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Made in gb
Towering Hierophant Bio-Titan





Fareham

HQ:

KoS: Tgaze, Dgaze, might - 240
Skulltaker: juggernaught - 175

Elite:

6 Bloodcrushers: full upgrades - 280
6 Fiends: might - 190
5 Flamers - 175

Troop:

10 Letters - 160
10 Letters - 160
10 Plagues: icon - 165
8 Horrors - 136

Fast:

5 Screamers - 80
5 Screamers - 80
10 Seekers - 170

Heavy:

Grinder: phlegm - 160
Grinder: tongue - 160
Grinder: tongue - 160


2,501

Before i get into the idea too much, the grinders will be staying.
Ive played countless games with princes and grinder and for me, grinders have been more effective.
Seems princes really do need wings to be of any real use, and once you have started with upgrades they soon start to get points heavy.

HQ's - KoS has allways done well for me.
Cheaper than a thirster and i prefer the higher initiative and attacks.
Usage, it can hunt armour or support other units in multi-assaults.

Skully is there and allways will be.
Will be running with his crushers as allways.
The ability to insta-gib things really does have a huge impact and helps out to no end.


Elites - Simple unit of crushers for skully.
Fiends have allways done well due to fast pace and high attacks, they will possibly be multi-assaulting with the KoS.
Flamers are something i dont use too often, but in the past have helped out alot with fangs / dev's and anything else that sits back. (lootas are slaanesh bait)

Troop - Letters and plagues speak for themselves really, i need a unit that can hit hard and remove saves, i also need a unit that can act as a drop off point and weather damage.
Horrors are something ive been trying out more recently.
Not enough really to cause any massive impact, but 24 shots a turn has to help out more than nothing.

Fast - Screamers allways make my list.
Nothing better than jetbike melta-bombs for 2nd turn anti-armour.
Seekers again are a unit ive grown to love.
High speed and attacks will keep them going well, will also help for anti-DE raider hunting. (S3 + 6 + D3 when rending, against open topped)

Heavy - Covered that at the start i guess.
They just seem to have a good use.
No point running a single one as it will die far too quickly.
Wanted 2 tongues for armour, but also wanted an anti-horde one to go with them.
Used to run them all with both upgrades, but want to make the most of the points i have.

   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

I would drop Daemonic Gaze from the KoS, she should be assaulting and fleeting not shooting in 99% of situations. With S 6 I also find Might to be redundant, I like to give her Soporofic Musk for Hit and Run and that is it. That brings her in at a cool 220.

I think 5 man PB squads would be preferable in this list, that way they can drop back on objectives. Otherwise you need to use your letters and horrors to hold objectives.

I would throw in Changealing for the cheap cost and put a bolt in the horrors unit.

I run a 12 woman seeker unit, I like the twice sacred number and you are going to lose a few from shooting. Even with 9 you have 45 attacks on the charge, where 7 only have 35 which tends to get them killed (MEQ is 5 dead).

I used Flamers with a friend in a team tournament, they were awesome. 5 is a bit overkill in my opinion thought. 3 is usually enough and even with 5 you cannot shoot them all when they land. I find the best use for them is to come down off an icon and hit a really hard unit right away. I know you can DS them less aggressively and they are fast but it seems they are really there to kill or thin out enemies you do not want to assault.

I would run 3x Tongue, you have enough to take down hordes with Flamers, Seekers and Fiends imo. The Battle Cannon shot tends to excel against marines but against a true horde it seems it just does not kill enough of them.

Otherwise I like it, I tend to run everything in sacred numbers but that is certainly not optimal.

Daemons Blog - The Mandulian Chapel 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

calypso - Granted it wont get much use, but gaze was simply there for a few lucky shots when i dont need to fleet into combat, so yea, might aswell drop that one.
Might is there since there is alot of T5 about now, also, i want her to be hunting lone armour, which the extra strength moer than helps. (average roll of 7 = 13, compared to 14)
Might have to jiggle a few points and get musk.
Was planning on making sure it would be short combats and H&R not needed though.


Never been one for MSU's, more so with plagues.
I find that any fast moving unit can get into combat with them no matter how i hide them.
With a 5 man unit the chances of losing the whole unit is pretty high.
With 10 i can hold them up enough to get help for them.


Actually missed changeling
However, i hate bolt on horrors.
The whole units shooting is wasted to get a single shot at something.
If i was running MSU horrors then bolt would be ideal, but anti-armour wise bolt isnt needed on them.


They still have enough impact to sway a combat with help.
Also, i dont plan on dropping them anywhere near any risk.
They are fast enough to be dropped in safe then move into combat on thier own.

The crushers have an icon for just that reason.
They act as a safe drop for the flamers.
Not actually all that sure why ive taken 5, but i generally run into alot of horde armies currently, and with the GK bandwagon starting aswell, i need as many templates that ignore armour as i can get.

Im affraid grinders tend to stay as they are
Thats 1 thing in the list that i get on with every game.
The way i see it is that a pie plate on a mob of boyz from a safe distance gives no come back.
If i used a unit in CC i would lose some in return.
If i can free up a few more points i may throw tongue on the grinder aswell, but phlegm is staying on him for now.




You would think you get something for running a unit in its sacred number wouldnt you?
But as allways, it means nothing to GW.

   
 
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