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Right now, my army is limited. I have the Chaos Renegade Army Box Set and an extra Predator, Rhino, and 5 Possessed.
I'm leaning heavily towards using Plague Marines and Marks of Nurgle. I'm not looking for a fluff army at the moment though.
I have a Chaos Term Lord, Chaos Sorc Lord, Huron, and a Demon Prince.
I'm thinking of using DP and Huron in 2 HQ games. I really like using Lash, but I really think I should put MoTz, Wings, Wind of Chaos, and Warptime on my DP and then use Huron.
Or should I use DP with MoTz with Wind/Waptime and use a generic Chaos Sorc with MoS and Lash?
Or should the DP have lash?
Everyone I talk to and that I read online is in love with lash, and I admit it was fun to use, except the one time I did get to use it was against fearless units...so it didn't work quite so well other than keeping a horde of orcs away from me to pick off with bolters.
I'm getting myself confused.
Last edited by doubleohpsycho; April 6th, 2009 at 14:50.
Fearless against lash doesn't make a difference, there is no morale/leadership test involved for the enemy. You just lash em and bash em.
Yes, I did deep-strike your sister...
Necrons : W-8 D-3 L-7 (Sleeping in their TombFoam, waiting for a new codex)
Chaos Forces (CSM/CD): W-42 D-19 L-28
Apocalypse Games : W-4 D-0 L-1 (4 Titans, Brass Scorp, 3 Baneblades, 2 Bombers, 3 Fighters, and a Partrage in a Pear Tree)
There is actually, it forces a pinning test.
As far as what you want to bring, that's all up to you. Two HQ's is a lot of points, personally, I'd say bring the MoT/Wind/Warptime Prince and a Lash Sorcerer. That way the Prince can stick to what he does best, and won't have to worry about who he charges, etc.
Lash's biggest perk is the movement, not the pinning, so I wouldn't sweat that too much. Personally I don't bring the Lash often, I'd prefer to play and win with skill It's not a huge deal, I just don't wanna be that guy.
It's all up to you. If you want to be the best/most competitive then you're probably going to want to bring someone with Lash of Submission, it's an enormous asset when you have it.
"If you can wait til I get home, then I swear we can make this last."
doubleohpsycho, tell us about your army. Units? Size? Theme? Fluff? Opponents? Without knowing these factors, really, there's not much reason for giving advice
Spambot kill tally. . .337
I really am looking towards playing 2000+ point armies. I realize that when I go to my local GW most of them only have 1500 or less armies. But I only get the chance to play once a week, if I'm lucky at the moment, and since the games take three hours the whole trial and error thing isn't working that great right now.
I've got 20 CSM modified to look like Plague Marines, 3 Rhinos, Predator, Land Raider, 10 Termies, Defiler and Obliterator.
The last game I had I made the mistake of using the rhinos to get close to the orks instead of shooting them to death.
So right now I'm looking at the chaos powers, and Wind of Chaos seems really fun, Lash seems really useful, Warp Time seems sick. And Huron seems to be the most rounded of all the named HQ choices and always passes warp time has a power fist, demon weapon and heavy flamer, and had $11 to waste, so I grabbed him.
I like to blast things, I'm afraid of close comabat at the moment, mostly because I've only played against orks so far, anf when you're facing 40 attacks, the odds are against me.
So I guess I'm attempting to make a "well-rounded" army, which I know probably won't work. I want to just get some idea of decent psychic powers to take on what unit.
I've seen the HQ unit sticky and the setups, but I'm trying to look for more of a "why" and "how" for the setups
Last edited by doubleohpsycho; April 7th, 2009 at 02:28.
I've used the Warptime/Wind tzeench prince before, as well as the sorcerer version. Both work pretty well. And if you take a largely nurgle force, you may need some extra counter-assault now and then, and the prince provides that. It's also absolutely fantastic on the offense. Warptime lets Wind typically kill about 75% of what you hit with it, then charge what's left. Against marines and other units with about 10 guys or less that is generally enough to get the job on the charge. This setup is great at assaulting the enemy, but has to watch for getting too bogged down by large groups of enemies. I rarely pit it against my foe's elite assault troops, instead using wings to go hit the juicy fire base or flank.
The Lash is more suited to a sorcerer I think. Someone that can sit back and just whip people around. It provides the biggest benefit when you have lots of templates, blast markers, or assault troops, but is still handy when facing big chunks of enemies. I've used it and it's powerful, but I and my opponents typically have more fun in a friendly game without it. On a prince it can serve as pseudo-grenades by lashing your assault target out of cover prior to the charge, on top of it's normal uses.
Huron is an ok guy. And I like the look. He doesn't pack quite as much punch as some others due to lower attack volume (made up some with warptime), but he does offer more versatility (tanks? Wraithlords? T4 ICs? regular joes? He's good enough at killing all of them).
With the rest of your army, if you only have 1 oblit, I'd look at getting at least 2 more. I find the unit vastly more effective with 3, and passable with just 2, but generally just a give-away KP with only 1 at anythign over 1000pts. You can go cheap on them and convert left-over termies into oblits if you like, too, instead of plopping down $20+ a head.
Xardian, would you rather use Obliterators or Predators as heavy support, then?
I'm torn because the pred has armor, but more restrictive in terms of weapon choices, whereas the oblits have 2+ save but its a crapshoot on how fat they might be able to move.
The other telling factor is if you already have anti-tank and anti-horde pretty well balanced in your weapon loadouts. If so, Oblits help boost it all a bit more. If one or the other is lacking (You may be shy on anti-tank given your models) then a predator gives you better firepower in a specific role for cheaper.
I will say though, that the Tzneentch Prince with Wind of Chaos and Warptime is one of the best HQ configurations we have. Using its wings it can take out important elements or isolated ones of your opponent's army. Also, remember that it gets to re-roll hits in combat, which means against vehicles moving fast you can re-roll to help - so he can operate as a tank buster during emergency situations. And lastly, he's a CC monster that when combined with Warptime and a re-roll'd Wind of Chaos has a chance as destroying almost any kind of unit. (Really great for Ork bikers, no cover saves!) If you're having trouble with a powerful enemy unit, try throwing this guy at 'em.
[Just remember, Princes aren't invulnerable, paticularly to shooting, and should be protected as much as possible until you can get them into CC - And as stated above, for the most effective and frequent use of the Lash, I recommend using a Sorcerer, who won't be worried about getting into CC]
"If you can wait til I get home, then I swear we can make this last."