimal with it twice) is a huge gimmick and a lynchpin. If I roll badly on Telepathy, I'm in trouble out of the gate.
Artillery and heavy anti-infantry weapons that are able to take out my terminators without using dedicated anti-tank weaponry could mean that my list is vulnerable on all fronts. I haven't seen a list like this yet, but I've only played 6 games. I'm very afraid of gaurd or eldar, that can easily produce enough shots and can still fight me back if I hit their army with a unit or two (Tau may be in this realm, as well).
A few specific thoughts:
Tyranids with the Paroxysm power have been very good, since they can make maulerfiends bad (or even literally useless) through invisibility. This also negates my ability to counter-charge or support with the terminators during the shooting phase in a reliable way.
Not having a second spell familiar seems to be helpful to keep the warlord alive, as there's little reason to remove him until "the dangerous one" is dead. However, it may be worth finding points to take a second one anyway, and live with the target on my back.
The herald MUST be supported by the daemonettes. I've tried keeping him hidden or in a position where he can't threaten anything, and he's just too vulnerable otherwise. With the daemonettes he seems to do fine, but sacrificing two power dice in the games when I choose to deep strike them is a problem. This may end up being a Keeper of Secrets or Daemon Prince down the road.
The Soul Grinder is the crux of the list. I'm up for all criticism and suggestions, but I think dropping it for a third maulerfiend (or almost anything else) would be a bad idea without completely restructuring the list, which for now I don't want to do.
Thanks!
Edit: I guess I should ask: Is anyone arguing for or against paying for invulnerable saves on the Sorcerers?