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so after reading through the army book thoroughly and trying a couple of combinations I am finally getting at something I really like. I have prepared three versions of the list which only differ in their use of Special and Rare slots, as I cannot settle on one.
Here we go:
(The different entries are designated by colour. Each colour designates one list - purple, pink, red.)
Heroes and Lords:
Keeper of Secrets
Level 3 Wizard
Allure of Slaanesh, Siren Song, Enrapturing Gaze, Soporific Musk
Herald of Tzeentch
Winged Horror, Power Vortex
Herald of Khorne
Juggernaut, Armour of Khorne
Heroes and Lords total: 965 points
Khorne herald goes here
10x Pink Horrors
Core total: 492 points
5x Flesh Hounds
Variant A: 5x Screamers
Special total: 175 (325) points
6x Flamers of Tzeentch
Variant B: 3x Fiends of Slaanesh
Variant C: 2x Bloodcrushers
Rare total: 210 (365/350) points
Power Dice: 9
Dispell Dice: 6
Grand total: 1992/1997/1982 points
This is the first list I really like, and feel that can do really well both in friendly games and in competitive games. The Keeper of Secrets is the center piece of the army, with many gifts that ensure its survival while denying the enemy some of the advantages (Enrapturing Gaze). Being a level 3 wizard also makes sure the Daemon pull off whatever he fancies. To further enhance my magic abilities, I put a Herald of Tzeentch in the list. Not only is this guy automatically a level 2 wizard, he also flies and the Power Vortex gives me a global buff to my casting power. The Herald of Khorne is there to buff the Bloodletters fighting capabilities, riding a Jugger with the Armour of Khorne he gets a 0+ save, which makes him almost invincible.
The core reflects the choices made in the Hero and Lord section. Bloodletters will run with the Herald in a nice 5x3 unit, making a solid attacking unit, able to pull off a frontal charge. The Daemonettes will attack squishier targets and possibly flank enemy units engaged in fight with either the Keeper or Bloodletters. The Pink Horrors provide additional power and dispell dice, casting Flickering Fire from distance.
Flesh Hounds are both fast, hardhitting and durable, so a unit of 5 was a natural choice. These are very flexible and will be used for a wide variety of roles - from picking off squishier targets, flanking, supporting the Keeper, to coordinated attacks on tougher targets, archer hunting and warmachine hunting.
The first list makes use of 5 Screamers. While this is list is by itself very mobile, including these flying beasts will allow me to hunt mages, zigzag across multiple units and get rid of nasty fast cav. One thing I especially like about them is that they can attack units that are fully engaged in combat with multiple units - they just fly over them, causing automatic hits with high strength, which is certainly nothing to scoff at.
With so much speed and multiple attacks, it is useful to include some solid supporting rare choice. There is one that stands out above everything else, and it is called Flamers of Tzeentch. These guys can dish out an enormous amount of high-strength ranged attacks, which can be either used to dispose of tough enemy characters, big monsters, or shooty units. They are also quite quick, so are exceptionally well suited to keep up with the core of the army.
The second list does not use the 5 Screamers and instead goes for 3 Fiends in the second rare slot. With the highest movement on land, these beasts can keep up with the Keeper, and their solid amount of attacks and durability makes them particularly useful for a wide variety of roles. And With Soporific Musk, if they engage with an enemy unit that subsequently flees, they have a good guarantee they will run them down.
The third list uses 2 Bloodcrushers in the Rare slot instead of the 5 Screamers in the Special slot.This can possibly beef the army in terms of Hammer units, along with Flesh Hounds and Bloodletters with the Jugger Herald. However, 2 Bloodcrushers can only do so much and would therefore have to play a supportive role, as a straightforward frontal charge it would have if these guys were in a unit of 3.
I am pretty much happy with this list, the only thing I am considering is which of the three variants to go with. Any opinions and suggestions are highly welcome.
I really like your list there! As far as the cost goes, The screamers would probably be the cheapest to do, with the bloodcrushers the most expensive (You can easily make really cool fiends out of chaos spawns and/or Tyranid ravaners). I don't know if ca$h is a constraint for you, but it certainly is for me, and I'd personally be forced to go with the screamers. One thing that I think you forgot, is that you can stick your herald with the two bloodcrushers and make a really nasty monstrous calvary unit, charging straight down the middle and right through the enemies's lines. Might I suggest that you beef up the bloodletter unit a little bit so that you can use your herald in eaither place? You've got 18 points left over, and maybe you could trim out a couple of daemonettes and a gift or two from your Keeper. Hope this helps!
I'm too lazy to come up with a witty sig.
Money is a constraint for me, but since I have a few models already, I have just enough to buy all the models for whichever variant I choose. That's part of the reason I was asking for opinions on the three variants, as I can only afford one.
I have to say I like the screamers version a lot, 5 strength 5 autohitting attacks just by flying over a unit is great, plus I digg the models. Actually, the Screamers version is the most expensive one - two boxes of Screamers will cost you something around 36 quid on a discount store, while the Crushers will only cost you something around 27 quid, and Fiends around 31 quid. As for the Herald going with Crushers, the thing is he isn't protected as well as in the Bloodletters unit, plus he's a good way to boost the ranks in the 'letters unit, so I'd probably run him in the 'letters unit anyway.
I'd like to get more Bloodletters in that unit, but then I would have to compromise on other aspects of the army, and I have a feeling I have just reached a very careful balance between all the aspects of the army, and I would hate to lose it. And with the Herald running in the unit, this is actually not that necessary. But hey, thanks for the suggestion!
I'm really glad you like the list.
You're right - to get the rank bonus, I need at least five models in a rank, so I need at least four Bloodletters in the first two ranks + the Herald. As much as I hate to do it, losing a Flamer will probably be the lesser evil, certainly much better than footslogging the herald.
Thanks a lot!
I went through the Fiend variant again, and unfortunately found out that I calculated the points wrong - it's not 365 for the Rare slot, but 375, and then I'm over 2000 points.
I can either trim the Daemonettes unit to 18 pieces and throw a musician in there to squeeze the 3 Fiends in, or I can further reduce the Flamers to 4, which would have the same effect. Which one do you think is better?