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![[Post New]](/s/i/i.gif) 2008/05/14 00:53:14
Subject: 1500 All comers Daemon list
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Skink Chief with Poisoned Javelins
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HQ:
1 Slaanesh Herald on chariot with might and gaze = 90 points (B)
1 Slaanesh Herald on chariot with might and gaze = 90 points (B)
Elite:
2 Bloodcrushers = 80 points (B)
2 Bloodcrushers = 80 points (B)
3 Flamers = 105 points (A)
Troops:
5 Horrors with bolt and changeling = 100 points (A)
5 Horrors with bolt = 95 points (A)
5 Horrors with bolt = 95 points (A)
5 Horrors with bolt = 95 points (B)
5 Horrors with bolt = 95 points (B)
5 Horrors with bolt = 95 points (B)
Heavy Support:
1 Daemon prince with mark of tzeentch, bolt and gaze = 160 points (A)
1 Daemon prince with mark of tzeentch, bolt and gaze = 160 points (A)
1 Daemon prince with mark of tzeentch, bolt and gaze = 160 points (A)
Not sure about the 5th edition monstrous creature weapons allowed to fire but if so drop gaze on both heralds to give daemon princes master of sorcery.
The horrors are small enough to be used conservatively at range or suicidally to damage key units.
If B comes instead of A, drop to a board side and attempt to cover the front with the screen of horrors.
The slaanesh heralds in chariots seem to be the best value for points in the HQ section, they also give the army the speed to engage units from very far and if using them in tandem, will be able to take on most targets.
The daemon list has excellent hth options much the same way as the nids. By focusing on the list's shortcomings (i.e. ranged) hopefully it will be better at taking on a wider variety of opponents lists.
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![[Post New]](/s/i/i.gif) 2008/05/14 01:08:39
Subject: 1500 All comers Daemon list
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Killer Klaivex
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Why not take a Herald of Tzeench for fluff purposes if nothing else? Also, maybe mix up your troops. Get some Daemonettes for CC, and fluff purposes
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This message was edited 1 time. Last update was at 2008/05/14 01:08:57
People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. |
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![[Post New]](/s/i/i.gif) 2008/05/14 07:10:58
Subject: 1500 All comers Daemon list
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Skink Chief with Poisoned Javelins
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Not sure if I can drop the heralds and still stand a chance in assault. The crushers act as goalies for the horrors and the chariots have a good charge range and can kill things in close combat.
The point is to be able to drop and shoot a section of the opponents army, having more points in other troops takes away from that ability.
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![[Post New]](/s/i/i.gif) 2008/05/15 06:36:13
Subject: 1500 All comers Daemon list
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[ADMIN]
Decrepit Dakkanaut
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I like it.
The one thing I'd change is the bloodcrushers. Your army doesn't have any icons (and you don't have any good candidates to to give any too) and as such is likely to be spread out randomly.
While the Chariot heralds have the speed to counter-assault over quite a distance, the juggers do not. I forsee you finding yourself not always able to get the juggers into the combat where you need them.
I'd suggest switching them out with either Seekers or Fiends.
You could take one unit of x2 fiends for 60 pts and x5 seekers for 85 pts. It leaves you with an extra 15 pts to spend somewhere else unless you wanted to drop out the changeling and get a 6th seeker in the unit.
This way all of your counter-charge units (heralds, seekers, fiends) all move at the same speed and should be able to engage any potential enemy threats, no matter what direction they come from.
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![[Post New]](/s/i/i.gif) 2008/05/15 13:36:36
Subject: Re:1500 All comers Daemon list
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Regular Dakkanaut
Odessa, TX
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I agree with Yakface. Unless you've already comitted to the Bloodcrushers I think I would try some Seekers/Fiends since they can take a bad scatter and still get where you want them. Plus, since you're using Slaanesh heralds anyhow it will probably look a little better fluffwise.
