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7 hours ago, Toldavf said:

isn't it more of a case of the more laws you have access to? Chaos marines with allied deamons can have access to 4 at least 

 

Spell volume is nice and all but many of them are buffs and most of the actual damaging spells have conditions on them. My take on TSons is death via spells(MWs). Because aside from spells what else is there? Lots of dmg 1 guns which doesnt feel great in the premier caster faction.

To that end ive been looking to include some daemons. Another question: is there any drawbacks to using an auxiliary detachment for just a big bird?

The only real drawbacks I can see are the cost in command points and in points spent not gaining cabal points, but I don't have the daemon codex so there may be some other bonuses in there that are blocked by being an auxiliary detachment (knights have lost various rules when taken as an auxiliary at various points.)

Games Workshop forced our primary damage method into being MW's from spells, then only gave us:

  • 1 power that causes them without condition - Doombolt
  • 2 powers that cause them semi reliably  - Firestorm + Gaze of Hate
  • 3 that have huge caveats/luck to cause MW's - Dark Blessing + Baleful Devolution+ Psychc Stalk.

With 6 dubious damage spells, you have to rely on SoT shooting, and then buffing that. 

In terms of dishing out damage via mortals, thankfully new, free cabal points let us do more. Smite is bread and butter, but you're looking at Doombolt, then a doombolt recast through CaP. Firestorm is reliable if you are casting more than 6 smites, or want to snipe characters. Smite is the winner for me for the potential to get a super smite on a natural 10 on the dice. If you can attempt 5 smites, you can automatically super smite on your 6th try with cabal points also (10+1). 

In terms of just blasting stuff, smite and doombolt are winners. For targeting specific stuff, Firestorm and Gaze followed by malevolent charge are good, but you need to accept that you might not get any - you really need the scroll for firestorm (or be ahriman), in my opinion. 

Astral blast is worthy of mention, however the short range cripples it - you need to be danger close, or using imbued manifestation on it each turn, which then means you can't malevolent charge something unless you take arrogance of Aeons. 

I'm also a fan of Fires of the Abyss to try and plink the last wound off something in the command phase you failed to mill in melee last turn, or an additional phase of damage vs c'tan, ghazkull etc. 

 

On the OP - LoC's were more blasty than Magnus last version I think - in the new dex they'll probably be even better, so plenty of scope to add a LoC to the mix - I think someone said a LoC + 2x blue horrors would fit into 500 for a 2k list. 

Edited by Xenith
18 hours ago, Xenith said:

On the OP - LoC's were more blasty than Magnus last version I think - in the new dex they'll probably be even better, so plenty of scope to add a LoC to the mix - I think someone said a LoC + 2x blue horrors would fit into 500 for a 2k list. 

All good points. Didnt know about the 5 smite thing.

So far what ive seen people trying is a Fateskimmer + 3x5 Flamers in a vanguard or take an auxiliary for a single LoC or Kairos. The LoC can be a CP battery potentially. Also its 25% of PL, not points so there is room for manipulation

Also what is 'recast through CaP'? I cant find any references to that

Edited by Malakithe

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