Louzi Posted October 1, 2016 Share Posted October 1, 2016 Hi, I watched the video on youtube Terry Pike vs. Robert Sedgeman on The Warlords. I am looking for a possibility to make a list with Archaon and Varanguard for a while and Terry Pike list inspired me. So he played (as I understand) this: - 6 Stormfiends - Sayl - 3x 10 Plaguebearers - 2 Warp Lightning Cannons - GUO - Kairos Sooooo... I thought I copy this with a little bit configurations: - 6 Varanguard (for the 6 Stormfiends) - Sayl - 3x 10 Plaguebearers - 1 Deathshrieker (for the 2 Warp Lightning Cannons) - Archaon (for GUO and Kairos) Do you think that can work? Well, I know that I wont make use of Archaon's Generals ability. But Terry Pike was rly sucessful. 6 Stormfiends might be more powerful than 6 Varanguard. And 1 Deathshrieker isnt as good as 2 Warp Lightning Cannons. But I get Archaon and he is much more powerful than GUO + Kairos?!? What do you think? Link to comment Share on other sites More sharing options...
Arkiham Posted October 1, 2016 Share Posted October 1, 2016 Karios wasnt played for his spells or anything like that. He was played for sayls spell, as of the Lord of changes ability (karios as well) to alter the dice of spell casting so the lowest matches the highest and karios' ability to know all the spells of wizards within 18" allowing a much easier casting attempt. He was also used to pretty much guarantee the initiative order for a turn. Allowing his stormfiends to pretty much kill anything. The lightning cannons are for mortal wounds allowing you to kill a target easily. It's a nice idea but a lot less effective. Link to comment Share on other sites More sharing options...
Terry Pike Posted October 3, 2016 Share Posted October 3, 2016 The use of Kairos in my list was for easier and longer range casting. The longer range being that Kairos and Sayl can be further apart allowing the spell to cast from either giving you a nice bubble to cast from. The main reason for him in the list was the use of his changing the dice roll ability to almost guarantee the double turn once you were committed with the Stormfiends. The pair of Warp Lightning Cannons were also very key to the effectiveness of the list as while they focused all their efforts on the Stormfiends they cannons could move up and snipe of characters or cause large shock tests on units trying to get at the Stormfiends. I think if you are going to take Archaon its worth taking the characters that buff him (double pile in, more attacks, easier wound rolls etc). Also bear in mind my list suffers under the current "Horde" meta and struggles against the Skryre pop up and win list. Link to comment Share on other sites More sharing options...
Louzi Posted October 3, 2016 Author Share Posted October 3, 2016 Thx for the comments! Well, in that case in need another plan. It is so damn hard to make a list with Archaon and Varanguard...I just dont understand GW. They make such beautiful models that are nearly impossible to play... I took your comments and created this: Leaders Archaon (700) Harbinger of Decay (140) Lord Of Slaanesh On Daemonic Mount (140) Orghotts Daemonspew (260)Units Varanguard x 3 (360) Chaos Warriors x 10 (180) - Hand Weapon & Shield Plaguebearers Of Nurgle x 10 (100) Plaguebearers Of Nurgle x 10 (100)BehemothsWar MachinesBatallionsTotal: 1980/2000 What do you think? Link to comment Share on other sites More sharing options...
TheFrenchBaron Posted October 3, 2016 Share Posted October 3, 2016 How about: Leaders Archaon Harbinger of Decay Lord Of Slaanesh On Daemonic Mount Lord of Khorne on Juggernaut Units Varanguard x3 Plaguebearers x20 Plaguebearers x 20 Plaguebearers x10 Total: 1980 I think the Jugger Lord is ace for Archaon because it increases the chances of the remove from play ability on the slayer of kings. The change from warriors to plauebearers is just for more bodies and to get some use out of the cloud of flies ability. Link to comment Share on other sites More sharing options...
Tasman Posted October 24, 2016 Share Posted October 24, 2016 Bloab is also a nice substitution here. Even without a command ability, that spell adds mortal wounds and the -1 to hit is also a nice bonus. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.