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My opponent is playing with 2nd gen slann and a skink priest, 1 unity temple guard and 1 unit saurus warrior, 2 x 3 salamanders and couple groups of skinks and lot of dispel dice.. his magic is very overwhelming... as a general tactic, is it better to over magic him or just have average magic? I am planning to go Keeper w/despair so i wont have sunder banner... is it better off to go LOC/kairos to go against 2nd gen>
Don't really know much about DoC, but if you want to beat something magic-heavy, Magic Resistance is the way to do it (Khorne is blessed in this department).
Although I hear that DoC can go OTT as well in their magic phase.
That's pretty much all I know, sorry I couldn't help more.
If you really want to crush a heavy magic list, go Khorne. Max out your Specials with units of Flesh Hounds, which are tough to kill before they get into combat anyway, and MR3 is brutal against anyone relying on magic to do anything. The Bloodcrushers are decent in this department with a bit of MR, but the dogs really take the cake. Also, if you're looking for the just minimum Core setup, go with Pink Horrors for a few extra dispell dice. Like you said, Sundering is of course huge against a magic army, but if you want to go with a magicky character list, just toss in some dogs. They won't interfere with your magic any, your opponent will only have 1 turn of trying to down the dogs before the charge (and the magic will be woefully ineffective), and then the dogs (hopefully) charge magic-heavy units and take them out of the fight, so the magic phases start going your way.
Personally, my Daemons are magic heavy (Mono-Tzeentch army), and there's basically nothing I would want to see less than 4 units (in 2250) of 5-6 Khorne dogs.
Sundering doesn't work very well against a Slann led LM list. This is because the common tactic for using a Second Gen Slann is to take the beginning magic missile spell from each lore. So you could choose to make the Lore of Fire at a -2, and he would still have spells from 4 other lores that wouldn't have any sort of negative.
I would say go medium magic, since slann led lists still don't have a ton of magic defense, and then use stuff like flesh hounds, that are pretty much safe from almost any spell you want to throw at them.
"I am the architect of fate!"
I agree with not taking the sundering. You aren't really gonna beat a slann in the magic phase however they are vulnerable to magic themselves, unless the skink priest is a scroll caddy. The use of flesh hounds is a good one, from what you've said the army is lacking static res units, perfect for hounds.
I wouldn't take a LoC just because he doesn't create alot of magic defense, better off with two tzeentch heralds and a unit of horrors. The army probably won't like lots of little magic spells e.g. hordes of horrors, although with +1 dispel with every attempt it's still not going to be easy. The reason they don't like lots of little spells is because it means their dispel scrolls aren't getting much "bang for their buck".
The easiest way to take out his magic is to take out the slann, He's probably got the 2+ missile ward save, so magic and shooting is out of the question. But if he's going to be in a temple guard unit it will also most likely having their fear causing banner so they won't run when outnumbered by your fear causing units. This means the unit especially combined with an already very pricy 2nd gen slann is EXPENSIVE and that's a bit of an understatement. Either his temple guard unit will be incredibly small, easier to kill in combat, or large enough to scare off any unit, more points for you if you kill it.
I'd think about having two tzeentch heralds and giving them lore of death, turning your fear units into terror causing combined with a level 4 KoS casting spells like phantasmagoria to keep his skinks running and blocking charges. It would be good if you could get a tarpit unit (maybe nurglings, because you won't have enough hero choices in 2k pts to have a plaguebearer unit with herald) aimed to tie up the temple guard unit, the temple guard won't try to be doing static res but damage to keep it going in combat. All you need is to hold up for a turn and flank charge with a hound unit and the unit is toast.
He'd be a hell of a lot better taking a saurus unit with ITP but oh well...
Also what type of point size is this? A 2nd gen slann with temple guard, a saurus unit, skinks and 6 salamanders??!!? Unless he has bout 40 total models in his army I can't see that fitting into 2k...
Hope some of what I said helped.
Anyone find it funny that Cities of Death show the two worst combat armies in the game ... in combat!
There are 2 fundamental ways to take on a 2nd Gen.
Blue Scribes would be great in this situation. As said before, Slann usually take the first spell in every lore so they have 4 magic missiles. They also get a free die when casting so they can usually cast them all. The Scribes will do their thing even more effectively.
Plague Bearers FTW!! Take a big block with a herald and you have a hard as nails unit. Point them straight at the Slann and they'll soak up all those magic missiles. Since magic missiles usually aren't high strength he'll, most likely, wound you on 4's, then your Daemonic save, then your regen save will make them hard as hell to kill.
I'd also go on the offense with 2x Heralds of Tzeentch. A power Vortex can help, but I'd forgo any Spell Destroyers because his casting will be used against him.
I would take a Bloodthirster to help deal with the Temple Guard. He can really dish the pain and quickly.