Post by verminard on Sept 11, 2012 11:41:32 GMT -5
Hey guys, I have been having a devil of a time with this Tzeentch list that has been coming up at the shop lately. Its pretty much tabled everyone it fights, and my guard have been on the list on a few occasions which is starting to really get under my collar. I have a huge collection and have been playing for years so I tried a few lists all to no avail.
Here is what he brings
Fateweaver
2 units of plague bearers (five man)
2 units of 9 Screamers
2 units of 9 Flamers
2 Flying Deamon Princes of Tzeentch
So, just in case any of you haven't fought this list here is how it goes.
Fateweaver in preferred wave with the flamers and screamers coming in first turn, with the units attempting to be somewhat close to the Swooping fateweaver for the rerolls.
Flamers try to get close to a unit to drop in and breath of change, but it doesn't really matter if they do or not since they can move as jump troops on their next turn.
Screamers will turbo boost out of the DS to surround fateweaver and be in a defensive position onthe first turn, all (hopefully for the deamon about 18" away from your line)
So, this being said they need to weather a turn of fire. But, the screamers have a rerollable 4+ coversave and 5+ invuln with two wounds, making them take incredible ammounts of firepower, and they are still very deadly at only a few models. The flamers are similar, with two wounds and a 5+ save, and we all know that Fateweaver can be a ... well... pain some days.
And then the deamons get a real turn....
With 3 st5 ap2 attacks with armorbane coming off each screamer, I have yet to have anything live after an assault from these. And usually multi assault any tanks I have, or just murder a squad.
Flamers don't do much worse, with a 12" jump and around 25-30 breath of change wounds that ignore cover and armor they do a number to pretty much any squad that happens to be on the table and in 18" of them, egging you to charge them for the overwatch.
Kiranos is hit or miss at this point, taking a few tanks or sniping a character with Boon of mutation, but he is really there to follow the units for the rolls, but by the time I kill him (assuming I do) the game is usually past decided.
Now, the rest of his force is usually filler, the flying DP's go around bolting side and rear armor, and the plague bearers are there just in case he needs to touch an objective.
So, any ideas would be great. I have tried mech lists, infantry lists, and lists that have flyers and outflanking units combined yet every time these guys get the jump on me and utterly destroy my forces without breaking a sweat.
Here is what he brings
Fateweaver
2 units of plague bearers (five man)
2 units of 9 Screamers
2 units of 9 Flamers
2 Flying Deamon Princes of Tzeentch
So, just in case any of you haven't fought this list here is how it goes.
Fateweaver in preferred wave with the flamers and screamers coming in first turn, with the units attempting to be somewhat close to the Swooping fateweaver for the rerolls.
Flamers try to get close to a unit to drop in and breath of change, but it doesn't really matter if they do or not since they can move as jump troops on their next turn.
Screamers will turbo boost out of the DS to surround fateweaver and be in a defensive position onthe first turn, all (hopefully for the deamon about 18" away from your line)
So, this being said they need to weather a turn of fire. But, the screamers have a rerollable 4+ coversave and 5+ invuln with two wounds, making them take incredible ammounts of firepower, and they are still very deadly at only a few models. The flamers are similar, with two wounds and a 5+ save, and we all know that Fateweaver can be a ... well... pain some days.
And then the deamons get a real turn....
With 3 st5 ap2 attacks with armorbane coming off each screamer, I have yet to have anything live after an assault from these. And usually multi assault any tanks I have, or just murder a squad.
Flamers don't do much worse, with a 12" jump and around 25-30 breath of change wounds that ignore cover and armor they do a number to pretty much any squad that happens to be on the table and in 18" of them, egging you to charge them for the overwatch.
Kiranos is hit or miss at this point, taking a few tanks or sniping a character with Boon of mutation, but he is really there to follow the units for the rolls, but by the time I kill him (assuming I do) the game is usually past decided.
Now, the rest of his force is usually filler, the flying DP's go around bolting side and rear armor, and the plague bearers are there just in case he needs to touch an objective.
So, any ideas would be great. I have tried mech lists, infantry lists, and lists that have flyers and outflanking units combined yet every time these guys get the jump on me and utterly destroy my forces without breaking a sweat.