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Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger
Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger
Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger
++ Total: [103 PL, 1999pts] ++
I think the DG Prince will do some massive damage when buffed properly and next to the Nurgle DP. I think it works out to wounds of 4 do 4 dmg, and wounds of 5+ do 7d and a mortal. But only 4 attacks hitting on 3s, reroll 1s....
This message was edited 2 times. Last update was at 2018/12/14 16:33:07
"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21
Spoilpox Scrivener is going up to 95 points tomorrow with CA18, so you might have to make a few cuts somewhere if you want to keep him.
Otherwise looks like a fairly standard Nurgle list.
I assume you're going to DS the trees?
Also, Blades of Putrefection won't give you any mortal wounds from your DP, since he doesn't have plague weapons, unless I've overlooked something. I'd also be fairly sure that Talons would still work out better with the buffs than the Axe, but I haven't run any numbers to confirm. There might not be as much in it as I think.
This message was edited 2 times. Last update was at 2018/12/14 17:36:55
Vomikron Noxis wrote: So with all these price changes, what does a "competitive" daemons army look like now?
same like before maybe maybe some Guo's can start appear on tables. Maybe can be worth switch one unit of letters with about 25-30 nettes, they clean up screens and deal better with hordes like orks or demon hordes or also tyr, 30 nettes deliver 91 attacks ap-1 is more than enough to wreak havoc on most hordes, then you drop letters that can deal with more worthy and armored targets.
Spoilpox Scrivener is going up to 95 points tomorrow with CA18, so you might have to make a few cuts somewhere if you want to keep him.
yes cut 3 Pb's out of 60 is not a big loss, would find room for 30 extra Pb's, in actual meta for me 90 is minimal number
DS trees has no sense they cant come down turn 1 and turn 2 they come down END of mov phase so they give no benefit until turn 3, better start with them on table, or maybe 1 on table e 1 DS if you want play 2.
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slave.entity wrote: Has anyone here ever played against the Castellan/Catachan list with bullgryns, mortars, and maybe some slam captains or Artemia hellhounds? I've been doing some theorycrafting against it using daemons and the results are... not inspiring. Siegebreaker missiles that ignore invulns and character protection absolutely wreck our DPs. Skullreaver can theoretically one-turn the Castellan but I don't know how it's going to make it through 60 guardsmen, 9 bullgryns and some custodes or smash captains before getting blown to bits. Also hammer & anvil deployment seems like it would be an absolute nightmare for daemons in this matchup. Anyone have the experience to shed some light on this? I've been dying to play against knights lately but haven't seen them at all in my local meta.
The only thing I can think of off the top of my head that can MAYBE deal with this is like.... 90+ plaguebearers + Skullreaver. And pray he misses his siegebreaker missiles as you walk your giant red target up the board.
Blackmage, do you have any thoughts on this?
play the mission, with 90-120 Pb's pretty hard he can deal with them quick enough, tree gice you a edge, siegebreaker seldom kill a Dp (and a demon list play 2-3 of them) usully they bring two missiles and they must both hit wound and roll high to wound, if then you play something like 60 letters+herald you can deal massive damage, and gain time with Pb's/Dp's, missions are win without need to table or destroy opponent, take board control and let him grind with u, play for objective not for kill enemy, is not an easy match but def you can pull off a victory i seen some demon players win against a list like that, you must be skilled to play properly the castellan list is not that easy like it seems, we tested that match in ETC and a skilled demon player have good chances to win.
This message was edited 8 times. Last update was at 2018/12/14 23:31:41
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urzaplanewalker wrote: What does everyone think about the 4 wound bloodcrushers? It make them worth 47 points?
I've got like 6 of the buggers that NO ONE wants, so I've been planning on using them in AoS. I'll give them a shot, but what kills it for me is their 6" move. They should have at least an 8", for fluff, and because they are riding GIANT METAL BEASTS OF CHAOS!!!! When they were T5 with a +3/++5 in 5th, it was fine for them to be slow, because they were tanky as all hell (5th ed wound allocation shenanigans too) Then 6/7th they became fast, but T4 and no more +3 save. Now we have this odd middle ground, where they are slow and not durable at all.
They do move 8". I think they should move 10", but with +1 to their charge and advances they technically have a move of 9".
why you must play crusher instead of letters? they can cost less but they are also less effective point wise. multiwound weapons erase 47 points in a second, shoot multi wound weapons at letters and you can laugh.
This message was edited 1 time. Last update was at 2018/12/14 22:48:05
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BattleScribe is now updated and I have been playing around with the Slaanesh updates. I can fit an insane amount of stuff into a 1750 army list now. It was just a test of how much I could fit compared to the old pints really. There are now a TON of wounds to chew through in this army.
I made a brigade and a spear head and still have some points left over. 60 daemonettes, 3 hell flayers, 3 seeker chariots, 3 exalted chariots, 3 fiends, 2 heralds, and 3 Keeper of Secrets.
I ran into a question now that the KoS is spammable. The wit stealer says if you take a wound from it that model is -1 to hit. It specifies “this weapon” though. Technically another KoS has a different wit stealer though right? Would the effect stack?
This message was edited 1 time. Last update was at 2018/12/15 10:10:01
The Infernal Enrapturess looks good Movement 7 to keep up with Instrument equipped Daemonettes, and BS 2+ for her ranged attacks. That's pretty solid although she only has 2 melee attacks.
