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Made in ph
Frenzied Juggernaut






Hi guys, after collecting a mass amount of daemons, i just thought i'd dab into fantasy to make most out of the army but one problem.

I have never in my life played fantasy, never played a test game, never had anyone teach me step by step xept i read the rule book and what not. And the mechanics are much more complex especially in moving and magic.

Well obviously i'd be a daemon army, and seeing posts here and other forums, they seem to be a dead competetive army, so anything i need to know about making a list for daemons? im sure its alot different from making a 40k list ofcourse.

Most things i want to know, from reading the army book, the Blood thirsters looks, just wow, and not so impressed with bloodcrushers or m i getting something wrong here? help!

qwekel wants to get bigger, please click on him and level him up.
 
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

lol, took me a while to get used to WHFB, games are longer, but its a good laugh.

if your going for a solid list then you will need some magic in there, as magic phase can be a pain in the ass when every unit in your army is getting zapped

shooting is allways good, but with daemons it isnt needed much, expect to get shot at by alot of armies though.

i would say get some solid troops, but this is a daemon army, so not a problem there.


WHFB pretty much comes down to tactics, movement being a key one in this.
for example, with a model near by an enemy unit cannot march, so you drop a unit of screamers just behind them, that way they cant march, and they cant charge you either

you wont really need baiting tips since daemons cant run :(


as nice as thirster is you still need to watch out.
he is very tough, but a cannonball could end that quickly, keep him out of LOS of any artillary.
also, poisoned weapons are just as bad, they will be wounding you often, so keep away from units with poisoned CC weps, or skinks (2 shots per turn with poisoned weps)

all in all, make sure you have a nice balance of troops, so you have an even ammount of magic and CC, that way the magic phase wont be too bad.

make sure you keep an eye on all units, as charging flank or rear will get you a bonus, so locking a unit in CC with a unit of flesh hounds is good, then charge in the flank with bloodletters, meaning they also lose any rank bonus they may have.

that also leads me to another note
speed:
make sure you have some fast moving units, flesh hounds, screamers, they all work, they will help alot in restricting enemy movement and generally getting in thier way.

oh, and sorry for any spelling mistakes, and good luck

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in ph
Frenzied Juggernaut






thanks for the tips, wow it IS different from 40k daemons. haha

how's bloodcrushers? im assuming their not as a toughie as they were in 40k. and i've noticed people keep wanting daemon armies to field hounds. I have an abundance of horrors, are they like a bad choice if they made up my whole troop line?

qwekel wants to get bigger, please click on him and level him up.
 
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

horrors make a nice fire line, but dont have them as your only troops, bloodletters are just as evil in WHFB as they are in 40k

a unit of 16 works well, make it 15 and a herald and it starts to get evil, they will run through most units without any problems.

crushers are still good, just not as good :(
they are more use as shock cavalry, do not charge them into units on thier own, use them to flank a unit in combat.
although, small units of skirmishers and lone characters are fair game.

screamers are rated pretty highly due to thier movement.
its pretty often the enemy will take a war machine (or 4 in empires case)
so move forwards slowly with them until your in charge range, 5 screamers wont have a problem with crew, also, they are nice for picking on lone wizards hiding away.

hounds arent the best, but they are the cheapest unit for high speed charges and getting in the way, smaller units can be used as a sacrifice to set up a game winning charge


also, daemons do not like units that can fight back well, you NEED to be doing the charging, not getting charged, specialised troops like black orks or tomb guards are a pain in the ass, you will need to take them with a solid unit, flank charges help alot.
and on that note, multi wound creatures like ogres, trolls, giants, be careful, daemons are strong, but you dont want to be stuck fighting 4 kroxigors or anything along those lines.

once again, my spelling is horrible, so i apologise

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in ca
Frightening Flamer of Tzeentch



in Canada

Im going to add on a question to this, having never played fantasy before, I heard that chaos knights get something called a 1 up save if you give them appropriate wargear. How would you beat that? In 40k 2 ups the highest you can get....
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

thedarkside69 wrote:Im going to add on a question to this, having never played fantasy before, I heard that chaos knights get something called a 1 up save if you give them appropriate wargear. How would you beat that? In 40k 2 ups the highest you can get....


Keep in mind that there is no AP system in WHFB as there is in 40k. Instead you get modifiers to your armor save depending on the strength and any other extra rules from attacks. I'm not quite sure exactly what kind of armor they have (I'm guessing they have a normal 4+ armor save) that in conjunction with a shield and being on a barded horse, gives them a 1+ save (1's still fail). Theoretically, it's sometimes possible to get even a 0+ save. The benefit to this is that if you take a high strength hit, eg. a S6 which gives you a -3 penalty to your armor, you will save on a 4+ as opposed to a 5+.

This message was edited 1 time. Last update was at 2009/02/12 06:06:11


DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

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Made in us
Charing Cold One Knight




Lafayette, IN

In response to the question about the pink horrors, having troops that count as wizards is good. Take 3 units of 10 and you get 3 dispel, and 3 casting dice.

Pure god lists in general aren't as good as the mixed lists though, so a good balance of chaos gods is best.

Flesh hounds are one of the best things you can take in the army, reasonably fast, good number of decent strength attacks, and don't take up much room. I personally am a fan of furies, because of how many roles they can fill: redirect charges, hunt war machines/wizards, block fire from gun lines, charge bait, march blocking, and cheap sacrificial units.

Bloodcrushers in fantasy aren't that great, they cost a ton, and don't really do much more than fleshhounds or bloodletters do. I use my rare slots for fiends, but most people seem to prefer flamers, as its almost the only shooting the army gets.

I wouldn't worry overly about chaos knights armor saves, the best thing to do is flank charge, and win with combat resolution. If you do manage to kill one, great, but if you don't, then you should ideally come out ok in combat resolution. To be honest the best thing to do against knights is make them useless by feeding them crap units that redirect them where you want his guys. Furies come to mind.

 
   
 
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