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I'm new to DoC and haven't found this answer inthe book yet. i know the locus doesn't work, but I was thinking of adding a herald of nurgle w/ noxious vapors to my Flamers unit. Can someone point me the right way?
They cannot, note that this doesnt apply to the special characters, as the special characters are not technically heralds (they dont have the locus either both answers are in the FAQ).
found it on page 30 in a weird colored box (that's why I didn't see it earlier)
Is there any decent combinations (besides khorne and Nurgle) for the heralds/units?
Any decent magic options?
Slanesh magic looks great, but there's no way to protect a Slanesh GD or Herald and not really anyway to generate power dice.
Tzeentch magic looks so variable that it seems hard to make it a worthwhile investment. You get a lvl2 herald who cannot fight, but he may very well not be able to cast anything either and the spells are near useless in several situations.
DP's can't take enough points worth of stuff to be useful.
Most GD (outside of bloodthirster and unclean one) would die to average bowfire.
Are Tzeentch and slanesh armies worthless/unplayabe??
Khorne and Tzeentch is usually considered the best combination from what I understand.
Personally I prefer combat so I favour Khorne and Slaanesh myself.
Magic wise Nurgle and Slaanesh can be worth it on heralds, but I would only ever take the 1st spells from both lores, both are VERY good for their casting value.
GD's are needed if you want to cast the high value spells however.
Tzeentch is good, and very flexable as the heralds are always lvl 2 and master of sorcery make the heralds very flexable IMO.
I dont know how you could think Tz or Slaanesh is unplayable, both can be VERY strong build, an pure Tz is just stupidly overpowered.
If you think Tz and Slaanesh is unplayable/underpowered, I think you need to reread your army book and look at things like seekers, fiends, flamers, horrors, and gifts/banners like Siren song, Master of Sorcery, Siren Standard and so forth.
Well, Tzeentch magic can do very little against certain armies. They can't fight very well, they can shoot you to death though. But 2 or even 3 lvl2s are going to have a hard time casting anything but the default spell (unless as you say, they take the master gift) If you roll a 1, 5 or 1,6 or 1,2 basically you only get the flicking fire as a spell that you can cast - which is hardly worth throwing 3 dice at. 30 strong horrors gets you a lvl 3 caster, but once tz gets in combat most of their spells are worthless.
There's no way to protect slanesh troops, characters really and I'm a little bummed about the lore of slanesh. This is the best lore in the book, but there's really no way to get any magic going with slanesh. You can only get level 1's (some of the other spells are just awesome) because a 600+ model with only a 5+ is way too much of a liability, the Keeper of Secrets can't even fly.
Khorne can fight and Nurgle (magic is pretty iffy vs some armies) has serious staying power but Tz (needed for magic protection, but hard to get magic offense) and slanesh (too wimpy in combat and 0 magic) has really made half the army book less useable.
I'd love to see some slanesh builds that you think are fun to play and don't get beaten down. Tz seems crippled on its own and without special characters. Most if not all of the armies in the army section I've seen for 2250pt games are heavy khorne with either some nurgle love or some token tzeentch units as magic defense.
Last edited by buckero0; August 25th, 2009 at 16:15.
The point of tzeentch isn't so much that it's magic does amazing damage, as you won't be able to catch the meaningful units. The heralds, screamers and Kairos all fly and the flamers skirmish. All you can really catch is some 10x man horror units who are just there for DD and casting the occaisional Flickering Fire. The build is referred to as the "Flying Circus".
A KoS can move 10" and force a unit to charge it. If you go first, it will probably be engaged at the bottom of 1 (unless your opponent knows how to counter it). A feat not even Mr. thirster can match unless your opponent goes first and moves towards it. Overall though I would say even with all the funky leadership and movement fu going on slaanesh is the weakest of the four. That being said, the whole army moves 10" and is still daemons so steamrolling opponents still happens.
Khorne is obviously just made of murder, no other way to put it. Some heralds on crushers, a Thirster and some dog units and you can run over anything.
Nurgle is more about denying VP to your opponent by concentrating points in infantry blocks w/ heralds and the GUO, two things he won't want to fight.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
Slaanesh is most definatly not worthless, a Herald on a steed can move so quickly its impossible to catch, make him a level 1 wizard and you can have him running around making units stupid for the rest of the game, do you realise how powerful that can be? you can still give him ignore AS aswell, or siren song which its clear you dont seem to understand just how powerful it can be. Also the Kipper, well its vulnerable if your stupid enough to just run it up infront of missile fire, its a movement 10 monster, it can easily get where it needs to go without flying.
You realise that slaanesh has M10 fast cav which can take a standard that forces your opponent to choose the HOLD charge reaction when being charged.... I dont leave home without at least 1 of these units for a tournament simply because they are so good and taking out light missile troops. Throw a herald in there and they get very nasty.
As for nurgle magic, have you looked at the first spell which makes enemies in B2B have stats of 1.... combine that with ASL in B2B and you can really do some damage.
For me Nurgle is the weakest due to its lack of speed and overall killing power.
Your problem is your looking at the Gods seperately, GW designed the book to be intermingled.