It was blurred but it looked like the Infernal Enrapturess and Karanak are 80 pts and 70 pts. However since all the others daemons points were pre-Chapter Approved costs they might get lowered when the FAQ comes out. Looks like both factions received two 1 CP stratagems. sadly they are all mission specific to Wrath and Rapture. Which is a shame because they look pretty useful and characterful. Summoning from any board edge for the Infernal Enrapturess, and summoning after moving for Karanak. As well as allowing Daemonettes to re-roll 1's to wound and Flesh hounds to re-roll 1's to hit, while within 6" of their Heralds.
SLAANESH STRATAGEMS:
Rapture of Violence: 1 CP
Use this Stratagem at the start of your tune. Select an Infernal Enrapturess from your army. Until the start of your next turn, re-roll wound rolls of 1 for friendly units of DAEMONETTES in the fight phase whilst within 6" of this Infernal Enrapturess.
Tighten the Noose: 1 CP
Use this stratagem at the end of your first, second, and/or third Movement phase. The unit entering the battlefield this turn (see entering the fray) can be set up wholly within 6" of any battlefield edge.
KHORNE STRATAGEMS:
Howl of Wrath: 1 CP
Use this stratagem at the start of your turn. Until the start of your next turn, re-roll wound rolls of 1 for friendly units of FLESH HOUNDS in the fight phase whilst within 6" of this Karanak.
Howling Summons: 1 CP
Use this stratagem at the start of your Movement phase. Karanak can attempt to use the Daemonic Ritual ability to summon a unit of 10 Bloodletters, 5 Flesh Hounds or 3 Bloodcrushers at the end of the movement phase.
This message was edited 3 times. Last update was at 2018/12/15 22:09:11
The new herald seems okay but not amazing. Like, what are you taking her for? The shooting profile is okay but not great. The summoning buff is okay but doesn't really address the main issues with the summoning mechanic. The psyker debuff is nice but situational. The healing aura is nice but statistically is only going to work once a game per squad, and at 6" you're relying on your squads staying bunched around her which imo is unrealistic for an all assault based army.
Dunno. She does several things but mediocrely.
This message was edited 1 time. Last update was at 2018/12/16 06:01:35
BlaxicanX wrote: The new herald seems okay but not amazing. Like, what are you taking her for? The shooting profile is okay but not great. The summoning buff is okay but doesn't really address the main issues with the summoning mechanic. The psyker debuff is nice but situational. The healing aura is nice but statistically is only going to work once a game per squad, and at 6" you're relying on your squads staying bunched around her which imo is unrealistic for an all assault based army.
Dunno. She does several things but mediocrely.
I wasn't expecting her to turn things around or even be good. There were a whole host of things they could have done. I don't think we need more psychic defense at all being one of the most Psyker heavy armies. Re-gen abilities are pretty worthless just like daemonic icon. Her shooting is decent but you have so little of it anyway you be better off to allying in some CSM. Slaanesh needs changes that works with how the army functions like: re-roll to run and charge, or +3" to advance or charge, or a +1 to wound, or double movement, or leaving combat at the end of the enemy's combat phase. Ways to get into combat faster, or avoid shooting, or at least inflict serious damage with whatever makes it into combat. It is what it is though so I'll run for the model alone if noting else.
re roll 1 to wound for a unit that can deliver 91 rending attacks is not irrelevant anyway.
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if i would going to run a large bunch of demonettes i would play a normal herald+mask+enrapturess, +1str -1 to be hit reroll of 1 to wound (with stratagem).
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I like her. Sure, we’ve got DTW coverage and some short ranged casting penalties, but her two foot radius turns Possession from a 5.6% perk to a 16.7% threat. The blast isn’t much but could be enough to make a unit hug cover, and she can run and strum. Nice synergy in Daemonkin armies as well - I can see her being a handful on a midfield objective with some Obliterators. If and when Summoning gets fixed, that could be a dangerous castle.
not really like a culexus but can be annoying, she work great with demon stratagem demonic posession, 1cp and at any double 2d3 mortal wounds. Anyway i m still sure letters will be used instead of demonettes, at least in competitive lists.
This message was edited 2 times. Last update was at 2018/12/16 20:31:31
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Nym wrote: The Enrapturess is as much a pain as a Culexus Assassin to Psykers guys. As a Thousand Sons player, I dread the day I'll meet her on the tabletop.
And she also has a very accurate missile launcher AND an awesome stratagem. What's not to like ?
Just throw her in the middle of the board with 60 or 90 Daemonettes and enjoy the chaos.
Howabout orks. They can't max out on their reliability for casting or they have 66% chance of perilling with that close buy. 66%...Orks already blow their crucial weirdboys well enough without external help!
Against orks it's going to make their da jumps much less likely to work and that's something orks hate.
I'd like to see what type of lists people are running for a Slaanesh daemon force. I'm hearing things like "this unit is putting out X attacks with re-rolls!" and my first thought is "okay how is your army of t3 and t4 5++ models making it into combat without at least 50% losses on every unit".
I wonder if triple KoS is viable with their points reductions.
This message was edited 3 times. Last update was at 2018/12/16 20:46:05
BlaxicanX wrote: I'd like to see what type of lists people are running for a Slaanesh daemon force. I'm hearing things like "this unit is putting out X attacks with re-rolls!" and my first thought is "okay how is your army of t3 and t4 5++ models making it into combat without at least 50% losses on every unit".
I wonder if triple KoS is viable with their points reductions.
Well. Compared to orks they are faster, notably tougher and cheaper. Dunno. As an ork player we get stuff to combat and slaanesh daemons you have more that are even tougher than our units. Only advantage orks have in that area is 8" deep strike charge with one clan and that eats into CP fast.