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This message was edited 1 time. Last update was at 2008/05/15 13:36:49
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![[Post New]](/s/i/i.gif) 2008/05/15 15:26:34
Subject: 1500 All comers Daemon list
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Regular Dakkanaut
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I am really digging on the Fiends, especially in an army that has Slaneesh HQs. As mentioned, they are faster to recover from deepstrike scatter and their speed allows them to cover a greater amount of table top than the 'crushers do (for that counter charge/goalie role). Additionally, 6 rending attacks each on a charge is excellent right now, but combine that with a STR of 5 and the fiends start to prove their worth against the lower cost Seekers. This will be especially true if the rumored rending attack rule change happens.
The Bloodcrushers are excellent models, but suffer from slow movement (ok regular movement). They do, however, have a much higher survivablity with the T5 3+/5++ statline. In the role you have described (goalie/counter charge), their slow speed could mean they won't get to where they need to be in time to fend off the opponents charge elements (especially fast movers like jump troops and fleeting Eldar).
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![[Post New]](/s/i/i.gif) 2008/05/16 01:35:42
Subject: 1500 All comers Daemon list
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Skink Chief with Poisoned Javelins
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Thanks for the suggestions,
Yep it makes more sense to swap to just the slaanesh, tzeentch theme. I have some bloodcrushers/fiends but don't have the seekers...i could get them though.
It would make more sense to have the hth options faster than the bloodcrushers especially with a mind to mitigating bad scatter on the drops.
Mixing up the fiends and seekers would be a good idea too. With the fiends having higher strength and toughness (but less overall attacks and wounds) than the seekers.
Revised list would be:
HQ:
1 Slaanesh Herald on chariot with might and gaze = 90 points (B)
1 Slaanesh Herald on chariot with might and gaze = 90 points (B)
Elite:
2 Fiends = 60 points (B)
3 Flamers = 105 points (A)
Troops:
5 Horrors with bolt = 95 points (A)
5 Horrors with bolt = 95 points (A)
5 Horrors with bolt = 95 points (A)
5 Horrors with bolt = 95 points (B)
5 Horrors with bolt = 95 points (B)
5 Horrors with bolt = 95 points (B)
Fast Attack:
6 Seekers = 102 points (B)
Heavy Support:
1 Daemon prince with mark of tzeentch, bolt and gaze = 160 points (A)
1 Daemon prince with mark of tzeentch, bolt and gaze = 160 points (A)
1 Daemon prince with mark of tzeentch, bolt and gaze = 160 points (A)
I think the (B) section of the list could easily be swapped with the (A) and dropped further back behind cover if at all possible on the first turn...this combined with the later dropping units and the charges on later turns would work well to overwhelm a lot of enemy armies.
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![[Post New]](/s/i/i.gif) 2008/05/16 02:20:23
Subject: 1500 All comers Daemon list
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[ADMIN]
Decrepit Dakkanaut
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The thing the Seekers *really* have over the fiends is the Aura of Aquiescence. The 'defensive grenade' ability that robs attackers of their charge bonus is huge.
The hit-and-run ability the Fiends have is nice, but the Aura is soooo much nicer, IMHO.
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![[Post New]](/s/i/i.gif) 2008/05/16 02:32:06
Subject: 1500 All comers Daemon list
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Skink Chief with Poisoned Javelins
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I'd agree with you yak except for the abilities taken in context. At ini 6 and with rending and so many base attacks, there wouldn't be too many units in the game ready to charge you (ok there are a couple in the eldar list) and if they were still willing (read gaunts, orks especially with the countercharge rules of 5th edition in place) then it wouldn't matter anyway. What I mean to say is that they'll just get shot off their ponies 9/10 times.
The hit and run on the fiends makes them more versatile in *your* turn when you have control. So I'm inclined to place more value in that ability than the seekers aquiescence.
All that said I think its best to include a combination of both units types than just the one in the list.
Edit: To clarify chicken women getting shot instead of charged.
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This message was edited 1 time. Last update was at 2008/05/16 02:34:34
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