Ah, the RAF is no counter to that. They were killers against units, and i was thinking to the minobus.
That's a nice mass of Pegasus Knights you have there... It'd be a shame if someone cast Traitor-Kin on them
*Chaos Lord laughs at your sub-par, overpriced weapon that leaves you defenseless* Better hope that the Chaos Lord is not of the MoN + Glittering scales variety.
* Wandering Deliberations Slann smirks as the old "distract them with a Cowboy" trick works wonders and casts Searing Doom on Hortennse Lord
That's an awful lot of points there... especially in lord choices... but, very well, two can play at that game... *Hortennse Lord laughs as the pathetic magic missiles bounce off of his 3+ ward save re-rolling 1's. Meanwhile, the Daemon Prince carves up the Temple Guard and Slann unit single handedly*
There are several variants but at the heart of it, the build consists of: Talisman of Preservation or Armour of Destiny (4+ ward save) Mark of Tzeentch (improves the ward save to a 3+) Third Eye of Tzeentch (allows ward saves of 1s to be re-rolled) You then typically have a mix of mounts/items/powers to give you a 1+ armour save and the Soul Feeder for self healing. As for mount options, it usually comes down to one of the following: Disc of Tzeentch (which gives you the Fly special rule) Daemonic Mount (which grants immunity to killing blow and a bit more offense) Finally to top it off, most builds usually then include one of the following: Crown of Command (to deal with static combat resolution if going solo) Dawnstone (for the best defense that warhammer has to offer: 1+ with rr and 3++ rr1's) Lastly, a Great Weapon, because who cares about striking last when you are "unkillable". Sweet sweet Chaos goodness! The only true rival to the Daemon Prince.
Truly the 8th edition was the greatest game! (jocking. A very good game system, but these kinds of combo were detrimental to the fame of the last WHFB)
Well, if it's the build that you mention here: Then it's clearly not the MoN with Glittering Scales variety. Furthermore, I'm not defenceless - I have a 5+ Armour Save against your Chaos Lord after armour save penalties (1+ save base, -4 due to Strength 7), while you have no saves at all and are striking last due to your Great Weapon. The contributions of the Cold One and the Disc/Daemonic Mount will prove negligible as both will bounce off the other's armour/Wards, but I still think I'd have enough of an advantage in this scenario to beat your attempt at powergaming. Alternatively if your Lord was the MoN with Glittering Scales variety, he wouldn't be able to take the MoT or the Third Eye, meaning he'd have to make do with a 4+ Ward Save, he wouldn't be able to take a Disc and would be more vulnerable to Searing Doom.
In the case of the MoN version I haven't forgotten, because those two things are provided by the MoT (which cannot be taken if a model already has the MoN) and the Third Eye of Tzeentch, which can only be taken by a Tzeentchian character, respectively. Such a build is thus more vulnerable to Searing Doom because it is a lot easier to fail a 4+ Ward Save. In the case of the MoT version, he does indeed have both of those little chestnuts, but the Blade of Realities eradicates those because it disallows Ward Saves as well as armour saves. In return he either gets to use a pair of hand weapons, against which the Oldblood gets a 3+ armour save (unlikely), a Halberd which will allow him to strike first but I get a 4+ armour save, or a Great Weapon, where he'll be able to reduce my armour save to 5+ but has to strike last, giving me a chance to kill him before he can do much damage to me. Because @NIGHTBRINGER chose the latter, he is handing me the advantage of Initiative, which is not unconsiderable.