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Painted/converted lvl4 DP Tz Tendrils Big caster, he either goes for gateway, treason or Ffire and pandemonium
Painted BSB Tz Flail, shield, Blood Curdling Roar, Armor Morslieb, Talisman Protection adds CR when needed, takes out small units as needed, and in theory, chews up bit nasties with wounds on them already (so far I've only hit 2x and wounded 1x vs. Treeman and Hydras, so my dice aren't helping the cause)
not started lvl1 Nurgle Biting Blade, Rod of Torment
Painted lvl2 Tzeentch Scroll, Book of Secrets
Painted 12 Slanesh Warriors, FC, halberds, shields, Banner of Wrath
only based 5 Khorne Horsemen Flails
Painted 5 Khorne Horsemen Flails
Painted 5 Slanesh Horsemen Flails musician
Painted 5 Hounds
not assembled 5 Hounds
Converted, but not painted 3 Dragon Ogres grt wpns
Painted 5 Chaos Knights Rapturous Std
I've played this twice now and done quite well, but I still feel that it could use some tweaking to make it better before a tournament in 2 weeks. Let me know what you guys think. I labeled the units that are completed as in assembled and painted and ready for tournament play, I've still got some work to do but didn't want to put a lot of effort into a unit I wouldn't use til later if I didn't have to since I've only got 2 weeks. I have loads of other units I can use including several more knights, tons of painted and converted ogres and a bunch of marauders, etc.
Some ideas I was considering and wondered what you guys have experienced or thought
*Give the DP the bloodcurding roar since I don't really want him in combat anyway
* Giving the Nurgle a barded steed and maybe making him lvl2 with BoSecrets and scroll allowing the Tz lvl1 to spam flicking fire (only need 1 dice usually) and the rod of torment
* Running knights 6 wide - tried this once but they are really wide and that much more expensive and by dropping them, I got the 2nd set of hounds
By the way, I tried both Rapturous and War Banner on my knights and the War Banner is a lot better! If you think about it, knights are hammers and you usually want to break opponent on the charge. The War Banner helps to do that. By taking the Rapturous you are using a hammer as an anvil.
To me, Roar is just an added bonus. Good against high armour, low model units (Dragon Princes for example), just don't put yourself in a bad position to use it. Eg, leaving your self open for a magical charge next turn for the sake of some s1 hit probably isn't a good trade off.
What I'd give him before Roar is Fury of the Blood God. With a DP's toughness, even basic magic missiles are a pain, and the '2d6 s4 hits' ones, that aren't really uncommon, are even worse. Magic Res and a 3+ ward against these wounds for such a small amount of points is golden.
Mounts are a good idea for sure, even just for the extra save. The only reason not to is if you plan to lurk him around a forest, other wise mount up. As for who has the book, the Tzeentch guy does get +1 to cast, so there's a little more bang for buck on him. Otherwise, I don't see it as a big deal either way.
I would then say 6 Knights is the perfect number to have. You're still getting all your attacks against most frontages, and for me, that's an extra 5 attacks. Well worth it. Plus the 'look out sir' lasts a tad longer.
I'd love to add Fury of the Bloodgod, and have been thinking about doing that.
Bloodcurdling roar is mainly for skinks, cav units all by themselves and pendant of khaleith characters that get their mount blown out from under them. I usually only use it a couple of times a game. I'd love to get some more practice in before the tourney, but I don't see that happening so I'm trying to theorize situations I might get myself in.
I take rapturous standard because my dice rolling is terrible. Sure I only need 3's and 2's but I usually only do 3 wounds to elves on the charge. The Rapturous standard helps me stay in the combat til my dice come around.
About the lores, there are some really good spells in Tzeentch and Nurgle, but I feel like there are a few more in the Nurgle that I could use (especially if the DP is already Tzeentch) I've toyed with the idea of a Nurgle DP but won't do that just yet. The points just aren't there to protect him.
If your DP is anywhere near Shinks, without being in combat with them, he's toast anyway, Roar or no Roar. Reason: Poisoned blowpipes. I'd advise against this tactic.
Didn't think about using it on a Pendant dark elf lord, so that's a good idea Heavy Cav would still have to be the best targets really. If you're lucky enough, 1-3 guys should drop in one round of shooting, and that's usually a good chunk of points.
I've found this list has a pretty good 'shooting' element to it with the amount of magic missiles. So BcRoar is basically just to clean up leftover skinks after the magic phase. I agree with you totally that getting within range of skink blowpipes is never a good idea with the current setup.
Do you think dropping the other unit of hounds is worth putting magic resistance 2 on the DP?