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Made in es
Regular Dakkanaut




Well what do you guys think of the list


Bloodthister, bloodlord blessing, chaos instruments = 260
Skulltaker on juger = 175
the mask = 100

10 bloodleters = 160
6 horrors, tzeentz bolt, changeling = 117
6 horrors, tzeentz bolt = 112
6 horrors, tzeentz bolt = 112
9 plaguebearers/icon = 160
6 nurglings = 78

3 flamers 105
3 khorne bloodkrushers = 120

DP,tzeentz mark, master, chaos gaze, tzeentz bolt = 170
DP, tzeentz mark, master, chaos gaze, tzeentz bolt = 170
Soul Grinder, phlegm = 160

First wave should be:
plague marines, bloodthister, soul grinder, 2x demon princes, 2x horrors

Second wave:
skulltaker, the mask, 10 bloodleters, 1x horror, 3 flamers. blood krushers.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


I don't think the masque really adds anything to your army that you *really* need. I'm assuming you're including her to move units out of cover? That's not a bad idea but the Masque is not an IC and the Pavane requires LOS to use, so she's a really easy target if the enemy decides to blow her away.

Also, your two forces (cohorts) are very unbalanced. What happens if your non-favored cohort comes in first?

I think you'd be better off dropping the Masque and the Nurglings and taking another Plaguebearer unit with Icon and splitting them between the two cohorts.




I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in es
Regular Dakkanaut




Yes maybe thats true, the idea on the mask was either move units out of cover, of heavy weapons unit back out of their LoS so the cant fire.

how would you horganice the 2 cohorts?

Do you think the horrors are ok in 3 6 man unit or should I make 2 9 man units?

on the other hand every one says DP are great without flight and firing twice a turn, but is it really worth 170 points to fire 3 S5 AP3 shoots and one S8 Ap 1 shoot a turn? i find them kinda expensive for what they do

This message was edited 2 times. Last update was at 2008/05/15 14:29:42


 
   
Made in us
Regular Dakkanaut




kaintxu wrote:...on the other hand every one says DP are great without flight and firing twice a turn, but is it really worth 170 points to fire 3 S5 AP3 shoots and one S8 Ap 1 shoot a turn? i find them kinda expensive for what they do


It is really nice to have a STR 8 AP1 weapon hit on 2s when you need it to pound on a vehicle. Against troops, especially MEQ, the 3 STR 5 AP3 plus 1 STR8 AP1 hitting on 2s should soften any unit up enough to allow the DP to seriously cripple any unit he intends to assault that turn. If my math is right, that should equate to 6 dead MEQ in that turn only. Like anything in the book, the 2nd shooting attack creates options and provides a secondary supporting role for the DPs. It also provides some much needed AP that is only available to a limited number of units in the army.

If you want to keep The Masque, you may be better suited dropping the Bolt and Master of Sorcery from the DPs and change the Nurglings to 10 Daemonettes with an Icon. This way you could attach her to the unit, drop her in your first wave to start her work and still have a second Icon available in the plaguebearers should you get your 2nd cohort on turn 1. Daemonettes are not the toughest opponents, but you can use them for a while as a shield while you manipulate you opponents units. At 10 strong plus The Masque, the unit has some decent offense as well with 45 rending attacks on a charge (minus casualties suffered from the previous round of enemy shooting).
   
 
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