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Made in us
Regular Dakkanaut




Here's my competitive 2250 army:
Fateweaver
BT w/UM, blessing

3 fiends w/might
6 flamers
6 flamers

5 seekers
5 seekers
10 hounds

7 horrors w/bolt
7 horrors w/bolt
7 horrors w/bolt + changeling
10 plaguebearers w/icon
9 plaguebearers w/icon
20 bloodletters

Suggestions? I could take out some hounds for more lettes + plagues... also. Do i need a DP or this is fine? I know there will be battle wagon players and bugzillas..

This message was edited 2 times. Last update was at 2008/09/04 14:26:58


 
   
Made in us
Fixture of Dakka






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

Make it legal.

You can't have 3 HQ's.

It's not very uber, lots of stuff that's pretty easy to shoot dead. Pretty much all of the elites, troops, and fast fit that category.

Fateweaver doesn't do a whole lot for units with a 5+ save.

   
Made in ph
Frenzied Juggernaut






hounds seem out of place. and really, you have enough things going into cc. id prefer a soul grinder or make space for 2.
you dont need 6 units in a flamer squad. as 3 are enough to cause heavy losses in a squad, and are more or less likely to be shot down first at the turn of opponents shooting. maybe add fiends in place of this since they are very fragile to infantry fire. since you wont be alloting points now for a 3rd HQ. i suggest more seekers as well.

qwekel wants to get bigger, please click on him and level him up.
 
   
Made in us
Regular Dakkanaut




ic. Is a DP better than a soul grinder? I know there will be battlewagons, tau armor, kroot bombs... any suggestions against those armies since i havent faced any of them and only seen Battlewagon in action and from that i know i need a lot of bolts of tzeentchs... I can also take out Kairos or BT from GD and play it as a DP and fill in 2 heralds of some sort...

This message was edited 1 time. Last update was at 2008/09/04 14:32:32


 
   
Made in us
Regular Dakkanaut




should i split the 2 x 6 flamers into 3x4 and take out the fiends?
   
Made in us
Stealthy Dark Angels Scout with Shotgun




For Ard'boyz I really think that your army is not competitive enough.

Stelek posted a basic outline for an Ard'Boyz Daemon list which looked to be a really strong list. It basically consisted of 2 Thirsters with might, max (24) bloodcrushers, 3 SGs, and as many Icon bearing Plaguebearer squads you could cram in to the list.

I'm not saying this is the only list that will work but it does have some very strong elements to pull from at the very least. You will almost certainly want all three SGs for Ard'boyz. At 2500 points going the zilla route probably won't work well as 5 MCs are not terribly hard to deal with.

I also think that plaguebearers should make up the vast majority of your troop selection. I also think that if you intedn to deploy horrors you should use big squads and ditch the bolt upgrade. Str 8 Ap 1 is not terribly good for cracking armor, especially on a BS 3 model. If you are going to use horrors use squads that are large enough to wreck units like 20-30 man ork squads. Bloodletters are kinda hit or miss, they can really pound stuff in CC but will need a lot of bodies to survive to reach CC.

For elites, I like fiends and flamers to an extent but your fiends should be in a max size squad. The best thing about fiends is that they are really fast and very killy. However their durability is low and as such they need as many bodies as they can get in a venue like this. In smaller games 3 works fine but in Ard'boyz they are a pretty easy KP. This is also similar for flamers. Small squads are great for smaller games where they can be employed as a fire and forget weapon, but using multiple suicide squads is probably a bad idea since you should have at least one KP mission. You'll probably have to employ them differently as well. Avoid the suicide tactic and use their jump status to move them to engage the enemy the following turn. Also remember that despite the glancing nerf in 5th, flamers can still do some decent damage to a vehicle, however try to limit such uses to tough vehicles. Against AV 14 getting any king of damage result can be tough so a 50% chance for a glance isn't so bad against them.

I would also drop your FA units. Small squads of seekers are too fragile to take fire and lack solid hitting power. Rending is nice but when they don't rend they are valueless. Hounds might be ok but generally I think the Daemons FA choices are pretty useless.
   
 
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