Wind Whistler Posted June 29, 2023 Share Posted June 29, 2023 (edited) So I’m wondering what everyone thinks about triple skull lords in this new edition? Just spitballing I came up with something like of this: Abaddon + 5 Terminators (Mark of Nurgle for Dark Obscuration) - 475 pts Lord of Skulls x 3 - 1260 pts Warpsmith x 3 - 210 pts Total 1945 pts You can throw in a cultist mob if you want or the enhancement(s) of your choice. Warpsmiths hide out next to the Lords to get Lone Operative and buff them to hitting on 2+ with a little healing on the side. Abaddon can give rerolls or just buff their invul saves to 4++. I would actually love it for my opponent to close with the lords because if I could pull off a successful Eternal Hate stratagem on a Lord of Skulls I could die happy. This looks gross to me. Is there some glaring weakness I’m missing? Edited June 29, 2023 by Wind Whistler Typo Link to comment https://bolterandchainsword.com/topic/379320-viability-of-triple-lord-of-skulls-army-in-10th/ Share on other sites More sharing options...
danodan123 Posted June 29, 2023 Share Posted June 29, 2023 Depends on who you're playing and what for I guess, that looks... quite simply a rather large pain to play against unless your opponent has a list that will counter it I guess. Link to comment https://bolterandchainsword.com/topic/379320-viability-of-triple-lord-of-skulls-army-in-10th/#findComment-5966437 Share on other sites More sharing options...
Mallios Posted June 29, 2023 Share Posted June 29, 2023 Use the cultists for sticky objectives. Run a Loss left, right, and center, and just bulldoze towards the midfield objectives. Call in Abby to their deployment zone. Wind Whistler and madlibrarian 2 Back to top Link to comment https://bolterandchainsword.com/topic/379320-viability-of-triple-lord-of-skulls-army-in-10th/#findComment-5966588 Share on other sites More sharing options...
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