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![[Post New]](/s/i/i.gif) 2011/02/08 20:51:46
Subject: 1850 Tournament Daemons.
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Regular Dakkanaut
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Lord of Change
Lord of Change
6 Fiends with Might
6 Fiends with Might
6 Fiends with Might
5 Horrors, Bolt
5 Plague Bearers
5 Plague Bearers
Daemon Prince, Nurgle, Iron Hide, Nox Touch, Wings, Flies
Daemon Prince, Tz, Bolt, Gaze
Daemon Prince, Tz, Bolt, Gaze
1850pts
God I wish we had troops worth taking....
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![[Post New]](/s/i/i.gif) 2011/02/08 21:11:03
Subject: 1850 Tournament Daemons.
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Mekboy Hammerin' Somethin'
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We do have troops worth taking, however, find those 5 points for the changeling, you should not leave him behind if your using horrors. Ever.
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Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
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![[Post New]](/s/i/i.gif) 2011/02/08 21:11:37
Subject: Re:1850 Tournament Daemons.
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Tough-as-Nails Ork Boy
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Loving this
Only thing I would change is drop flies on prince and make 1 horror the changeling
Worth trying out nice refreshment from fatecrusher
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![[Post New]](/s/i/i.gif) 2011/02/08 21:46:28
Subject: 1850 Tournament Daemons.
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Regular Dakkanaut
Romania
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Changeling is a must...also I would think of 2 heralds of tzeentch instead of a Lord
You need changeling
And maybe fateweaver?
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BRINGG BACK THE SQUATS!!!! WARHAMMER 40K - SPACE DWARFSSS |
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![[Post New]](/s/i/i.gif) 2011/02/08 22:52:10
Subject: Re:1850 Tournament Daemons.
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Mekboy Hammerin' Somethin'
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assassin wrote:Loving this
Only thing I would change is drop flies on prince and make 1 horror the changeling
Worth trying out nice refreshment from fatecrusher 
Flies are very important, having grenades is very good.
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Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
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![[Post New]](/s/i/i.gif) 2011/02/08 23:14:04
Subject: Re:1850 Tournament Daemons.
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Beast of Nurgle
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Personally, i would drop one of those LoC's and take two heralds of Tzeentch on chariots with Legion, bold, and Master of sorcery. That gives you two shooting platforms with just as much mobility and still a 4+ inv save. Shoot things up all game with your extra wounds and turbo boost to contest if you must on the last turn.
Then you might consider taking a few flamers instead of fiends just to have a bit more shooting and for six templates that ignore cover and armor on a 4+
I like your princes, you might add Daemonic gaze to the Nurgle prince to chose what unit you assault and have something to do on the way there. Keep the flies, for that cheap an upgrade to deny bonus attacks for assaulting and keep that 5 I going into cover is a must IMO.
The Changeling is also a good few points to spend. Even though i don't get Lot of kills from him, he gives a moment of pause when fighting anything with low Ld.
As to Troops, don't underestimate the value of pink horrors, shooting troops with a 4+ inv save that you can DS onto an objective, with a chance to kill and vehicles.
Plaguebearers are also rather good with what amounts to T5 and a 3+ save. Drop those rotting little fellas onto an obj in cover and you get 2+ save when if you go to ground.
Both options provide good staying power in one way or another.
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![[Post New]](/s/i/i.gif) 2011/02/09 06:03:02
Subject: Re:1850 Tournament Daemons.
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Regular Dakkanaut
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Thanks Guys I'm really starting to feel this list. Now.
LOC
Herald of tz, Chariot, Mos, Legion, Bolt
Herald of tz, Chariot, Mos, Legion, Bolt
6 Fiends with Might
6 Fiends with Might
6 Fiends with Might
5 Horrors, Bolt, Changling
5 Plague Bearers
5 Plague Bearers
Daemon Prince, Nurgle, Iron Hide, Nox Touch, Wings, Flies, Gaze (yea he's super expensive)
Daemon Prince, Tz, Bolt, Gaze
Daemon Prince, Tz, Bolt, Gaze
1845pts
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![[Post New]](/s/i/i.gif) 2011/02/09 07:59:27
Subject: Re:1850 Tournament Daemons.
