Thanks guys.
Prince of Spires wrote:
It's an interesting list. That's a lot of solid drops for a 1500pts (+ reinforcements) list. The shooting with the skillcannon and the hellcannon is nasty if you're facing any single models. Not really any weak parts to pick on. It might be a bit on the slow side, but not more so then your usual demon lists. And the number of drops you have should compensate for that.
Daemons do MSU very well because issues like Panic and Break tests worry them less than most armies. Some of the most competitive lists at the ETC's for example have been MSU. The slight issue here is that I'm not maxing out on Beasts and Drones, arguably necessary to provide the punch otherwise supplied by fighting characters. But as mentioned, the extra shooting gives things a slightly different slant. While the list retains some combat strength there would be more times where defending would pay off.
RE.Lee wrote:
Two metal Heralds sound fun, I've always liked that lore
Prince of Spires wrote:
Why dual metal on the mages?
Typically, an army wants access to most spells from at least one Lore. If you have four for example, that gives you a 90% chance of bowling any specific spell. A level 4 wizard gives you this and +4 to casting and dispelling of course. For Daemons, that Level 4 has to be an expensive Monster, not easily compatible with the MSU ethos. A common answer is to field all-Horror Core, usually 4 units of 10. The Lore of Tzeentch (while powerful) is a little inflexible though and Horrors only dispel at +1. Several Hero picks can be wizards but only Tzeentch can upgrade to level 2, with the +2 to dispel and of course spell volume that brings. Their choices are Tzeentch Lore (which the Horrors have covered) or Metal. This is especially good because many Daemon units cap out at S4 and need help tackling armour. It's also a flexible Lore of course, with buffs, nukes etc.. If the foe fails to bring armour, Nurgle troops have a slew of Poison.
Prince of Spires wrote:
Question remains how much you're allowed to change stuff like character equipment when escalating to higher points. And what you would like to end up with as a 2500pts list. At the moment I'm working off the assumption you're aiming for the 2500pts list from your last tourney. But assuming that you are allowed to change stuff around on characters as much as you want and that you are indeed going for that 2500pts list then I think this is a solid army. And actually surprisingly allround, combined arms for only 1900pts. Good shooting, nice combat and some decent magic.
I'm assuming that magic levels, gifts etc can be added to characters in succeeding lists Rod but not taken away. I'm also assuming that Lores have to remain the same. As said, the issue with the MSU list is combat. That can be addressed at higher points but I probably don't have the models to do so in MSU style. In contrast, the first list I posted can be cleanly boosted until it resembles the armies I've brought up til now. But that comes with two downsides MSU doesn't have, the vulnerability of the Monster Lord and over-reliance on Infantry/Locus combos. What to do?
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