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Rattlehead
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I think the lists need something apart from Be'lakor's psychic powers - as it stands, a Culexus Assassin or a failed casting of Shrouding or even just going second against Drop Pods/Grey Knights/Dark Eldar/Deathwing/Tau/Eldar is really going to ruin your day (hell, Tau can take down a Swooping, Jinking, Shrouded Be'lakor in a turn with overkill using 3 Broadsides, a Commander with the usual gear and 2 Markerlight hits). While you still have the Soul Grinders, or the three Monstrous Creatures and a Maulerfiend shooting forwards early on, I think that losing Be'lakor would very swiftly gut the list and remove a lot of it's support (in either list, but mainly the Trinity list).

Be'lakor's fine and all, but when you have that many points sunk into support from Fateweaver, Be'lakor and a Prince with Grimoire, who don't have nearly the damage output one would want for your what, roughly 850pts of models (at a guess) and who are actually quite fragile if you don't get your, frankly unreliable, support casts off, you don't have a leg to stand on when you run into a counter.
 

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Rattlehead
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6,741 Posts
Very true. My plan for when I run into a Culexus is "slingshot the Screamers at it from out of psyker range," but still.

I would be powerless against the missileside star apart from "pray for cover and not enough hits by markerlights." Well, though the Soul Grinder with Torrent there would definitely be on designated pathfinder torching duty. Grey Knights are manageable, I think, even when they get the first turn, unless they DS 8 Incinerators right into his face (with running to make sure of range) he should survive their alpha strike. Drop pods... well, if the Sternguard are firing cover ignoring rounds, they're not firing 2+ to wound ones. I'd also deploy Be'lakor bubble wrapped by everything light I have, so it'd be harder to get rapid fire range. Marginal, minimal survival tactics, but about all I could pull...
I think that you're underestimating the amount of damage Be'lakor takes from small arms without his defences of Shrouding and Snap Shots. T5 4+ W4, even with his 2+ cover save, is actually rather fragile for that price. Once he gets his defences up, sure, he's crazy tough to anything that's not a specialist shooting unit that ignores some rules (such as Broadsides with PENchip and C&C node/Markerlights). In this, I'd say he's pretty equitable to a Solitaire Autarch build, except with more support functions.

The time when 2 Flyrants alpha striked a flying Be'lakor and I failed 5 of 15 2+ saves was certainly a tough battle. I only had a fighting chance because the Warp Storm turned his Warlord into a Tzeentchi Herald on the next turn... (though ultimately, to be honest, his large blocks of Gaunts tied up my Walkers and Fateweaver couldn't quite too the balance on T5 by killing his home objective holding Tervigon/claiming it for himself)
That's another point in the list - not sure if it really has the damage output to kill hordes. You can do a number on Marines and especially GK, Wolf Guard, Sternguard etc. since the list puts out a small number of high-strength AP2 combat attacks with all the rules you could want tacked on, but I think even a moderate horde of Boyz (my Ork list runs 90 and has plenty of points to spare on Battlewagons etc.) - in these instances, you'd need to be very careful as you can't send any one of your units into combat. I don't have the maths handy, but I'm guessing that even Be'lakor with Invisibility would struggle against 20 charging Slugga Boyz or Poisoned Hormagaunts.

I definitely have to be very cognizant of enemy Ignores Cover. If they have Sternguard, Wyverns, an AM CCS, tau Pathfinders... #1 priorities. And with my minimal shooting, I have few ways to react. Definitely something to tweak my list towards, in the time to come.
I knew you were, you're a very competent list-builder - it just helps for someone to point these things out sometimes. In addition, I'd say that you'd have to watch out for alpha strikes - I know I wouldn't feel qualms about throwing an entire armies-worth of firepower at him because if removed, he's such an expensive and important element of whatever list he's in and worth a huge reward considering the amount of fire you have to put it.

Also watch out for melee - Be'lakor's mean in a fight, and being 12" move you can usually pick your fights and avoid bad matchups (much like Mephiston used to be, that glorious bastard); but it only takes a bad roll for Warp Charge or an unlucky roll for Invisibility can leave him out in the cold against pretty much any dedicated melee unit.
 
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