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![[Post New]](/s/i/i.gif) 2012/09/02 06:49:01
Subject: Daemons - Fatecrusher
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Regular Dakkanaut
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I apologize right off the bat, this isn't my list, but a question of what to add to it in 6th ed.
Its your typical fatecrusher type list with a few horrors and plague bearers.
I have soul grinders instead of princes. They've worked well for me given their points, even with the nerf to fleet.
I should probably get some flamers, but that's not why I post here today.
Anyway, I want to take advantage of the new challenge rules as well as add some awesome killing power (so that I'm not relying on just grinders/fateweaver to be my strongest vs vehicles & AP2).
I'm thinking either Skulltaker, or a Keeper of Secrets.
Both are AP2. Keeper is faster with more attacks. Taker inflicts instant death on almost every wound and is cheaper. Keeper will last longer and has a longer reach (through pavene if you take it and fleet). Taker can't be singled out in shooting if he joins some crushers.
Thoughts?
-- I apologize if this perhaps should go into tactics.
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![[Post New]](/s/i/i.gif) 2012/09/02 07:07:42
Subject: Daemons - Fatecrusher
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Winged Kroot Vulture
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If you're already running fatecrusher, you're going to have some crushers to hide Skulltaker in. I think he's an underutilized model and you can run another herald as well (Tzeentch Bolt chariot perhaps?)
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![[Post New]](/s/i/i.gif) 2012/09/02 07:52:26
Subject: Daemons - Fatecrusher
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Regular Dakkanaut
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Yea that's the other plus, an extra herald spot.
Skulltaker seems like he'll be a beast, but 8 attacks on the charge at I10 is hard to pass up!
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![[Post New]](/s/i/i.gif) 2012/09/02 16:41:21
Subject: Daemons - Fatecrusher
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[ARTICLE MOD]
Longtime Dakkanaut
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Skulltaker is one of the best options for daemons to fight in a challenge.
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2012/09/02 19:46:55
Subject: Daemons - Fatecrusher
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Frenzied Juggernaut
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Please write out your list for us to critique. Fatecrusher lists are one of the best lists out there. Ive run a bunch of games with a friend doing list tests and heres what weve found...
Fatecrusher (variants needed for opponents army)
DEPLOYMENT:
Warp Pad: (Skyshield Landing Pad) - 75
WAVE 1:
Fateweaver - 333
Masque - 100 (Draw in squads to the crushers and flamers. DO NOT FORGET TO BRING IC AND Ch MODELS TO THE FRONT!)
3x Crushers - Fury - 130 (Rending for mech killing pwr, trust me... 4 attacks ST6 Rending? Yes please)
3x Crushers - Fury - 130
3x Crushers - Fury - 130
3x Crushers - Fury - 130 (4th squad variable for fiends! Also, consider more flamers for troop heavy armies)
3x Flamers - 69 (new white dwaft rules w/ 2 wounds! Use these as suicide flamers, DS in and flame away.)
3x Flamers - 69
WAVE 2:
Soulgrinder - Phlegm - 160 (DS on pad, raise shields for 4+ IV save)
Soulgrinder - Phlegm - 160*
5x Horrors -Bolt - 95 (DS near squishy units or the back of mechs)
5x Horrors -Bolt - 95
5x Horrors -Bolt - 95
5x Horrors -Bolt - 95
7x Plagues - Icon - 130 (In case you get the wrong half. DS in a far off objective if needed)
*(sub one SG and 1 horror squad for a decimator w/ conversion cannon and Butcher cannon)
TOTAL: 1999
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This message was edited 1 time. Last update was at 2012/09/02 19:52:13
37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2012/09/02 22:58:41
Subject: Daemons - Fatecrusher
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Regular Dakkanaut
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How'd he get 6 elite choices?
Mine list is pretty much exactly like yours otherwise. No flamers tho (yet). I just scale the thing to fit the points limit I'm playing at the time.
Do you really need a landing pad?
I suppose it helps out the first wave, but you have to land on it right? And that means you'll actually DS into your own deployment zone, and that just doesn't seem right to me (old habits die hard perhaps?).
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![[Post New]](/s/i/i.gif) 2012/09/04 15:17:12
Subject: Re:Daemons - Fatecrusher
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Frenzied Juggernaut
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Firstly, the 6 elites comes from the 2x force org you can now take in 6th. You need at least 2 HQ and then 4 Troops to open it up. Its a whole new world for the daemons, 6 soulgrinders! YAY!
Nope. Heres the tactica - During deployment, place the warp rift somewhere in your TABLE HALF. Not just deployment zone. So literally you know the battle missions from 5th ed? The daemonic assault? You can do that everytime now. Ive already made 2 warp pads that im going to post soon.
