SquirrelKing Posted August 31, 2009 Share Posted August 31, 2009 - Sorcerer with MoT & warp time is very handy, also if ya give him a familiar & bolt of Tzeentch which means when his too far away from combat he could possibly blow up a tank or take out a character Unless I'm missing something, you don't need that familiar to get he second power: MoT does that for you. :) Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096281 Share on other sites More sharing options...
grimz Posted August 31, 2009 Author Share Posted August 31, 2009 I think with Termy HQ they should be either teleporting into the enemy, or driven up in a Land Raider and this somewhat negates the importance of more ranged attacks. So a Termy Sorc with MoT +4 Invunerable but strikes at I5, with WT + Forceweapon being able to be used. Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096292 Share on other sites More sharing options...
Corpse. Posted August 31, 2009 Share Posted August 31, 2009 I'll just pop in here with a "try this" suggestion which may still recieve flame the last three times I mentioned it on this site. (Yeah jeske your waiting to shoot this down I know :) ) Try a pair of lords. Slaanesh+Nurgle, or Two Khorne or Two Tzeentch. First combo is technicality, second is for wiping units in pure melee while the third is for flexible in shooting/melee. The idea is that when one lord DW fails its less likely you'll get a second failure the same round and when both lords work they will wipe entire units. That is if you want to use/abuse sitting inside your own units if you find a daemon prince dies too fast and you want it to live. Firepower armies are good at that. The debate(that normally turns into an argument) is when you try to control the survivability of your own models rather then rely on the enemies target picking skills and dice. Compared to drawing fire to your own units and relying on your prince to take some valuable shots at the start of the game to be a fire magnet much like raiders, defilers and vindicators. Hopefully - no flames will be tossed my way and to ensure that I wont revisit this thread. Shoot it down all you want jeske. Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096321 Share on other sites More sharing options...
Drudge Dreadnought Posted August 31, 2009 Share Posted August 31, 2009 Using 2 of the same choice doesn't increase their efficiency. 1 Daemon weapon is inefficient. 2 Daemon weapons are also inefficient, you just don't notice as much because you have 2. But you also payed for two. Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096349 Share on other sites More sharing options...
chillin Posted September 1, 2009 Share Posted September 1, 2009 I think with Termy HQ they should be either teleporting into the enemy, Never teleport a HQ (or any other hth unit), they can't assault, then get shot/charged and die the next turn. Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096359 Share on other sites More sharing options...
DuskRaider Posted September 1, 2009 Share Posted September 1, 2009 I'd disagree that Terminator Lords aren't a good HQ choice. I use them ALL of the time, and I've had really nothing but success. With that said, I also use Daemon Weapons ALL of the time. I play my Death Guard mostly, so Plaguebringer is the obvious choice. Having the ability to bring down a CC Hive Tyrant in one round is awesome. With my World Eaters, I also use Bloodfeeder and I can honestly say I have never rolled a 1 on the DW. I HAVE rolled Double 6's though, and that... that just made my day. Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096520 Share on other sites More sharing options...
