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Reinforcement points and TS


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Hmm. Well the only reinforcement points I use is I started summoning the Contorted Epitome to trap Tau and Deldar. But it became very popular so I dropped the idea entirely.

 

I’ve never been a big Daemon fan aside from princes. But I would like to learn how to play Tzeentch Daemons with reserve points for my Thousand Sons, having the flexibility to summon flamers or pinks, depending on my opponent.

 

As a side note I always have a blast with Spawn. I usually take 3 or 4. People hate shooting at them and people never know what they do. I think we have the best Strat in the game for them at 1 CP too.

So, this one I have done extensively. I like rubrics and don't like goats which leads me to summoning to shore up my weaknesses. It has some pros and cons.

 

Pros:

- You can summon exactly what you need; Horrors, Flamers, Screamers, Lord of Change... its all fair game. 

- Daemons have less of a CP burden for 'Denizens'

- Splitting horrors with warp surge are ridiculously hard to kill 

- Can re-enforce after T3

 

Cons:

- You have to start off at a significant points disadvantage. This makes it harder to near impossible to Alpha Strike

- Limited DS capability relative to Daemons reserved with Denizens of the Warp 

 

 

Overall, I'd say summoning was worse off than a separate Daemons detachment,  except for Tzeentch. Tzeentch's highly survivable troops (horrors) and cheap troops (Brimstones) equip them uniquely for making forces that can survive T1 with a smaller footprint. Add that too the counter-offensive potential of smite and you make make extremely potent forces that obsorb Alpha strikes and then spring an ambush of hand picked daemonic troops.

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