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Made in us
Longtime Dakkanaut





2250 Points

Bloodthirster w/Obsidian Armor, Immortal fury, +1 str and flaming upgrade

This keeps my leadership bubble up with my blitz, and just basically struts around and is a big beast. With the Obsidian Armor I've gone for a slightly more conservative build than most like for the BT, but I don't want some doofus with a 100 point magic sword walking up and dropping Big Red. I probably wouldn't take the flame blade upgrade, except for the recent appearance of VC's and that accursed resurrection banner. Immortal fury is just mandatory.

Herald of Khorne w/Armor of Khorne, Juggernaught, BSB carrying Great Standard of Sundering

I'm magic defense light, this guy does double duty in protecting me from magic on the way in and keeping the reroll up with the blitzers. He also lends hatred to his unit, and with his 0+ armor save and ward save he's a pretty sturdy fighter in his own right, and the +1 to combat res for the BSB doesn't hurt the unit's chances in combat.

10 Pink Horrors of Tzeentch
10 Pink Horrors of Tzeentch
10 Pink Horrors of Tzeentch

This is the best I can get out of my core. The game is decided by how well the turn 2 charges go, and I can't find any other way to get the core contributing. These guys at least provide dispel dice and can take a stab at zapping tiny charge redirectors. Aside from that they hang out in the starting zone and hold quarters.

6 Flesh Hounds
6 Flesh Hounds
6 Flesh Hounds
5 Flesh Hounds + Karanak

This is the bread n butter killing power of the army. Flesh hounds are, in my estimation, just about the best thing in the book, so I'm spamming them as much as is practical. Karanak is a nod to fluff, as this is clearly a large pack which ought to have a packleader. From a fluff standpoint, he's actually the army's general, with the Bloodthirster/Herald as something along the lines of Khorne's Dog Keepers.

3 BloodCrushers

This is just a unit to ride with the Herald. It functions as a 6th Blitz element. It's slightly slower and killier than a dog unit, and more fragile to high strength shooting, so I expect it to be a bit more of a target than the dogs, but it's pretty much functionally identical.

This message was edited 1 time. Last update was at 2008/06/23 15:17:28


All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Were you looking for criticism?

It looks like a point-and-click list.

Win big, or lose big.

   
Made in us
Longtime Dakkanaut





Yeah. That's about the size of it. Is there any way I can do it better though? Any counters to my point and click that I can take precautions to avoid?

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in gb
Mighty Chosen Warrior of Chaos




Essex

if you want a more balanced force then use more than just two gods units, still i think you could make the list more interesting just by taking some bloodletters. I personally woudlnt take a bloodthirster either, they are incredibly boring to use (talking from experience here :( )

Maybe drop a couple of units of flesh hounds, take beasts of nurgle, you could take a herald of nurgle in a unit of plague bearers, maybe take two larger units of horros with heralds?

Add some flying units, be it furies or screamers, you have a hell of alot of options.

   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Trying to keep within your theme, this is what I'd do.

Gives you a little more magic, better magic defense all around, a sizable block to abuse people with the siren standard, and 2 slaaneshi heralds to move units around.

I dropped Karanak to make the points work, but you can always drop demonettes if you really want him. I wouldn't but to each his own.

2250 Pts - Daemons of Chaos Roster

1 Bloodthirster of Khorne @ 550 Pts
General; Hand Weapon; Causes Fear; Causes Terror; Daemonic; Flyer; Immune to Psychology; Large Target; Magic Resistance (2)
1 Firestorm Blade @ [25] Pts
1 Immortal Fury @ [25] Pts
1 Obsidain Armour @ [50] Pts

1 Herald of Slaanesh (Battle Standard Bearer) @ 240 Pts
Always Strikes First; Armour Piercing; Hand Weapon; Locus of Slaanesh; Level 1 Wizard; Battle Standard Bearer; Causes Fear; Daemonic; Immune to Psychology; Magic Resistance (1)
1 Siren Song @ [25] Pts
1 Great Standard of Sundering @ [50] Pts

1 Herald of Slaanesh @ 165 Pts
Always Strikes First; Armour Piercing; Hand Weapon; Locus of Slaanesh; Level 1 Wizard; Causes Fear; Daemonic; Immune to Psychology; Magic Resistance (1)
1 Siren Song @ [25] Pts

20 Daemonettes of Slaanesh @ 301 Pts
Armour Piercing; Hand Weapon; Standard Bearer Std; Daemonic Icons; Causes Fear; Daemonic; Immune to Psychology
1 Alluress @ [24] Pts
Hand Weapon
1 Siren Standard @ [25] Pts

10 Pink Horrors of Tzeentch @ 147 Pts
Flaming Attacks; Hand Weapon; Standard Bearer Std; Daemonic Icons; Causes Fear; Daemonic; Immune to Psychology
1 Icon of Sorcery @ [15] Pts

10 Pink Horrors of Tzeentch @ 147 Pts
Flaming Attacks; Hand Weapon; Standard Bearer Std; Daemonic Icons; Causes Fear; Daemonic; Immune to Psychology
1 Icon of Sorcery @ [15] Pts

