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Daemons, they work well at 2000pts and 1850pts, but what about 1250pts?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Ambitious Acothyst With Agonizer





Minimanj wrote:
@mushkilla, I'd drop both plagueriddens and one 1 icon in exchange for more rewards, maybe a lesser reward on each of the daemon princes. I just think one icon is enough because you're going to want to be concentrating your forces, and the instruments will ensure all your units will arrive.


Thanks for the feedback. I think you are missing the point of the list though, the icons are pretty important.

The DPs deploy on the board preferable out of sight (it's easy enough to hide them on most boards, if not behind a ruin out of range of as much as possible (in this case you will want them to fly along your board edge turn 1 again making sure they end their move behind a ruin for that 2+ cover).

Turn 2 you roll for reserves, you deepstrike the two plague bearer units and then use an instrument to pull the GUO in and the icon to land him accurately in cover within 6" of either of them. The reason you need an icon in each unit is you don't know which unit is going to make its reserve roll, it also give you more deployment options for your GUO if you get both plague bearer units on at the same time as you have two icons you can land next to (so if one scatters wild, you still have the other to fall back on). Positioning is crucial if you want to make the most of GUO. Once the GUO has landed you move your princes up, and your opponent is dealing with 3 MCs and a unit or two of plague bearers. It's massive target saturation that reliably hits turn 2. Turn 1 all I do is roll on the warp storm table and sit there, no rush after all I'm playing nurgle! The other thing is because I don't have any Icons starting on the board, I don't telegraph my intentions, so my opponent has no idea where my forces are going to land.

The plague bearers tend to be in forward positions. Meaning they can get assaulted, the plague ridden allows me to tie up beatsticks by challenging them, more often than not giving me enough time for my DPs to come to the rescue. They also help protect me against 3s on the warp storm table, I'd rather have a 3/5 chance of having one of my MCs take a 3d6 instability test than a 3/3 chance!

I don't see how my DPs would benefit from a lesser reward? All the results are underwhelming: inflicting wounds when taking wounds in CC (not needed), doubling S on 6s (not needed), +1 to DtW (not needed), +1 to reserves (not needed they start on the board), the two shooting attacks (the DPs already have two shooting attacks, both of which are better).

I hope that explains the reasoning behind my choices.

This message was edited 1 time. Last update was at 2013/08/28 09:08:04



 
   
Made in us
Nurgle Chosen Marine on a Palanquin






The lower the point level, the more powerful your greater daemons become. A decked out lord of change will be very hard to deal with in a 1K game. Not many armies can put 1/3 of their list into one model and have that model be awesome at everything.

   
Made in gb
Wicked Canoptek Wraith




Yeah that explains a lot actually, you do need a lot of safety nets at smaller points games. Because usually at higher points your other units can do the whole back up jobs. Now I realise the significance of the dual icons and plagueriddens, I never really take the warp storm table into account when I make a list, maybe I should do that in the future. I only suggested the extra rewards because I didn't see the point the 2nd icon + plagueriddens, but after some explaining I now do. Some tactics there thanks.
   
 
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