Switch Theme:

1750 Competitive(?) Shooty Daemons  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Sneaky Chameleon Skink



Los Angeles

Below is yet another attempt at a 1750 competitive Daemon list. After playtesting an Epi list, it just can't do enough against anything mobile and with the new AP1/2 rules for FNP, it loses some key durability. So, from my in game experiences and reading other battle reports/articles/discussions, I think a shooty daemon army is much more viable.

HQ: 333
Fateweaver

TROOPS: 695
(2x) Horrors x 10
Icon/bolt

(3x) Horrors x 5
bolt

FAST: 240
(2x) Fleshounds x 8

HEAVY: 480
Daemon Prince
Mark of Tz/bolt/Gaze

(2x) Soulgrinder
Phlegm

7 bolts, 2 that hit on 2+, 2 large blasts, reroll bubble, possible 105 warpfire shots. Main tactic is to use my big horror squads with Fateweaver and DP, keep them in reroll bubble and blast away. Grinders are anti-horde and some counter assault. Hounds are there to counter assault or rush out and tie up enemies that can out shoot me. I have 3 drop variants in mind, depending on my opponent.

Balance drop would be: A - Horrors 10A/Horrors 5A/Horrors 5B/Soulgrinder 1/Hounds 1/Fateweaver and B would be Horrors 10B/Horrors 5C/Hounds 2/Grinder 2/DP. While I prefer A, both can function alone until the others come in. And while B is one less unit, it has a bit more counter assault elements waiting than A with the DP.

Shooty drop (for say Daemon bomb chaos , weird deployment mission, or any army where I have a numerical advantage for one turn or so) would be: A - Horrors 10A/Horrors 5A/B/C, /Grinder 1, Fateweaver. B: Horrors 10B/DP/Hounds 1/2, Soulgrinder 2. If A comes in (which I am gambling will), I can hopefully pump out enough shots to cripple what's on the table before reserves come in. If B comes in cause dice hate me, I am ready to charge into combat the second turn and with limited forces on the table, my dogs will hopefully have survived to tie things up.

Assault drop (for the rare time I might want most of my shooty to come in off reserves, like against a fast army that has spread itself out so I can isolate certain parts and take them out) A - Fleshhounds 1+2/Soulgrinder 1+2/DP/Horrors 10A. B - Horrors 10B/Horrors 5A+B+C/Fateweaver

Any thoughts? More counter assault? More horrors? Less? Add/drop another unit for better symmetry? I am pretty happy with the list (need to see how it does though), but any thoughts on make up or tactics is appreciated.

Never attribute to malice which can rightly be explained by stupidity.


Tecate Light: When you want the taste of water but the calories of beer.  
   
 
Forum Index » 40K Army Lists
Go to: