Well with three warp armies drawn up, maybe it is time to make another. I’ll work with Slaanesh this time. Well a pure force will be fast and frail since these demons are all initiative 5 and mostly toughness 3 or 4 at best. I’ll go with numbers this time as a swarm of either androgynous or hermaphroditic creatures seems like the most fun to try and build.
Well the ever popular HQ choice is first. A Keeper of Secrets is not a bad option. It is big, fast, descent strength and has a descent amount of attacks and wounds. However, I think I’ll go with the humble Herald. I’ll skip on the Masque, since I’m not a fan of the model or anything else about it. A regular old herald will do. Then I’ll add transfixing gaze, which will pull an attack off from someone in base contact. Then throw in unholy might to bring it up to strength 4. That will help a tiny bit as wound on 4+ vs. Marines is always better than 5+. Well we have a HQ with rending, strength 4, aura of acquiesce (offensive and defensive grenades) and fleet. That doesn’t seem that great. Well looky there, a chariot. That will add +2 attacks, +1 toughness, +3 wounds, a 4+ armor save, lose Independent, gain cavalry, furious charge and only for +15 points. Holy crap! That is a nice upgrade and really cheap. This pumps this guy to WS 5, BS 3, strength and toughness 4, wounds of 5, attacks of 6, initiative 7, leadership 10, and a 4+/5++ save. Let’s take two of these for the HQ.
Now that leaves me 1330 points left to build a force. Hooray for troops! So, I need Demonettes and lots of them. A squad of 10 with transfixing gaze on one of them is 145 points. A couple of those are good. I like a couple of icons and so I’ll repeat the previous squads just with icons for around 170 points per squad. That leaves 700 points in the till.
I’ll jump out of troops to grab some elites. A few Fiends seem like a good choice. Two squads at three strong seem like a good starting place. Fiends have soporific musk (hit and run), rending, are strength 5, toughness 4, with attacks and initiative of 5 and 2 wounds each. These will have to help bat clean-up or be the guys opening transports. One of these can be upgraded with unholy might, so let’s make sure and do that. Strength 6 can really help with all facets of close combat. The number of attacks should help with getting a tiny few rending rolls. Not having aura might hurt when it comes to terrain fights, but that is the way it is. Now with two squads of three and an upgrade totaling 100 points each, that leaves 500 points.
Well if two Heralds are good, then why not add two more. I’ll run four heralds. That eats some more points and gives me two more roving threats. Still 330 points left. Well some more Demonettes can’t hurt. This is supposed to be a big numbers list. I’ll add two more squads of five with a gaze upgrade in each. Still 180 points left to use.
Wait, back to Heralds. They can have Demonic Gaze. This is a 24” S5 AP3 assault 3 shooting attack. I like that. It gives me a nice pre-charge attack and Marines hate AP 3 or lower. I’ll add this to all the Heralds for +15 points each. Sure they are only BS 3, but with it being assault 3 it can only help the chances of it hitting. That gives me 120 points left.
That gives me a chance to add four more Fiends with those 120 points. Sure one won’t have strength 6, but big deal. I’ll take the extra body for this squad.
HQ- Herald, unholy might, chariot, transfixing gaze, demonic gaze
HQ- Herald, unholy might, chariot, transfixing gaze, demonic gaze
HQ- Herald, unholy might, chariot, transfixing gaze, demonic gaze
HQ- Herald, unholy might, chariot, transfixing gaze, demonic gaze
ELITE- Fiends x3, unholy might
ELITE- Fiends x3, unholy might
ELITE- Fiends x4
TROOP- Demonettes x5
TROOP- Demonettes x5
TROOP- Demonettes x10, icon, transfixing gaze
TROOP- Demonettes x10, icon, transfixing gaze
TROOP- Demonettes x10, transfixing gaze
TROOP- Demonettes x10, transfixing gaze
Well this has a nice horde feel to it. I like the idea of the entire army being initiative 5 or higher. The fact there are assault and defensive grenades on almost everything is great. Having army wide fleet and rending (mixed with multiple attacks) is also helpful. However, the majority of the force being toughness and strength 3 is worrying. Heck the best toughness in this force is 4. However, that is on multi-wound models with Eternal Warrior, so I can accept that.
Then there is the modeling aspect. I hate the Demonette and Fiend models. I think this might make a great “counts as” army. I think a wych cult gone drug crazy could be fun. The Fiends could be big warp beasts. The Demonettes are crazed wyches and the Heralds could be riding beasts, on supped-up jet bikes or go chariots ala Ben Hur.
Then there is the Hemonculus Coven idea. The Fiends are Grotesques. The Demonettes are Wracks. Both these units have been pumped full of super crazy fast combat drugs to justify the abilities and such. The Hemonculi could be riding modified Venoms, or better yet being carried on a freakish flesh constructed palanquin.
Would this be an effective army? Probably not, but it would be very fast, frail and have the potential for a lot of damage if your rending rolls are hot. It would be fun to convert that is for sure.
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