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![[Post New]](/s/i/i.gif) 2010/11/08 18:00:24
Subject: [2000] Competitive Daemons
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Regular Dakkanaut
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Fateweaver - 330
Herald of Tzeentch - 95
- Chariot of Tzeentch
- Bolt of Change
Herald of Tzeentch - 95
- Chariot of Tzeentch
- Bolt of Change
Bloodcrushers x6 - 280
- Icon
- Fury of of Khrone
- Instrument of Chaos
Bloodcrushers x6 - 280
- Icon
- Fury of of Khrone
- Instrument of Chaos
Horrors x6 - 112
- Bolt of Change
Horrors x5 - 100
- Bolt of Change
- Changeling
Horrors x5 - 95
- Bolt of Change
Horrors x5 - 95
- Bolt of Change
Daemon Prince - 140
- Mark of Tzeentch
- Bolt of Tzeentch
Daemon Prince - 140
- Mark of Tzeentch
- Bolt of Tzeentch
Daemon Prince - 140
- Mark of Tzeentch
- Bolt of Tzeentch
I've always big a fan of Tzeentch Daemons, but attempts at a Mono-Tzeentch list in the past have yielding an army this is just a bit too much rock/paper/scissors like. In order to make a more all comers daemon list with enough AT to stay competitive, I decided to go with Fatecrusher. The basic idea is that the Bloodcrushers are deployed in a horizontal line spaced as far apart as possible, forming a wall. Fateweaver and the rest of the army pop out and shoot from behind the safety of that wall. With Fateweaver support, I don't think there's a single thing in the game that can handle them (especially not if I get all 12 together).
I prefer Horrors over Plagues for objective camping, because they fit the theme, have plastic models, and can contribute to the fight.
The only thing that's kept me from using Fateweaver before is that you're essentially forced to frontload your Preferred Wave because he's going to go in it and he's the lynchpin of the army. I think I'm just going to bite the bullet and pray to Tzeentch with something like:
Fatewaver
Bloodcrushers
Herald x2
Daemon Prince x3
This leaves a unit of Crushers behind to protect my scoring units in 1/3 of my games until help arrives.
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![[Post New]](/s/i/i.gif) 2010/11/08 20:43:46
Subject: Re:[2000] Competitive Daemons
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Longtime Dakkanaut
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I don't know how well it will do....Yeah against Mech armies, sure it will be great, but anything that outnumbers you in infantry, you will probably find hard to beat....
And a unit of bloodcrushers to protect your scoring units? Why? 5/6 Horrors being shot, are going to die, if your opponent really wants to kill them....It seems like a waste of a bloodcrusher unit...plus won't your horrors be going near tanks to pop them? I think only unit for Daemons that can really sit back is plague bearers (and Soul Grinders...)
Same goes for Fateweaver, is he purely there for himself and one bloodcrusher unit (and any Princes that are nearby), the only reason to take Fateweaver, only any other GD, is the re-roll save, and giving it to only one unit on the offensive, seems like a waste, 2 more chariots would be better :(
But against Mech this will do really well...
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DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ |
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![[Post New]](/s/i/i.gif) 2010/11/08 22:46:22
Subject: [2000] Competitive Daemons
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One Canoptek Scarab in a Swarm
South Georgia
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Fateweaver is 333, not 330
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"I played da' crons before they were cool and when triple monoliths were your life story" |
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![[Post New]](/s/i/i.gif) 2010/11/09 05:03:06
Subject: Re:[2000] Competitive Daemons
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Regular Dakkanaut
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rodgers37 wrote:I don't know how well it will do....Yeah against Mech armies, sure it will be great, but anything that outnumbers you in infantry, you will probably find hard to beat....
And a unit of bloodcrushers to protect your scoring units? Why? 5/6 Horrors being shot, are going to die, if your opponent really wants to kill them....It seems like a waste of a bloodcrusher unit...plus won't your horrors be going near tanks to pop them? I think only unit for Daemons that can really sit back is plague bearers (and Soul Grinders...)
Same goes for Fateweaver, is he purely there for himself and one bloodcrusher unit (and any Princes that are nearby), the only reason to take Fateweaver, only any other GD, is the re-roll save, and giving it to only one unit on the offensive, seems like a waste, 2 more chariots would be better :(
But against Mech this will do really well...
Seeing as how 99% of tournament armies are mech, I'll take the first (and last) comment as a compliment to the list.
