Yeah, yeah - I'm 6th month's late on this..
I didn't like the concept when it first hit.
Felt it was
a) too time consuming
b) not smashy enough (I like to smash - that's what she said! self-snowmobile whoot!)
However - I have a heavily comped tournament (only a 40+ player one day bad boy to be fair...) coming up and I am trying to create competitive lists within its constraints.
As explored the other day, this rules out new Necrons (which I love), new Harlies (love - too new) and several other highly competitive builds (Nids for example).
I tried a Demon Summoning list last night at Sons of War. Had a great game vs CentStar - wracked up 18-10 on Maelstrom (it uses Maelstrom Missions only)..
After a little tweaking after thoughts, the list is:
Lord of Change - Lvl 3, 2 Greater Rewards
2 Heralds of Tz, Disc, Lvl 3, 1 Exalted
3 x 10 Tz Horrors
2 x 3 Nurglings
2 Demon Prince of Tz, Lvl 3, Wings, Armour (one with 2 Greater, one with 1 Greater/1 Exalted
The idea is to grab sacrifice on the Nurglings first turn and get another couple of Heralds for the Council.
Comp is max 2 of the same unit (outside troops/inc. however transports e.g. max 2 wave serpents) and max 15 power dice to be generated per turn... so no 4 heralds or 3 Tz Princes
In testing - I focus on Sacrifice to generate another pair of Heralds on Discs.
These can turbo boost the turn they come in which means I have a great shot at maximising Maelstrom points and of course can join them to the Screamer Council in subsequent turns.
it also gives me a shot at grabbing any of the powers I don't get during the pre-game roll off for Psychic powers.
For example, I did NOT get Cursed Earth at the start of the game, but I did when I got my 3rd summoned Herald in turn 2...
I didn't actually use it...
I used the Nurgling Swarms in the first turn to put a wound onto in order to generate a Herald.
I of course stacked a load of dice on 4++ Divination power and talked this up as the "BIG" power to be getting off each turn to protect the council.
Of course it is... BUT, with Cursed Earth and Grimoire it's quite nice anyway..
it should be noted that another element of the comp is the limit to 2++ rerollable saves. They become the 2++/4++ reroll that is used by several tournaments. So actually, 3++/3++ is not all that bad...if I fail to get the 4++ or it gets stopped.
I only used "Summoning" three times and was stopped on one occasion - GK Cent Star has plenty of power dice too...
I did however, find summoning Screamers to be useful for the objective claiming/denial I mentioned with the Heralds. Their turbo boost can be wonderful to get to objectives.
They did give up a point once when my opponent drew the "Blood and Guts" card, gaining a point from killing a unit in CC.
I was very impressed with the board control, speed, objective claiming/denial and survivability of the list.
I was not impressed with the killing power. I found Flickering Fire to be..frankly, wank. Granted, I had mainly Dreadknights and Invisible CentStar to deal with ...so I just felt like killing stuff was fruitless - just put my units at risk and what not. I did kill his Strike Squads for easy "kill a psyker"/"kill a unit" points ... And I thought I could tie up the CentStar with the Screamer star of just summoned crap for a turn and pump all my denial dice into Gate. That'd keep them locked down and inactive...
As it was - I liked the way the Summoning/Mobile Demons worked for this game... I do wonder if I needed the fliers, but they were useful for Vector Strikes on Dreadknights and for drawing fire from the CentStar - he took two turns (over the game) to kill a Demon Prince ...
So thoughts please on Summoning Mobile Demons for a Maelstrom only tournament?
Think it's probably a really good shout, but damn...it needs some painting!!