Wednesday, March 6, 2013

Codex Chaos Daemons: Personal Ally Template Musings

So I've been thinking about what kinds of allied detachment builds I'd like to add to my Chaos Marine Army now that the new book is out.  Since Allies are designed to fill holes of sorts in your lists, I've focused on these areas and will offer descriptions of each build, why I'd like to try running it and what purpose I feel like it would best serve.

These builds could be interchanged combined as well to lesser or greater effect, shall see how it goes.

These are also based on the models I have, so no Soulgrinders at this point, that may change in the future though.

Build 1: Tzeentchy Support

HQ
Herald of Tzeentch - 95 pts.
-ML3

Troop
11 Horrors of Tzeentch - 99 pts.

FA
9 Screamers of Tzeentch - 225 pts.

Total - 419 pts.

This build is fairly straightforward and specifically fits my army - It shies away from Monstrous Creatures in favor of more wounds on a large and fast 18 wound screamer unit that can fly/turboboost for a massive 36" across the board turn 1 and then get a 4+ jink with re-rolls on 1s for an almost-guarantee-able charge on the second turn.  Flying them 12" the next turn while setting them up to multi-charge your opponents shooty/long range units/vehicles all the while acting as a big threat as stuff in the backfield moves up.  The Tzerald depending on whats in the main list takes 2 Divination/1 Change, and the 1 extra horror enables the unit to put out a decent number of shots if anything gets too close.  He buffs long range units shooting around him (like Oblits/Havocs) or again if stuff gets too close, buffs his Horror unit and adds his shots to the (hopefully) high amount of deathspray.

Build 2:
Horror Gun Battery

HQ
Herald of Tzeentch - 120 pts.
-ML 3
-Greater Locus of Conjuration

Troop
20 Pink Horrors - 295 pts.
-Icon of Chaos (Blasted Standard)

Total - 415 pts.

This is less of a build and more of an experiment. The Tzerald fits into the Horror unit, taking 2 Divination/1 Change again, the Primaris power specifically. The Horrors take the primaris as well.  With the Greater Locus of Conjuration, this unit can put out 7d6 S6 shots that re-roll to hit (thanks to prescience), the Horrors use all 3 warpcharge (for 4d6) and the Tzerald using his warpcharge (2 for change for 3d6) and 1 for prescience.  Because of its weight in points combined with the inherent randomness of rolling 7d6 (you'll average 21 shots with 15.75 hits if you do it this way), I don't see this being nearly as all purpose useful as the screamers as the horrors are very vulnerable and can only shoot up to 24".  Should make for some raised eyebrows though when you explain how many S6 shots you're about to put out.

Build 3: Flying Monster Mash

HQ
Lord of Change - 280 pts.
-ML2
-2 Greater Gifts, 1 Lesser Gift

Troop
11 Pink Horrors - 99 pts.

HS
Demon Prince - 290 pts.
-Daemon of Tzeentch
-Lesser Gift
-Warp Forged Armor
-Daemonic Flight
-ML2

Total 669 pts.

This detachment hits hard and should strike fear into most opponents. With 2 flying monstrous creatures, capable of firing support spells at each other (Divination for the Lord/ Biomancy for the prince) as they swoop towards your opponent, they will be putting all the stops out at trying to bring them down.  The Prince using Biomancy should be able to mitigate his drawbacks somewhat, and with 2 Greater Gift rolls, the Lord has a good chance of gaining some added durability as well.

I added the extra horror to both lists because it seems like the extra warpcharge point for 9 pts, however as soon as they take a hit, thats going to go away, so they're best left either in reserve to deepstrike shoot at the right moment, or come on the board from an edge and grab and objective and shootsy shootsy towards the end of the game.  I may bump up the demon prince 10 more points to swap out his gift for a mutating warpblade (as I have several spawn models sitting around and I've been rather fond of them my last few games).

The points costs of the demon prince makes me hesitate a little (at this point, I feel like the Lord of Change is actually worth his cost in points) but I would rather run him from this codex than the chaos codex. I am also considering fitting in the 9 screamers (which would put the detachment at a whopping 894 pts.). 3 Fast moving threats (2 FMCs swooping 24"), and screamers turbo-boosting, plus Chaos Spawn from my main force (with perhaps a Lord on a Bike, I've been meaning to pick a bike model up) would be a lot of threat in my opponents' face to deal with all at once. Of course the point cost is so huge, but the classic advantage of redundancy (if 1 thing gets killed, at least I have 3 more) can go a long way in these cases.

I'm deciding on a list to run this Saturday, I will post it beforehand.

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