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Well looking at the book I was wondering about single mark armies, but really playing around with my buddy i think it may be a very difficult list to manipulate effectively. I wanted to play just pure khorne. The problem is, unlike hordes we don't get additional D.Dice, so is there a way around this that i have missed or would it just be a an uphill battle against those magic heavy armies?
Order of the Black Rose
Neophyte of the Blood God
"for the Lion"
You get Magic Resistance, which, in my opinion, is better than D. Dice, since you don't have to decide what's most important. The only magic you need worry about are TK support spells and spells like Comet which don't target your units
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I actually think single god armies could be fairly effective as each god has key units that you could focus on.
Tzeentch only? Complete and total magic domination. Best in the game.
Nurgle only? Amazing point denial potential. Just try to kill a GUO.
Khorn only? Good speed with the best CC smackdown. Have you met my BT with +3 armor save?
Slaanesh only? Great speed, ASF and sneaky leadership manipulation with magic and items. Have your best elites come and give the KoS a kiss.
Now the reason we will see undivided is this. They are good seperate, combine their powers and you can dominate 2 or 3 phases of the game. The reason we see Mono god will typically be fluff in all likelyhood.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
Single god armies can be more powerful then multi god armies. I know that a tzeentchy army is nastier as an army then a mix and match. They don't only dominate magic (And good god do they dominate it) they are pretty damn nasty shooters too. Screamers, flamers, heralds. All nasty shooting.
May the Emperor forgive you, for his servants cannot.
Out of all of the mono-god armies, Slannesh is the weakest. Khorne has awesome close combat along with arguably the most powerful herald (not including spell casting) and daemonic steroids, and they get a lot of high strength KB attacks. Flesh hounds are very good (knights that always have s5 instead of just on a charge, but without the armour), and so are bloodcrushers (2 s6 KB and 2s5 KB attacks with a 4+ save and 5+ ward? The lack of wounds is a downer, though, but they can use the locus of khorne), while bloodletters are essentially great weapon troops in heavy armour.
Nurgle are tough to kill. They have a great first spell, plague bearers with a herald and the GUO are extremely hard to destroy.
Tzeentch has crazy magic. You get about 1 magic level per 12 horrors, plus 2 for each herald. Screamers, while weak, can deal a lot of damage as long as you protect them well. Flamers have great shooting with a lot of shots at high BS. Magic: I forget how expensive heralds are, so lets say... 120 points. 4*120=480. Thats 126 horrors left and 8 points remaining. Total PD: 8+126/10=20, and up to 4+126/10=16 DD. Not bad, eh? Edit: Forgot the free PD and DD. So its 22max PD and 18 max DD I think in a 2000 point match with 4 heralds and 12 groups of 10 horrors.
As for slannesh... Daemonettes work best in combo charges using small units. You want high attacks, so probably 6-wide. Steeds are also excellent flankers with 10 move, and fiends cause the opponent to roll 3d6 and discard the highest for fallback moves in that combat. KoS have high attacks, high I, and ASF, plus some good abilities and an excellent lore. Heralds aren't bad, and they can get tons of attacks. The Masque is arguably the best of the heralds, and probably something that should always be taken. The problem with slannesh? Their only decent armour breaker is the Kipper, and its also their only good spell caster. You pay out the nose for lvl 1 heralds who can't cast well. Also, the second best save modifier is only a -2- while not bad, its not going to kill much when attached to s4. On the other hand, slannesh will probably destroy VC the easiest of all of the armies due to causing stupidity and having that spell that deals d6 s5 hits until the opponent passes an LD check.
Last edited by Phalanx; April 28th, 2008 at 07:38.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Certain builds could be very effective. Tzeentch come to mind but if you decide on going overboard on horrors you´ve made one boring army and definately not the most effective. Multiple screamer units and flamers are just evil... if you thought the original flying circus was bad, just wait till you got several screamer units going flying around on the battlefield, supported by the flamers shooting attacks and a rain of magic death. As for the horrors, you dont need many and since you´ve got core choice wizards you wont need 500 levels of magic with your characters.
Khorne seems pretty hardcore as well. BT, letters, hounds and juggers are all good choices.
Nurgle is also pretty hardcore. Nurgle magic is scary and the staff of nurgle will be painful as well. Also ruthlessly tough troops. I feel Nurgle wouldnt mind some khorne presenence in the list for added combat power.
Slaanesh. Great lore(still) and the keeper is pure evil... but left pretty weak when it comes to the troops. S3 across the board and only a single unit with S4. Incredibly fast though but ultimately will struggle against some armies due to lack of combat punch or shooting. Magic is a way to counter this but they only got access to one lvl4 and the rest are lvl1.
Personally, I´m going with a mixed army.
""What's the matter? Don't ya like clowns? Don't we make ya laugh?" - Captain Spaulding.
I personaly find that mixing at least 2 gods seems to work the best as I am going to be using mainly nurgle but with slannesh flankers.
i wasted my whole life on warhammer so it's a good thing i have 2 wounds and a 2+invul
I too will go for a mix:
Nurgle for core troops, possibly with one herald for regeneration; and for beasts.
Tzeentch for flamers ( WOW ) and screamers.
Khorne for the insane-tooled bloodthirster (>10 attacks with killing blow? beware vampire lords!!!) and the hounds (basically improved knights of khorne), while the letters are not worth their points when compared to the plaguebearers.
Slaanesh for...?...don't know yet. I don't like foot daemonettes, so i will just choose between fielding the BT or the KoS for some nice slaaneshi magic, and maybe some support troops.
It's better, it's shiny, it's warped...it's Chaos.
The thing about single god armies is that they're exactly like any other specialized army list your can think of....that the question "Hey, that's a neat trick, but what happens when it doesn't work?" applies to them.
Tzeentch has good magic, but you can always counter magic with other magic, and tzeentch also doesn't have the range or durability to compete with other armies that adopt this strategy (Good luck against dwarfs or empire).
Khorne has some of the most efficient CC in the...but unfortunatly won't stand a chance due to being outnumbered. One attack, even with killingblow, still only means one kill.
Nurgle has the same problem as Khorne, but is also slower. It just trades toughness for increased travel and less offense. It's magic is really only effective aginat low toughness armies as well.
Slannesh has the speed and attacks to deal, and can even abuse the low leadership of horde armies with thier lore.....but they are going to have trouble taking out anything with a good armor save, and will suffer more from shooting than the other gods.
I wouldn't go with a single god army, but I have no qualms with letting certain gods dominate as opposed to others. An nurgle army can gain lost mobility and offense from either Slannesh or Khorne, and for most opponents won't need both. If you've got a particuler god you want to praise, I say go for it, but take a few units outside his own list to compensate.
I also think the two mixed god combo will be the way to go.Nurgle for core troops and staying power.
Tzeentch for flamers and screamers.
I will start playing with the new rules this week so my Ideas will more than like change a dozen times before I find what I really want.