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Nurgle + khorne, 2K

693 views 9 replies 4 participants last post by  Undead Bonzi 
#1 · (Edited)
OK guys, tried my bloodthirster army list, and now want to try a 4 herald list. It might be a bit cheesy but at my club everyone is. So:

HoS
siren song, steed of slaanesh

HoN
lv1, noxious vapours, slime trail, BSB, banner of sundering, palaquin

HoK
AoK, firestorm blade

HoK
AoK, firestorm blade

20 PB
FC, standard of sleeping decay (the re-roll to wound one)

14 BL
FC

14 BL
FC

9 furies

5 flesh hounds

5 flesh hounds

2 fiends



The HoK will each join a BL unit. I don't want to here about juggernauts, I've decided to try without them.
Do I have enough magic defense for playing against not extremely magic armies? If not how can I get more?

Thanks in advance.


Edit: made changes as suggested
 
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#3 ·
Until people start getting more experience, there's not a lot we can say. So far you've ticked all the right boxes.

And it's spelt Tzeentch, by the way.
 
#7 ·
I've been on holidays, if you had to know. :drinking:

I'm not a huge fan of all Herald lists. I like big scary GD's in my armies. I can see that Heralds are also competetive though.

Now, your list.

I can see what you're doing with Skulltaker in those Plaguebearers. and I'd still advise against it. Skulltaker will become the weak point of the unit, as the rest can regenerate but he can't. Also, if he isn't in a challenge, he's kinda wasted, and being so slow, he'll be fighting whatever the opponent wants him to fight. This is because Plaguebearers make him stupidly slow (he should be on a jugger...), and easy to avoid. Dwarfs are famous for what I've heard called the 'Big Blender unit of Death' (love that phrase :) ) And this is the same. Expect it to never see combat, and if it does, it will be with the enemies crap units worth nothing.

Khorne heralds, and Skulltaker, should always be on Juggernaughts, too. Silly not to, just for a 0+ save with AoK.

So here's what I suggest:

Drop Skulltaker. Give the other heralds all a mount, as in Juggers and Palaquins.

Get your Bloddletters upto 14 strong, so that with a Herald it's 3 ranks of 6. Then, with a full command, they can suddenly stand on their own, or for long enough for support to arrive. Small units risk getting smashed before help arrives. Pay for all this by dropping the Fiends, as Flesh Hounds fill the same role, and you've got them already.

Now that the Herald is on a Palaquin, drop some Plaguebearers. 20 should be enough, for 4 ranks of 6 with the Herald.

You could even have some points left over for a Beast of Nurgle or two, to support your main blocks. Even Bloodcrushers can be good support for you, being cheaper than Beasts, but a lot more frail.

So thats my food for thought.

If you REALLY want Skulltaker, then PUT HIM ON A JUGGER! He is good, but the Jugger is mainly for his 0+ save. Then, I'd still put him with Bloodletters, just for that extra bit of speed. Mix it with the Icon of +d6 first charge, and Skulltaker will see combat quicker, picking the fights he wants easier and be harder to simply avoid.

See how you go.

Tim
 
#8 ·
Well while we are offering our absent excuses I was in a friends weding this weekend so I've been a bit remiss. Tried to get suggestions to everyone that posted while I was gone but I must have missed your list.

Timk has pretty much hit all the points that matter. My only point of contention would be that you should keep the Fiends. The more saturation of units you can get on the flanks the better is my thoughts. Flesh Hounds are the best flanking unit we have bar-none (though Seekers can be better in their own way as well). Fiends are better for killing those pesky bait and flee light calvary units you'll meet as well as hunting war machines and troops (just let those Wood Elves try and flee from a unit that can charge 20" lol. I use fiends to clear the flanks and missle units so my Flesh Hounds can hit the sides of the main combat blocks in support of my foot troops. Basically this gives you a stagered wave of deployment and order of battle. Fiends and Furies race ahead to slap aside/harass the flankers/missle troops/war machines. Then you have the Flesh Hounds and Blood Letters moving up the board getting into flanking roles to the sides of your PB anvil unit. After that you have the PB's themselves moving forward forming the keystone of your armies arch.

The only weakness of this list, as Timk111 pointed out, is that no-one is going to want to engage in CC with your PB unit voluntarily. They will likely focus on your Letters first so the challenge for you with this list is to find a way to force them to charge the PB's.

A funny and cheap trick for this is to have a Herald of Slaanesh on a mount with Siren Song right next to the PB's, but an inch behind their frontage. Use Siren to force a unit to charge the Herald, but they can't get to the Herald without hitting the PB's...ta da!!! your PB's are locked in battle with the opponent of your choosing...or the enemy is fleeing, either way its a win. I just offer this as general advice to anyone considering this wont work for you as your not running Slaanesh. For you its just going to have to be plain old good generalship that gets your PB's in combat.
 
#10 ·
My comment on the Slaanesh trick was mostly for future reference for anyone who plays Slaanesh. I wouldn't really recomend that you drop 100 points for a one trick pony in this because once the siren song is used your Herald of Slaanesh has nowhere to go and nobody to join and solo he/she/it isn't going to do much for you.
 
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