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Keeper of secrets - 530p
siren song,allure of slanesh,
soul hungerer,tormentor blade
herald of tzeentch-260p
winged horror,bsb,great icon of despair,spell breaker
10 pink horrors*3 360p
5 furies*2 120p
5hounds of vengance*2 350p
3 screamers of tzeentch
4 crushers-musican 290p
the idea is just to rush forward with the keeper of seacrets and herald behind:they must take terror on -2 ld. then keeper uses siren son to get charged(still always strike first) so he dosent get blasted.
furies hide untill round 5-6 in not needed for artillery hunting-or take table quarters.
horors for magc defense and my fav deamons for tornaments.
crushers are:unstopabel so put them on flank.
sreemers are my fav models and great in game so i always found a use for them-like picking away models from units=)
hope u like it
the main problem is I only see 2 units that can fight. The keeper can do quite a bit of damage, but he could also be tied up the entire game by a unit of goblins. The crushers, like I said will be lucky to get to the lines with enough attacks to much of anything. I think you'll have problems with units of infantry with full command, 4-5 ranks and numbers.
Tzeentch demons are great, but they can't fight. What do you do when you face an army that can fight, shoot, or both? Are the Hounds, khorne hounds? That would make more sense and give you a better chance I think. If those are khorne hounds, you'd be better off making your bloodcrushers heralds (one a bsb) and let them run with the khornedogs.
Last edited by buckero0; October 1st, 2009 at 20:36.
I dont think he gets stuck in a gobling unit...wanna now wy??
dont think they cant pass the ledership tests on -2 (tryed the list now- used doom and darkness with both mages=-5 terror) i won 2 games on round 5 and one on 4! he runn off...