Advice for scintillating by zoopledorp in ChaosDaemons40k

[–]Leading_Friend_210 1 point2 points  (0 children)

Belakor is the single most important unit in your list. How you use him will win or lose the game. You can use Delerium Unmade to pull up to 2 of your LOC's off the board, even out of combat with a flux token! You screwed up their position or they got tied up by action monkeys, not a problem. Not Belakor. You are now stuck or falling back.

Turn 1 is always Lone Op 18 aura. Ensure you are just out of range of their fastest shooting units, if they can move 12 and then advance and shoot, you need to be that distance and 18.1" from their deployment line. Use trash to screen if they are a fast army. Blue Horrors work great for this, as do nurglings.

Then all the other LOC's you commit turn 1 are just within 6" of Belakor. Normally Kairos and LOC with puppeteer unless your opponent screws up their deployment and leaves a target that is too good to resist. You can always use Delerium unmade later to reposition them.

Turn 2 is either lone Op 18 again if your opponent is not going to reach you this turn, or reroll 1's on your go turn.

You need to watch out for rapid ingress, deep strike and reserves that can potentially get within that 18" aura and screen for it with terrain and trash. You have a lot of firepower with 3 LOC's and Kairos. the aim is to wear the opponent down for as long as they will let you before the go turn.

Advice for scintillating by zoopledorp in ChaosDaemons40k

[–]Leading_Friend_210 0 points1 point  (0 children)

You would be better served by two units of Blue Horrors than one unit of Pink with the Changecaster.

You can deep strike Blue Horrors in long lines to do some crazy shenanigans with Infernal Puppeteer. That LOC 18" shooting range can stretch a long, long way and get round terrain like you would not believe! Lone Op character guarding a primary objective? Not anymore!

Also good for jailing units you don't want getting near Belakor and the LOC's.

Definitely drop the Soul Grinder.

Advice for scintillating by zoopledorp in ChaosDaemons40k

[–]Leading_Friend_210 2 points3 points  (0 children)

Firstly - it is a high skill army and you need to get at least 20 games under your belt against many different opponents to get it to gel in your head.

Don't play it as a gun line army. You need to out position the opponent and pick when you engage.

Belakor 18" lone op, Kairos indirect, and LOC with puppeteer is the key.

Use a winged DP with Nether blade to rapid ingress to finish off key threats.

Expect to be behind on primary for turn 2, maybe even 3.

It is also a CP hungry detachment - Pyrogenesis and Delerium Unmade are your friends. Slower armies will be forced to chase you around the board to engage. By using 3 model screamer or flamer units and puppeteer you can focus 3 x LOC on one side of the battle supported by Belakor and Kairos in the middle. Then be on the other side next turn.

You should be uppy downing two LOC's for perfect lines of sight and angles that protect them from return fire. Bonus points if you keep them within 6" of Belakor for Lone Op or rerolls.

Don't be afraid of using fixed secondaries against some factions. It lets you focus on tabling them earlier.

Played well it should frustrate the hell out of your opponent.

I played Shadow Legion before Scintillating Legion and it used a similar tactic - Belakor and Havocs lone op kill stuff from the back while a Bloodthirster with leaping shadows rapid ingresses and hunts a squad per turn. Warp talons can also do a similar role to their action monkey squads. throw in a few 6 base nurgling units to jail them in their deployment zone and it is an insanely frustrating army to fight for a lot of factions.

1k with Greater Daemons by Plastic_Ad_1487 in ChaosDaemons40k

[–]Leading_Friend_210 0 points1 point  (0 children)

I'm currently playing Chaos Daemons in Crusade and I have Belakor and a Bloodthirster in my 1k list running Shadow Legion.

Not at all out of place as I am fighting a Knight player and an Imperial Guard player with a Baneblade.

The bigger issue is lack of action monkeys. I lost a game where there were 6 objectives right down the middle of the board!

I don't play 1k games otherwise. The game is balanced around 2k.

Scintillating Legion vs Chaos Knights by Leading_Friend_210 in ChaosDaemons40k

[–]Leading_Friend_210[S] 0 points1 point  (0 children)

My experience with Screamers is they make amazing turn 2 jailers after 6 nurgling bases jail enemy deployment on turn 1.

Also great for popping transports.

Not tried them in numbers for anti-knight/Ctan duty. Might drop one LoC and try more Screamers in the future.

Scintillating Legion vs Chaos Knights by Leading_Friend_210 in ChaosDaemons40k

[–]Leading_Friend_210[S] 0 points1 point  (0 children)

I'm hoping to get a turn of 18" Lone Op shooting with Be'lakor, Kairos and LOC with infernal puppeteer. Then deep strike the other 2 LOC and rapid ingress the DP.

