EricBasser Posted March 16, 2013 Share Posted March 16, 2013 I figured I would start this after the Horrors thread. So let's hear everyone's ideas. They can't be that bad now. Once I write up how I will try running them, I'll post it up. Link to comment https://bolterandchainsword.com/topic/272851-screamers-and-how-to-run-them/ Share on other sites More sharing options...
Smurfalypse Posted March 16, 2013 Share Posted March 16, 2013 I usually start them on the board so that I am assured a turn two charge. Usually move up first turn and second turn I will turbo boost to an edge of the map so that only part of his army will be able to shoot at them, also if I have any buffing psychic powers at this point I will cast it at them because they will draw fire. Works out well usually, very rarely to they get wiped. Link to comment https://bolterandchainsword.com/topic/272851-screamers-and-how-to-run-them/#findComment-3329140 Share on other sites More sharing options...
Sixestohit Posted March 16, 2013 Share Posted March 16, 2013 I'm looking at running all nine of mine with a herald on a disc sometime. I think adding the primaris divination to them and possibly giving him an ap2 staff could make a fairly decent unit. Other than that they'll probably run harassment and just troll boost around getting a good save and generally being annoying. With the 3 str4 attacks on their profile I think I'll be avoiding combat all together and just using slash attacks unless absolutely needed. James. Link to comment https://bolterandchainsword.com/topic/272851-screamers-and-how-to-run-them/#findComment-3329161 Share on other sites More sharing options...
EricBasser Posted March 16, 2013 Author Share Posted March 16, 2013 I think Screamers still add a decent Anti-Tank to Daemons. They aren't the Anti-TEQ that they once were. They are still a good unit, just not over the top. Things I like about Screamers. Turbo-Boosting and Slashing Attacks. These two can put the hurt on a lot of units, and even AV10 vehicles. Units with 5-6+ saves will feel the most hurt. And it gives a nice threat range and cover save to the Screamers. Lamprey's Bite. While not as powerful as before, it still is useful. Against tanks and rear armor, enough of attacks will destroy their target. Against infantry, I could see a mixture of regular attacks and a couple of Screamers using their Lamprey's Bite to secure a good combat result. I think that there are a couple of way to run them. First is just the Screamers. I believe a unit size of 6-9 are best. Not too many upgrades here to talk about here. They are probably better to run in with Fiends of Slaanesh. A unit of Fiends and Screamers working together will be good against TEQ. Drop Int, rend, and get Lamprey's Bite before any power weapons. The second is adding a Herald on Disc to the Screamers. Adding Mastery Level 1-2, Divination required, and a Lesser and Greater Reward. Taking Ether Blades in each reward. Then making the unit re-roll attacks and the Herald acting like the WD Screamers with more than one attack at AP 2. This unit will focus mainly on assaults. The last one is more of a Deathstar unit. Bump the Herald up to ML3. Then take another ML3 Herald on Disc and Exalted Reward. Switch with Grimiore of True Names. Hope to get the Forewarning and Misfortune powers with either herald, and you have a hard hitting unit. Albeit, with a single attack each, but you're getting a unit that has a 2++ that re-roll 1s, re-roll to hits, and forces enemy successful saves to re-roll. The last one was me just going crazy with combinations. I think adding the Grimiore to anything with forewarning will work just as well. And any failed part of the combination will make that large point sink unit not as good. More than likely, I'm going to be running the second unit composition. I like the idea of a Herald running with Screamers. And, in a primary detachment, there's no reason besides a Flying Circus not to take Heralds. 4/1 HQ slot is good. Link to comment https://bolterandchainsword.com/topic/272851-screamers-and-how-to-run-them/#findComment-3329177 Share on other sites More sharing options...
Sixestohit Posted March 16, 2013 Share Posted March 16, 2013 Oh and it's worth pointing out I think, they're a hell of a scoring unit in the scouring! James. Link to comment https://bolterandchainsword.com/topic/272851-screamers-and-how-to-run-them/#findComment-3329204 Share on other sites More sharing options...
dRewsus Posted March 30, 2013 Share Posted March 30, 2013 but you're getting a unit that has a 2++ that re-roll 1s How? Only Fateweaver can get 2++ with the Grimoire of True Names. Everyone else is 5++ and 3++ with GoTN. Unless you are talking about also getting +1 on the Warp Storm table which is not something to rely on at all. Link to comment https://bolterandchainsword.com/topic/272851-screamers-and-how-to-run-them/#findComment-3339095 Share on other sites More sharing options...
Black_Crusader Posted March 30, 2013 Share Posted March 30, 2013 Forewarning power gives you 4++ and it is not that hard to get on a lvl 3 psyker. You can also get a 2+ cover save with reroll if you manage to get invisibility somehow (and without the need of the grimoire) which can be really strong. I have seen someone run 9 screamers infront of an imperial guard tank battleline. Really devastating results. Link to comment https://bolterandchainsword.com/topic/272851-screamers-and-how-to-run-them/#findComment-3339132 Share on other sites More sharing options...
dRewsus Posted March 30, 2013 Share Posted March 30, 2013 Forewarning power gives you 4++ and it is not that hard to get on a lvl 3 psyker. You can also get a 2+ cover save with reroll if you manage to get invisibility somehow (and without the need of the grimoire) which can be really strong. I have seen someone run 9 screamers infront of an imperial guard tank battleline. Really devastating results. Awesome, these are true. Thank you for the quick response. Link to comment https://bolterandchainsword.com/topic/272851-screamers-and-how-to-run-them/#findComment-3339168 Share on other sites More sharing options...
EricBasser Posted March 31, 2013 Author Share Posted March 31, 2013 Yeah. With two ML3 heralds, it shouldn't be too hard to get. 4++ from the powers, grimiore makes it 2++. Next game I get in I'm going to try this. Link to comment https://bolterandchainsword.com/topic/272851-screamers-and-how-to-run-them/#findComment-3339288 Share on other sites More sharing options...
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