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Lesser Daemon of Chaos
Groningen, The Netherlands
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It's a very decent list. Not much I can say to improve it. The Nurgle Prince may be expensive, but he'll do a lot of damage/attract a lot of fire. I'm not sure if I like the first or the second list better though. It depends on the threat the Heralds pose to your opponent compared to the LoC. The Heralds are more durable and shoot a bit harder (both combined), on the other hand a second LoC gives you 5 MC's which makes for good target saturation. Both lists are valid, it's up to you. Make the choice soon and start practicing because getting to know the list will prove essential.
Cilithan
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Fiery the angels fell; deep thunder rolled around their shores; burning with the fires of Orc.
Armies:
Daemons: 5000+ points
CSM/Black Legion: 5000+ points
Deathwatch/Knights: 5000 points
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![[Post New]](/s/i/i.gif) 2011/02/09 15:11:48
Subject: Re:1850 Tournament Daemons.
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Regular Dakkanaut
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Yea but going with 2 Hearlds over the LOC freed up 30pts which allows me to take Changling with my Horrors and Gaze on my Nurgle DP. So I go from 1 bolt and 3 gaze shots at BS5 to 2 bolts at Bs4, 6 Gaze at BS4 and 3 Gaze at BS 5, and the ablity to make one enemy unit take a LD test to shoot.
Combined it's more than double the shooting fire power against infantry and a significant increase in fire power against light armor.
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![[Post New]](/s/i/i.gif) 2011/02/09 15:53:15
Subject: Re:1850 Tournament Daemons.
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Sacrifice to the Dark God Tzeentch
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blackjack wrote:Thanks Guys I'm really starting to feel this list. Now.
LOC
Herald of tz, Chariot, Mos, Legion, Bolt
Herald of tz, Chariot, Mos, Legion, Bolt
6 Fiends with Might
6 Fiends with Might
6 Fiends with Might
5 Horrors, Bolt, Changling
5 Plague Bearers
5 Plague Bearers
Daemon Prince, Nurgle, Iron Hide, Nox Touch, Wings, Flies, Gaze (yea he's super expensive)
Daemon Prince, Tz, Bolt, Gaze
Daemon Prince, Tz, Bolt, Gaze
1845pts
This is an excellent list for annihilation games, although your small troop numbers makes objective games a little difficult but with the amount of MC's running around your troops should be the last thing someone is shooting at. As far as daemonic assault goes I would split the army up like this:
Top Half:
LOC
Herald of tz, Chariot, Mos, Legion, Bolt
Herald of tz, Chariot, Mos, Legion, Bolt
5 Horrors, Bolt, Changling
Daemon Prince, Tz, Bolt, Gaze
Daemon Prince, Tz, Bolt, Gaze
Bottom Half:
6 Fiends with Might
6 Fiends with Might
6 Fiends with Might
5 Plague Bearers
5 Plague Bearers
Daemon Prince, Nurgle, Iron Hide, Nox Touch, Wings, Flies, Gaze
My reasoning behind placing your bolt units in the top half is you want to be able to start popping enemy tanks as soon as the game starts. Opening up transports and taking out heavy dakka units such as predators and leman russ's will allow the remaining units in your army that do not have a 4+ invulnerable save to land safely without the threat of too much pie coming down. I know it's risky to place all your shooting in the 3+ roll top half but chances are that's what you'll get from the start. Once the enemy vehicles and transports are mostly lying in ruin the princes can start moving forward to engage enemy infantry and the heralds and LOC can fly around and soften them up with Daemonic Gaze. The Fiends can be brought in a little later to finish off weakened squads and/or intercept enemy outflanking units that might try to get at your troop choices that might be sitting on objectives. Overall this is a good all-comers list and shouldn't give you many problems so long as your dice don't hate you.
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