5 Flesh Hounds of Khorne @ 175 Pts
Hand Weapon; Causes Fear; Daemonic; Immune to Psychology; Magic Resistance (3)

5 Flesh Hounds of Khorne @ 175 Pts
Hand Weapon; Causes Fear; Daemonic; Immune to Psychology; Magic Resistance (3)

5 Flesh Hounds of Khorne @ 175 Pts
Hand Weapon; Causes Fear; Daemonic; Immune to Psychology; Magic Resistance (3)

5 Flesh Hounds of Khorne @ 175 Pts
Hand Weapon; Causes Fear; Daemonic; Immune to Psychology; Magic Resistance (3)

Total Roster Cost: 2250

   
Made in us
Longtime Dakkanaut





Edit: Stelek responded while I read the previous response.

onlyme: Ah, I'm sorry, I mistyped. I didn't mean "better" in terms of more interesting, but rather more effective. Is there a way to get more punch into my turn 2 charge?

Stelek: An interesting twist, I hadn't considered the Slaaneshi units. They can't keep up with the dogs for the turn 2 assault, but would provide a substantial turn 3 follow up. I'll have to think on this.

This message was edited 1 time. Last update was at 2008/06/23 19:28:35


All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

I think so. Especially with slaanesh support to rip apart the battle lines and get guaranteed charges.

   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

EDITED by JFRAZ(mod)

Your original list was solid with the exception that the Blood Crushers will hurt you more than help you. Drop them and one Flesh hound from each unit and add some Furies and another Herald or Skulltaker on a Jugg. Keep it the way it is you have a solid base and great flanking units. Also add Firestorm blade to the heralds.

This message was edited 1 time. Last update was at 2008/06/24 20:41:15


 
   
Made in us
Longtime Dakkanaut





Why are you down on the Bloodcrushers? They look pretty fierce with the hatred giving 0+/5+ save BSB in there.

I'll give some thought to taking the dogs off for another hero. That's, what, 4 less dogs (could easily drop Karanak in there), which ought to be enough for another decently equipped Herald. I'm also not sure about the flame blade. 25 points seems a bit steep for what is mostly just +1 strength on someone who is already s 6. It helps with regenerating dudes, but he's already got killing blow, and how often will I meet regenerating dudes i can't hit with the thirster?

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

The Bloodcrushers have a 4+ Armor with a 5+ invuln and only 2 wounds each. with 4 models total that gives you a frontage of 200mm which is very difficult to maneuver with Fleshhounds point for point are much better than the Bloodcrusher (I know this from experience). When you loose 2 wounds in the unit you loose 4 attacks. This is just to high of a ratio to be effective in the long run.

Running the Heralds with the Flesh hounds makes more sense. They can even run on their own if you would like.
   
Made in us
Longtime Dakkanaut





I agree that Flesh Hounds are better, definitely. I'm just saying that I'm full up on Flesh Hounds, what's better for my 6th blitz elements than Crushers?

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
5th God of Chaos! (Yea'rly!)




The Great State of Texas

Mod mode on:
Negative/others, lets keep it polite here.
Mod mode off:

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
Made in ca
Regular Dakkanaut




Crushers make alot of sense with hounds. They need to be screened by furies or they will never get int. Also Crushers only work really well when combined with a herald. Hatred makes their charge assault absolutly sick.....
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Well the way I suggest you run the list is like this:

Turn 1, you run forward. Flesh Hounds can run 16" forward if they want to.

You move your Slaanesh unit forward 12" where everyone can see it.

Your BT should either be sowing terror, or to the side of the pack of daemonettes pointing straight towards the enemy without blocking LOS--or against people without flying defenses, he should be parked with a 90 degree view of the battlefield from one side. Essentially he's still setup for a turn 2 charge, but he isn't in the way of what you are going to move...

You look for his countercharge elements, or units he wants to redirect you with. BEFORE he can do anything, you can immediately force two of those units to charge at your Daemonettes. Odds are he'll fail, but if he doesn't so what? You have ASF.

Now the fun is when he doesn't have a countercharge unit setup on you. You can move his blocks around, or better yet move two shooting units around...and better still, move his units so you can block a charge with a shooting unit.

All in all, it's quite flexible. Anyone who gets suckered out of line is ripe for the charge, and if they flee...well, enjoy the table edge.

Once you get the hang of pulling with siren, you'll love how it multiplies your CC troops.

The major weakness of flesh hounds is being vulnerable to shooting, and longer range charges.

Slaanesh takes care of both of those.

Your magic is still weak, but with the two Tzeentch units using 1 die each you can cast the level 1 spell with 2 dice from the heralds, and nobody will let you get it off if they can help it.

And of course almost everyone has MR for extra crunchy dispelling.

   
Made in us
Dakka Veteran




Los Angeles, CA

BEFORE he can do anything, you can immediately force two of those units to charge at your Daemonettes. Odds are he'll fail, but if he doesn't so what?


Correct me if i am wrong but doesnt the siren ability state he has to be able to charge? Can you really force someone to charge even though he is out of range?

Call me The Master of Strategy

Warhammer
Army Strategy
Unit Strategy 
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

You can charge from ten feet away if you want to, so long as you can see the target.

You will fail, but it's allowed.

i.e. failed charge.

It's in the game mechanics, and the ability doesn't say he has to be in range. Merely that he has to be able to charge.

Line of sight, check. Stop right there. Charge me.

   
 
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