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Made in ca
Regular Dakkanaut




This list is intended to be a competitive cav list without being cheesy, for local tournaments and club games.


Blood Thirster
Armor of Khorne
Immortal Fury

Herald of Tz

3 Fiends of Slaneesh
3 Fiends of Slaneesh

5 Flesh Hounds
5 Flesh Hounds
5 Flesh Hounds
5 Flesh Hounds

10 Horrors (Herald Here)
10 Horrors
10 Horrors

1995pts

7pd 6dd

Let me know what you guys think.




   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

Its got a few problems that need to be addressed.

First drop 4 Fiends, they are best run as single models rather than a unit. This is due to the fact they move like Ogre Sized infantry and need to wheel to change direction. Using them as a single model will ultimately give them more maneuverability and can go after war machines or single characters on foot. Since you have the 4 units of flesh hounds it becomes less of a need to take a unit of 3 Fiends.

Second with the 225 points you have free now I would take 2 units of 6 Furies which leaves 81 points for a Spell Breaker on the Thirster, Flying horror and Master of Sorcery on the Tzeentch Herald.

If my math is right that should leave you with around 11 points. I would put a musician in the unit of horrors you intend to start the Herald in.
   
Made in ca
Regular Dakkanaut




Thanks for the thoughtfull advice.

I would however like to keep my fiends as potential flankers. the extra 4 inch march and charge range really compliments my hounds.

What do you think of droping them to squads of 2 each, taking 1 squad of 5 furies, mastery of sorc + wings for my herlad and a musician for my horrors? This puts me at 2000pts even.

   
Made in us
Longtime Dakkanaut





Thing of beauty there. I've tested a list roughly equivalent to this one (listed as Yet Another Daemon List if you want to take a look at folk's discussions) and it's been astoundingly deadly thus far. I'd drop that Herald of Tzeentch and grab yourself a Herald of Khorne on chariot, a good two-punch can really help out if ther'es more than one 'ard unit and the dogs stutter (maneaters, etc.)

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 ca
Regular Dakkanaut




Thanks 40k I infact ran a list exactly like yours. I found the crushers a bit slow and a bit low on wounds for thier cost. Fiends on the other hand are cheaper per wound and move far faster (6" more on march or charge compared to a crusher) and make fantastic flankers and machine hunters.

I am trying not to cheese out this list. My Tz flying circus is more or less banned in my club now as no one wants to play against it...

But here is an idea I like

BT w Arnor of Khorne and Immortal Fury

2x 2 Fiends

4x 5 Hounds

Herald of Tz with Master of Sorc

The Masque

3x 10 Horrors.

2000pts exactly.

The masque gives 360 charge, is better than a single fiend in almost every way, and can keep up with hounds, the thirster or the fiends to lend support as needed if not being used for warmachine/sorc hunting on her own. The enemy LD/Move modifier ability is just gravy.

At US 6 the Fiends are still viable flankers and can take 3 wounds before they stop being so.

I do think wings would help preserve my Tz Herald but I cant' find the 20pts.
   
 
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