The Bloodcrushers protect the princes, and chariots. Why does it seem like a waste? They line up in front and smash everything. How exactly is it a "waste" for them to charge in and kill things while my shootier units stand behind them?
The Horrors have bolt just as an emergency thing, they will be sitting ack on objectives or moving up behind the crushers. I actually made an error, there should be 5 units of horrors, not four. You're right about them not being the very BEST at sitting on objectives, but oftentimes objectives won't be in cover, and there's plenty of stuff that Plagues won't get their FnP save against. The horrors will get a 4+ against everything, eveywhere, and can lend some anti infantry or emergency AT.
Fateweaver is there for the whole army. The chariots, 12 crushers, and all 3 princes will be clustered around him when given the chance. I think you forget there's two 6 man units of Crushers, and giving my princes and heralds a re-rollable 4+ makes them nigh unkillable. How else should he be used? Are you reccomending he not be taken at all?
As for the lack of anti infantry, that's what the crushers are for. If somebody has gone horde, then I don't have to shoot them out of stuff, which means I can charge them with the massive wave of crushers and support with the Daemon Princes. I dont care how many Boyz or Guardsmen you have, 6 crushers on the charge with re-rollable saves is going to eat it alive. Not to mention the 3 other princes and 6 more crushers that will be in the area by turn 3.
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![[Post New]](/s/i/i.gif) 2010/11/09 11:04:44
Subject: Re:[2000] Competitive Daemons
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Longtime Dakkanaut
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You said this :
'This leaves a unit of Crushers behind to protect my scoring units in 1/3 of my games until help arrives.'
Which is what i was talking about....
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DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ |
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![[Post New]](/s/i/i.gif) 2010/11/09 15:50:33
Subject: [2000] Competitive Daemons
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Alluring Mounted Daemonette
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I think replacing a unit of crushers with 1-2 units of fiends would be helpful in several situations:
Fiends are fleet and hit and run, giving you alot of mobility to contest objectives or tie up that unit that's far away and pelting you from range. Crushers are slow moving.
Fiends get 2 more attacks per model, and they rend. While not as durable as crushers, they help out alot versus that 30 man ork unit or anything horde-y. 5 fiends on the charge get 30 attacks, and with hit and run they can back up and do it again. Plus, since they rend any 6's will be cake, and with 30 attacks you'll get some 6's.
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The Daemonic Alliance Infinite Points
Nightbringer's Darkness 3000 Points
Titan's Knights of the Round: 4000 points
"Too often we enjoy the comfort of opinion without the discomfort of thought." JFK |
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![[Post New]](/s/i/i.gif) 2010/11/09 16:00:42
Subject: [2000] Competitive Daemons
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Nasty Nob on Warbike with Klaw
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Agreed with Shenra, for the Primary wave I'd consider replacing the crushers with Fiends. A 5++ rerollable is nice on a 2 Wounded model that hits fast and hard
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![[Post New]](/s/i/i.gif) 2010/11/09 21:36:27
Subject: Re:[2000] Competitive Daemons
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Regular Dakkanaut
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@rodgers37: You are correct, I apologize. They will be thrown at the bulk of the enemy forces (or whatever I deem nastiest) to keep them away from the horrors. They won't actually be camping objectives with them.
@Shenra: I've seen the argument made for fiends, I've even made them myself. But like you said yourself, the 5+ save can be tough. I do like the reach and the amount of attacks they'll bring, so I think I'll certainly give them a try.
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![[Post New]](/s/i/i.gif) 2010/11/09 21:54:31
Subject: [2000] Competitive Daemons
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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Crushers being unkillable is an utter myth. They are wort 280 points for 6, only partly for their survivability but mostly for their killing potential. Don't get reckless with them. If a smart opponent manages to isolate them they are quite easy to kill.
By the way you need speed.
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![[Post New]](/s/i/i.gif) 2010/11/09 22:36:06
Subject: [2000] Competitive Daemons
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Alluring Mounted Daemonette
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yermom says you need speed...fiends provide that speed...and like i said...you don't have to replace all crushers...but some would give you more diversity and flexibility...and if you replaced the group that's with your fateweaver, then that 5+ is rerolled
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The Daemonic Alliance Infinite Points
Nightbringer's Darkness 3000 Points
Titan's Knights of the Round: 4000 points
"Too often we enjoy the comfort of opinion without the discomfort of thought." JFK |
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