Daimyo52 wrote:Herald of Khorne.......... Hide / Fury 95pts
8 PB........................120pts
7 PB........................105pts
7 PB........................105pts
10 Flesh Hounds.........160pts
6 Fiends........ Might 190pts
6 Fiends........ Might 190pts
5 Crushers..... Fury 210pts
DP...Flight / HIde / Instrument 170pts
DP...Flight / HIde / Instrument 170pts
total 1500pts
comments appreciated
Minimum
HQ, though the idea sounds nice the the choice of a Khorne herald on foot confuses me. He'll be wasted joining the PB's as they shouldn't ever see combat. If he is going to strike out on his own the consider the chariot option cause it'll give him more wounds than a GD or
DP. Along with the hide save it makes him great.
PB troops - awesome at 2 things, holding objectives and scaring wraithlords. Don't expect them to do anything else. It may take 5 turns for a tactical sqaud to kill them but you'll do very little back in return. The only time these become combat potent is in the tallyman list.
Fleshhounds - kill these with fire. Every other choice in the slot works out better. even the much maligned Screamers. They are one of the best units in fantasy but with no PW and only one model able to get rending they cover no bases in a force. You are already taking fiends and Winged DP's which can redeploy after dodgy deepstrikes and both have other advantages over the hounds. The points can be spent better.
FIends - Good choice. The biggest mistake people make is to take small units of these. Rending only goes so far but with 36 attacks on the charge you can do a decent amount of damage. Remember to hit & run at the right time.
Crushers - My 2nd favorite. You may need to consider taking the other two upgrades for the unit. The ability to play the wound allocation game makes them very nasty, and they become a very safe place to have an icon in the army.
DP's - Get rid of the instruments. If you need one to win the combat with a
DP then somethings gone wrong. These guys need Might like no tomorrow. Wounding on 3's against marines just doesn't cut it.
Overall you have even less anti-tank than a daemon force normally does.
The only things in you army than can hurt a Land Raider are the DP's (ignoring lucky 6's to glace from the fiends) even then 2d6 + 5 will only do the job if it's sat still the previous turn. This is another reason to take Might on them.
If you are set on using heralds then maybe try a Chariot Tzeentch Herald with Bolt & Master of Sorcery. 4 good anti
MEQ shots that also have decent speed to get in rear armor with S8 AP1 can work really well.
Though at the moment you haven't got the elite slot for it i'd like to introduce my favorite Daemon unit. Something that strike fear into any player.
A Flamerbomb
3 Flamers 105pts
Very simply an artillery strike. You deep strike bravely into the face of the enemy and with a little luck do hideous damage. Taking more than 3 wastes them as not all can be positioned to use breath of chaos in the first round. This is all I expect them to live for as most opponents make killing them a priority moments later.
The first time you drop 2" from a sternguard unit , hit them 24 times and wipe them out feels great.
Normally i'll target a point about 4" from their target. In nearly 28 months of playing like this I have only lost them through mishap twice.
When you wish upon a star, your dreams can come true.
Unless it's a meteorite falling to Earth, which will destroy all life, then you're pretty much hosed no matter what you wish for.
Unless it's death by meteorite.