HQ
Bloodthirster: Lately I have been really warming up to this guy. Bare he comes with Daemonic flight so he can reach out and touch someone, and Iron Hide for that marine like 3+ save. I tend to take him in this configuration because he can pretty much devastate anything he touches. If I am using him as a tank hunter I’ll give him Unholy Might. That makes him a tank pealing strength 8 (9 on the charge and initiative 6) plus that 2d6 armor penetration for being a monstrous bad ass. That means he gets 5 (6 on the charge) attacks that on average penetrate AV 13. The Unholy Might also lets him double out marines making him a Nob killer too. Not too bad for the points cost.
Keeper of Secrets: I really like her. That initiative 10 can really put the hurt on just about any unit. She has six (7 on the charge) strength 6 monstrous creature attacks (no armor saves). I don't usually put on the unholy might as strength 7 doesn't really do anything for you. Strength 7 doesn't double out anyone that str 6 does and since she is a monstrous creature she gets 2d6 armor penetration anyway. I do like to give her Soporific Musk. That way if she bites off more then she can chew I can get her the heck out of combat (Hit and Run special Rule). One more thing: I like to have her come in and put the finisher on a already assaulted squad. If they break she will run the squad down every time.
Herald of Slannesh: This lady could be one of the best units in 40K. Now she doesn’t shine until you look under her, to the Chariot. Bare she is a high initiative, high attack, low toughness, two wound model. But add a chariot, Soporific Musk, and Unholy Might she becomes you enemies’ worst nightmare. These upgrades give her marine strength and toughness, FIVE WOUNDS, six attacks and a very nice 4+ save. Oh and how can I forget she has fleet and the Cavalry rule. That makes a six inch move, a fleet roll and a 12 inch charge possible with a nineteen to twenty four inch threat range. If they run into anything they can’t kill right away they have Hit and Run too! Yes, ridiculous I know but it gets better. With heralds you can have two per HQ spot. So that makes four of these ruthless wenches tearing up the battlefield eating up units and with rending, tearing up armor. Best points in the game I believe.
Troop
Plaguebearers: I use these as either objective holders or as monstrous creature killers. Remember with their plagueswords they hit on a 4+. It’s a poisoned weapon too so remember if the unit ‘s strength (4) is the same or higher than the targets toughness you get to re-roll failed to wound rolls! I also put an icon in my unit as I am sure the Icon of Chaos will be there with the Plaguebearer’s Feel no Pain and a 5++ save. The drawback to these is they are glacially slow. I have quite a few times missed my deep strike with these and found that effectively they are out of the game.
Daemonettes: these are some mean chicks! You need to use them in numbers as they are fragile. A 5+ invulnerable save seems good on paper but if these ladies get shot they will die in droves. I love them for their sheer killy potential. If you can get them to an enemy unit it is basically dead. They generally strike first, hit marines on a 4+ and then can rend! Makes me teary eyed just thinking of the carnage. They are fleet too, damn get some of that.
Elite
Fiends of Slaanesh:Now that I have some models I like I have run a unit of four Fiends. I think I will talk what makes these good first.
Five rending attacks on the charge, oh ya baby. High initiative so you get to attack is awesome and Hit and Run to get away to fight another day. They are beasts so they get the 12” charge to make your enemy cry. Also having two wounds is never bad. They are cheap points wise coming in 10 less than a Bloodcrusher without any upgrades.
The bad is bad though. Unlike all the other Slannesh units they do not have fleet or Aura of Acquiescence (no grenades). These two oversights, especially the lack of grenades makes me want to leave these at home in favor of other Daemon units. Lastly they have a 5+ save and Toughness of a Marine. This means under weight of fire they die in droves.
Heavy Support
Soul Grinder: 160 points of bad ass, period. I run as many of these as I can take. I run them with Phlegm. Big fat strength 8, ap 3 marine killing template of doom! They can vomit if you wish for that flamer template of fun, shoot their Harvester for six shots of str 4, ap 5, or god help the opponent assault with 4 Strength ten no armor save attacks. Wrap that all up with fleet if you want they are just too good to stay at home. Oh ya, I forgot they are armor 13 on the front and sides (armor 11 on the rear, dang) and because they are Deamons they ignore shaken or stirred (stunned) results.
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