the jeske Posted September 1, 2009 Share Posted September 1, 2009 Having the ability to bring down a CC Hive Tyrant in one round is awesome a hth tyrant is going to be 6 attacks wounding on +2 , each unsaved wound is 2 wounds . Am kind of a having problems with how you actually get to swing your demon weapon[higher I on tyrant] and kill it [hiting on +4 wounding on +4]. Slaanesh+Nurgle, or Two Khorne or Two Tzeentch. First combo is technicality, second is for wiping units in pure melee while the third is for flexible in shooting/melee. ok so 2 khorn . 4d6 rolled on charge any 1 one of the lord does nothing .... its two lords and if they are to charge the same target they need a bodyguard and a LR [so they can dismount and charge]. so the cost of the unit is a LR [or two because if you take one you more or less go with a LR rush build] a squad and two HQs. all that is tailored to kill one squad and even that only if the LR does not get poped on the way . two tzeench. d6 shoting attacks . cool . still your playing with a lord so he needs a bodyguard [so either two units or one uber HQ unit that will draw fire] . transports are out of the question , because you wont be able to shot [or you rather sho1uldnt be wasting a whole units and a lord to do d6 attacks out of a top hatch of a rhino] . 5th ed come in and cover is everywhere. it still has to hit and wound . some targets are not t4 and shoting [unless its something like lash +plasma] is generally less effective then destroying units in hth. is taking two lords and wasting the shots/charge oportunities of two squads is worth 2d6 shots per turn ? Slaanesh+Nurgle, the slanny weapon is good in one and only one match up . when its spamed [2 lords with steeds/wings] and your playing a 1k points game against someone with a nob biker list [2 lords two nob biker units as troops , lootaz]. if someone doesnt run a lot of t4 multi wound models its not worth it . instant killing models with 1w does nothing and the number of hq in most games is rather small and more offten then in 4th they are support units and not hth tailored ones. the dawn of chaplains was when the slany lord became a bad choice . [onlySW can have more] and a chaos lord no longer can be totally sure that he gets to charge where he wants [no demonic speed +infiltration]. the nurgle weapon. best demonic weapon there is , then why not spam it ? two LR 2 rhinos 4 chaos units and two demon weapon winged lords is the standard LR rush set up. With my World Eaters, I also use Bloodfeeder and I can honestly say I have never rolled a 1 on the DW. but you do understand that it is rather odd . Or you dont play many games with your zerkers. Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096532 Share on other sites More sharing options...
incinerator950 Posted September 1, 2009 Share Posted September 1, 2009 It's called he's blessed by the Dark Gods and the Dice Gods, or he uses rigged dice. Not to star another open flame war however, I say he's either damn good at rolling dice correctly, or damn lucky. Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096842 Share on other sites More sharing options...
minigun762 Posted September 1, 2009 Share Posted September 1, 2009 I think with Termy HQ they should be either teleporting into the enemy, Never teleport a HQ (or any other hth unit), they can't assault, then get shot/charged and die the next turn. The 1 situation I can think of it being acceptable is with a Tzeentch Lord and Combi-Plasma Terminators. Everyone deepstrikes in, and dumps some dakka down onto a MEQ squad or an MC. Then next turn you try to assault things. The +D6 shots and 4++ save give you a little extra flexibility and durability when you land. This isn't a great use, but I wouldn't say its a horrible one either. Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096849 Share on other sites More sharing options...
the jeske Posted September 1, 2009 Share Posted September 1, 2009 the question is when your deep striking a 4 or 5 man termi unit with combi plasma , does it actually need a lord with a demon weapon too , considering the lord costs as much as 4 termis. Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096904 Share on other sites More sharing options...
minigun762 Posted September 1, 2009 Share Posted September 1, 2009 the question is when your deep striking a 4 or 5 man termi unit with combi plasma , does it actually need a lord with a demon weapon too , considering the lord costs as much as 4 termis. Nope it doesn't. But if you're heart's set on fielding a deepstriking Terminator HQ, thats the best I could come up with on how to use him. Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2096961 Share on other sites More sharing options...
Mutt-Man! Posted September 1, 2009 Share Posted September 1, 2009 Building the army more traditionally is based on relying on your bulk to protect your expensive HQ. Instead of paying for 4 wounds that can be shot up long before the HQ reaches the lines you can add as many wounds to the HQ, and then change units mid-game to keep it alive. I used to rely on princes until everyone kept shooting it down at every chance they got. I now run a winged lord inside a unit of 15 raptors with the mark and daemon weapon of slaanesh. Don't tell corpse that I play marines again, since he said he wouldn't come back in this thread. ;) Link to comment https://bolterandchainsword.com/topic/177194-hq-daemon-weapons/page/2/#findComment-2097176 Share on other sites More sharing options...
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