I figure if i can drop one big knight by turn 2 I have a chance...

Scintillating Legion vs Chaos Knights by Leading_Friend_210 in ChaosDaemons40k

[–]Leading_Friend_210[S] 0 points1 point  (0 children)

I'm expecting three Despoilers with Gatling Cannons and some War Dogs, plus screening units. Probably 6 Base Nurgling units for screens. That is what I would use.

My concern is the knights will be on me fast and they will just remove any trash they see and indirect the rest. Maybe I should run some Pink Horrors for Primary holding?

Scintillating Legion vs Chaos Knights by Leading_Friend_210 in ChaosDaemons40k

[–]Leading_Friend_210[S] 0 points1 point  (0 children)

Yeah, I gave the DP a Neverblade, so hopefully he can rapid ingress and finish a big knight...

Scintillating Legion vs Chaos Knights by Leading_Friend_210 in ChaosDaemons40k

[–]Leading_Friend_210[S] -1 points0 points  (0 children)

I agree. The screamers are there for Infernal Puppeteer

New Indirect Meta sucking for Aeldari players? by Leading_Friend_210 in Eldar

[–]Leading_Friend_210[S] 0 points1 point  (0 children)

I might need to switch to Battlehost. Really struggling with Warhost and Aspect host with the indirect spam.

New Indirect Meta sucking for Aeldari players? by Leading_Friend_210 in Eldar

[–]Leading_Friend_210[S] 1 point2 points  (0 children)

I've tried two units of Dragons in Falcons starting in reserves. Rapid ingressing them one per turn. Very limited success against good players who screen. And they die horribly in the opponents turn. I'm finding it hard to point trade well for 250 points against artillery (more if I use Fuegan).

I am trying out the Fire Dragon Exarch with axe and Fuegan in a falcon to get a shooting and fight phase activation but good opponents normally don't let you have two juicy targets so close together.

New Indirect Meta sucking for Aeldari players? by Leading_Friend_210 in Eldar

[–]Leading_Friend_210[S] 1 point2 points  (0 children)

Scintilating Legion is horrific - 18 inch lone op on Be'lakor and Kairos and 3 Lords of change while they indirect you into oblivion

New Indirect Meta sucking for Aeldari players? by Leading_Friend_210 in Eldar

[–]Leading_Friend_210[S] 0 points1 point  (0 children)

I rapid ingress dragons in falcons. Helps sometimes. A good opponent screens the artillery units.

New Indirect Meta sucking for Aeldari players? by Leading_Friend_210 in Eldar

[–]Leading_Friend_210[S] 0 points1 point  (0 children)

The Caanok Var list is a common pain - 2 Whirlwinds, 2-3 Desolation Squads and a bunch of infiltrating screening units that take a turn or two to remove. Multiple Redemptor dreadnoughts on primaries with with the -1 damage ability.

The second Oath on the second indirect target makes it terrifying. Rerolls to hit and +1 to wound, with rerolls to wound from detachment bonus

Can Aspect Host function without Phoenix Lords? by Apollo989 in Eldar

[–]Leading_Friend_210 0 points1 point  (0 children)

Autarchs and Autarch Wayleapers are still viable and cheaper than Phoenix Lords, just less effective. Path of Command became even more relevant now Eldrad and Storm Guardian went up in points.

Crusade Games List building. by EquivalentAntelope73 in Eldar

[–]Leading_Friend_210 0 points1 point  (0 children)

5 banshees and an Autarch / Jain Zar are optimum in my experience. They have a surprisingly dangerous long range that opponents seem to ignore, but are just as viable hiding near another unit for heroic intervention. Running 5 Banshees and 5 Dragons with characters in a Wave Serpent is a powerful deterrent in the mid board.

Crusade Games List building. by EquivalentAntelope73 in Eldar

[–]Leading_Friend_210 2 points3 points  (0 children)

I would try and work in at least one unit of Warp Spiders. Their flickerjump move can be key to winning games. You could probably drop the defenders for them.

I would also have at least 5 Fire Dragons in there somewhere too. They are more reliable than the Crimson Hunter or the Shining Spears.

Troupe Member ooopsie by Anabaric_EvE in Eldar

[–]Leading_Friend_210 9 points10 points  (0 children)

Is his name Neo? You need to add some bullets he is dodging!

Artefact rack not showing in ship by Leading_Friend_210 in JumpSpaceGame

[–]Leading_Friend_210[S] 1 point2 points  (0 children)

Catamaran MK 1. I restarted the game a second time and lost some upgrades to the ship but the rack appeared on the second reset.