During the first turn your opponent will try to sieze the pad, which is great! hell spend all his movement coming towards you, but, the pad can only change forms during the begining of movement. This still allows you to deepstrike on your pad, even if hes got some guys up there. (not likely) He litterally will bring himself to you. But theres a catch with the pad, its difficult terrain through and through, and its 3" move. So unless your jump or flying its a pain in the ass to get off this thing (ive experienced).
The warp pad has been INCREDIBLY useful in some of my games. It may seem like a key strategy point to control that from your opponents view, but remember, youve been playing your whole gaming career as deamons without one. Its not necessary, but it can be useful. Such as deep striking 40+ plague bearers and rasing the gate. I call it the Pit of Zombies, take a relic into the pit and watch the horror on your opponents face as he realizes what he has to fight through to get the relic back.
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2012/09/04 17:33:25
Subject: Daemons - Fatecrusher
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Been Around the Block
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Firstly, i recommend that you should not use your crushers since they are a very expensive elites choice. However i do like the idea that you have gone for an all daemon army; Very impressive. Second, replace the crushers with cheaper elites such as flamers, (a mini update says that they are now 23 points each.)
And finally, as you could have spent points on cheap units, you will then be able to get 3 daemon princes with DF. Your fateweaver might need protection so daemon princes and bloodthirsters (since you appear to like khorne) could come in handy. I myself am planning to use a lord of change and three daemon princes to support my fateweaver which is an extremely aggressive strategy. I'm just letting you know that this is my opinion so you don't have to accept what i am saying but i know that it works very well
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1800 pts 1500 pts 650pts 4850pts 1500 |
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![[Post New]](/s/i/i.gif) 2012/09/04 18:42:28
Subject: Daemons - Fatecrusher
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Painlord Titan Princeps of Slaanesh
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Bloodcrushers have always been slow and that is their main weakness now. They received a slight bump in threat range with the average charge for them being a 7, but their killing power on 2+ models takes a hit - this is where Fury can really help.
The biggest change is in the wound allocation rules that used to allow for Crushers to spread out 4 wounds before having to remove a model. You can recapture this with a Herald of Khorne - I would bring 2x Herald of Khorne in the new crushers lists on a Juggurnaut with Fury and Blessing of the Blood God. Skulltaker is a good option too.
Next I would not bother with the double Force Org for crushers, instead max the unit out like the previous edition. Mishaps are even more forgiving now, you can use a Skyshield if you want to and you need the extra threat range that an 8 strong unit of crushers has. If you do get to charge into a vehicle line - you are going to wreck house. Also, you cannot be assaulted out of those vehicles anymore which is a nice bonus.
I like flamers a lot too, they have a place in any Daemons list and I would encourage you to bring some along 6 of them clock in around 140 points and they are very effective.
This list will struggle with flyer spam until a good solution presents itself, a large number of 5 man Bolt Horror squads can help - as can bringing in a FMC or two. Another great solution that complements the BC's well are Screamers. Their Slashing Attacks can strip hull points off vehicles - including some flyers and their AP 2 bite works well to eat up TEQ that can ruin the crushers day.
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![[Post New]](/s/i/i.gif) 2012/09/05 00:06:17
Subject: Daemons - Fatecrusher
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[ARTICLE MOD]
Longtime Dakkanaut
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Didn't think of using screamers against flyers...should work nicely for anything that's side armor 10.
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2012/09/05 14:34:55
Subject: Daemons - Fatecrusher
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Frenzied Juggernaut
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Indeed. Dont forget vector strikes. I have 6 FMC in my list and its silly. Turn 1, deploy 6 FMC on warp pad w/ fate. Turn 2, enjoy.
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2012/09/05 22:10:16
Subject: Daemons - Fatecrusher
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Focused Dark Angels Land Raider Pilot
Green Bay
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The problem with the 2k double force org is that, from what I have seen, every GT is going to be disallowing it by going with either smaller points value, such as 1999+1, or simply stating that it is not available. This goes for all of the smaller tournies that I have seen so far since 6th as well.
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rigeld2 wrote: Now go ahead and take that out of context to make me look like a fool. |
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![[Post New]](/s/i/i.gif) 2012/09/06 01:43:54
Subject: Daemons - Fatecrusher
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Regular Dakkanaut
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Most of these points were made obvious to me in a couple of small 500 point games I had.
I took Skulltaker, 4 crushers, a grinder, and 5 plabue bearers.
First army I faced had a flier, so I was boned.
Second army had termies with SS. They smashed the crushers. The combat turned into a tarpit however as Skulltaker did all the work and reduced the combat into almost a 1v1 for 3 turns. The grinder did sfa, but survived.
I also played a doubles game on the weekend. The grinder was a machine up close vs the mech of IG.
Crushers were WAY too slow. The destroy anything that doesn't have a 2+ or can't kill them first however.
I'm definately doing to need some flamers and maybe a prince.
Absolutely going to take ST. Hes an right monster and with LoS will make the crushers last even longer.
Also liking the idea of a grinder-pad gun platform.
Thanks for the insight everyone!
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