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Heroes: Skulltaker w/ Juggernaut - 200 pts.
Herald of Nurgle w/ Lev. 1, palanquin, Noxious Vapors, Slime Trail, BSB, Standard of Sundering - 325 pts.
2x Herald of Tzeentch w/ Disc, Master of Sorcery, Spell Breaker - 370 pts.
Core: 2x12 Bloodletters
14 Plaguebearers w/ champ, St. Bear, Icon of Eternal virulence - 217 pts.
Special: 5 Flesh Hounds
Rare: 2 Bloodcrushers
3 Fiends of Slaanesh
Totals: 2000 pts., 7 PD, 5 DD+2 Spell Breakers
This list is an attempt to increase the model count a bit by using Heralds instead of a Lord. Skulltaker and his Bloodcrushers can handle enemy Lords and/or hard units. Plaguebearers come down the middle w/ Bloodletters on both sides. Tzeentch Heralds and Harpies fly around causing general mayhem and the Fiends and Flesh hounds patrol the flanks. How does this sound to you? All comments welcome.
LOL. Sorry, Furies not Harpies. Can you tell I play Dark Elves too?
Last edited by NecroNid; December 26th, 2008 at 05:49.
Great list, and you even managed to resist putting Flamers in.
No GD and no Flamers gives you really high comp score (or at least not as abysmal as normal )
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This is a list that is Daemons that I would actually enjoy playing against. Nothing too cheesy, solid infantry in the middle with Crushers and hounds for flank support. On the comp score you will prolly get 0-1 anyways for taking ST, who is an extreme value for the points, but thats just at the venues where I play.
I don't care about comp scores as I don't play in tourneys. But thanks for the positive feedback on the list. At least with this list I should not get the evil eye from an opponent at my store.
Looks cool - Plague Bearers could get left behind, but no biggy, they can usually look after themselves.
It looks to me like you're gonna be putting Skulltaker in that unit of Bloodcrushers. Some of the time, this will be fine, but if you're facing Cannons, or even Bolt throwers (which a lot more armies have...) then there's a good chance he's dead. If facing such a list, I would be prepared to place him inside a Bloodletter block, and hence make one block 14 strong. If he doesn't join that unit, then you have 2 guys to soak up some damage. If he does, then you get 3 ranks
of 6 out of it.
Also, the Master of Socery upgrade on both Heralds seems like a waste to me. This list only has 6 power dice, and the most any one Herald can get is 4. I would think their primary role is to supply the Dispel Dice and Scrolls, so flinging around some Flickering Fire should suffice for these guys. You can use the spare points to add 2 Bloodletters to each block as mentioned above, or an extra whatever you'd like.
Last edited by timk1111; December 26th, 2008 at 06:38.
If I drop Master of Sorcery I would also drop the Disc and just get winged horror(also much easier to model). That would get me 2 more Bloodletters in each group. ST is supposed to go in with the Crushers but he could go with the Letters if the wrong war machines are on the field. I didn't have enough points to add any extra Letters to either group before.
Not sure that I want to give up the Master of Sorcery however. It just provides sooo much more flexibility in your magic phase, even if the Heralds can only have 4 dice max. to use. Being able to choose a Lore based on the army I am facing and then having access to all the spells of the Lore is just awesome. The magic phase is my favorite part of the game(this is actually the least magic out of any list I have made up so far).
Then I would suggest more Horrors, and actually build some sort of magic phase. With 6 powerdice, you might get the odd Fireball through, but you're only going to get one attempt at a 'big spell' per turn, and that'll get dispelled.
Give it a run though - I just see them more as scroll caddies when they're the only wizards.