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I was deciding to go back to the drawing board after getting slammed by a lot of mechanized armies and not being able to kill too many vehicles. I was looking into putting more points into troops by minimizing MCs, and looked at the Heralds of Tzeentch. I was trying to figure out what kind of squad to put him in, and had a hilariously evil idea.
He is jump infantry on a jetbike base. He takes up a ton of space, and can deep strike with a squad of flamers, allowing the whole squad to be able to use their flamers the first turn due to them circling around something huge, and on top of that give them extra shots and extra wounds.
Now when they hit the table, you can easily take care of the rest of the squad of guys you just couldn't finish off before, put a couple more glancing hits on that pesky land raider, and survive a few more turns to go REALLY wreck some havok.
Anyone have any thoughts on this?
I didn't consider attaching a herald to a group of flamers. This seems like a great 'second wave' unit, especially if there's an icon in the first wave. The herald gives a bit more survivability to the flamers, and the flamers give him much needed firepower.
"Any job worth doing, is worth doing with a powerklaw."
I will be playtesting this shortly.
Flamers are deadly. I mean really deadly so your opponent will not alow them to shoot a second time if he can help it. Adding an expensive herald to them is not great as the flamers are usually in small units and they become an even more juicy target.
A better option is the HoT on a chariot with MoS, Bolt and legion. For 110 points they race round the battlefield and fire 2 good weapons at 2 targets. They deal with MEQs and vehicles well. Also because of the reasonable toughness, good wounds and decent saves they are dificult to kill especially when there is no need for the chariot to get within 18" range.
Quorn! - Protein for the Protein God.