Post by Jack Shrapnel on Jul 20, 2021 6:01:22 GMT -5
So turns out just putting Belakor in a regular daemons list seems to be more powerful... who knew? lol
++ Patrol Detachment -2CP (Chaos - Daemons) [32 PL, -5CP, 640pts] ++ Chaos Allegiance: Slaanesh
Rewards of Chaos (1 Relic) [-1CP]
Keeper of Secrets [12 PL, -1CP, 240pts]: Delightful Agonies (6+ FNP for slaanesh unit), Shining aegis (6+ FNP), Soulstealer (heal when kill a model), Symphony of Pain (-1 to hit debuff). Exalted Keeper of Secrets: 3. Blessing of the Dark Prince (-1 to be wounded by ranged weapons)
Keeper of Secrets [12 PL, -1CP, 240pts]: Hysterical Frenzy (slaanesh unit can fight again), Shining aegis, Symphony of Pain . Exalted Keeper of Secrets: 2. Quicksilver Reflexes (4++ invulnerable save)
Daemonettes [4 PL, 70pts]: Alluress . 9x Daemonette: 9x Piercing claws
Furies [2 PL, 45pts]: Mark of Slaanesh . 5x Fury: 5x Daemonic claws
++ Battalion Detachment 0CP (Chaos - Daemons) [58 PL, 10CP, 1,358pts] ++Chaos Allegiance: Chaos Undivided
Be'lakor [11 PL, 360pts] - Penumbral curse (-1 to wound debuff in melee), Pall of despair (3d6 beat leadership to apply either fight last, turn off auras or cannot do actions)
Great Unclean One [14 PL, -1CP, 270pts]: Bileblade, Doomsday bell, Fleshy Abundance (heal nurgle), Miasma of Pestilence (-1 to hit) . Exalted Great Unclean One: 2. Revoltingly Resilient (4+ FNP)
Lord of Change [14 PL, -1CP, 295pts]: Baleful sword, Bolt of Change (targeted smite), Exalted Lord of Change: Aura of mutability (6+ FNP that heals if passed), Gaze of Fate (reroll any dice), Incorporeal Form (takes -1 damage), Infernal Gateway,(mortal wound bomb) The Impossible Robe (3++), Warlord
Nurglings [3 PL, 66pts] 3x Nurgling Swarms: 3x Diseased claws and teeth
Nurglings [3 PL, 66pts] 3x Nurgling Swarms: 3x Diseased claws and teeth
Nurglings [3 PL, 66pts] 3x Nurgling Swarms: 3x Diseased claws and teeth
8 beasts of nurgle [10 PL, 280pts]
++ Total: [90 PL, 5CP, 1,998pts] ++
--------------------
So given Belakor has all of the god keywords, he can benefit from things like delightful agonies and hysterical frenzy from his slaanesh buddies. Lots of debuffs to enemy units between the keepers in melee and spells and Belakor's crazy good abilities. Lots of -1 to hit (belakor, a keeper, miasma).
The furies and daemonettes are action monkeys for ROD / banners etc. Nurglings are annoying objective campers. The plague drones occupy the centre with the GUO and are a pain to kill (between the banner and the doomsday bell raising them). Also in the "just doesn't die" category is the Lord of Change with 3++, -1 to wound and the exalted FNP save that heals him.
Smashy kill things is covered by the insanity of Belakor in combat along with two keeper pals that suddenly seem far less threatening now that Belakor exists (so they might not get turn one blown off the table!)
++ Patrol Detachment -2CP (Chaos - Daemons) [32 PL, -5CP, 640pts] ++ Chaos Allegiance: Slaanesh
Rewards of Chaos (1 Relic) [-1CP]
Keeper of Secrets [12 PL, -1CP, 240pts]: Delightful Agonies (6+ FNP for slaanesh unit), Shining aegis (6+ FNP), Soulstealer (heal when kill a model), Symphony of Pain (-1 to hit debuff). Exalted Keeper of Secrets: 3. Blessing of the Dark Prince (-1 to be wounded by ranged weapons)
Keeper of Secrets [12 PL, -1CP, 240pts]: Hysterical Frenzy (slaanesh unit can fight again), Shining aegis, Symphony of Pain . Exalted Keeper of Secrets: 2. Quicksilver Reflexes (4++ invulnerable save)
Daemonettes [4 PL, 70pts]: Alluress . 9x Daemonette: 9x Piercing claws
Furies [2 PL, 45pts]: Mark of Slaanesh . 5x Fury: 5x Daemonic claws
++ Battalion Detachment 0CP (Chaos - Daemons) [58 PL, 10CP, 1,358pts] ++Chaos Allegiance: Chaos Undivided
Be'lakor [11 PL, 360pts] - Penumbral curse (-1 to wound debuff in melee), Pall of despair (3d6 beat leadership to apply either fight last, turn off auras or cannot do actions)
Great Unclean One [14 PL, -1CP, 270pts]: Bileblade, Doomsday bell, Fleshy Abundance (heal nurgle), Miasma of Pestilence (-1 to hit) . Exalted Great Unclean One: 2. Revoltingly Resilient (4+ FNP)
Lord of Change [14 PL, -1CP, 295pts]: Baleful sword, Bolt of Change (targeted smite), Exalted Lord of Change: Aura of mutability (6+ FNP that heals if passed), Gaze of Fate (reroll any dice), Incorporeal Form (takes -1 damage), Infernal Gateway,(mortal wound bomb) The Impossible Robe (3++), Warlord
Nurglings [3 PL, 66pts] 3x Nurgling Swarms: 3x Diseased claws and teeth
Nurglings [3 PL, 66pts] 3x Nurgling Swarms: 3x Diseased claws and teeth
Nurglings [3 PL, 66pts] 3x Nurgling Swarms: 3x Diseased claws and teeth
8 beasts of nurgle [10 PL, 280pts]
++ Total: [90 PL, 5CP, 1,998pts] ++
--------------------
So given Belakor has all of the god keywords, he can benefit from things like delightful agonies and hysterical frenzy from his slaanesh buddies. Lots of debuffs to enemy units between the keepers in melee and spells and Belakor's crazy good abilities. Lots of -1 to hit (belakor, a keeper, miasma).
The furies and daemonettes are action monkeys for ROD / banners etc. Nurglings are annoying objective campers. The plague drones occupy the centre with the GUO and are a pain to kill (between the banner and the doomsday bell raising them). Also in the "just doesn't die" category is the Lord of Change with 3++, -1 to wound and the exalted FNP save that heals him.
Smashy kill things is covered by the insanity of Belakor in combat along with two keeper pals that suddenly seem far less threatening now that Belakor exists (so they might not get turn one blown off the table!)