jy2 wrote:They serve no purpose in reserves.
The point of Maximum Threat Overload armies is that you need to make target prioritization difficult for your opponent, not easy. Leave those units in reserves and it becomes much, much easier for your opponent on who he needs to deal with. Leave them on the table and now he has to choose between big, fast nasty flying monsters or scoring walkers or scoring troops who are also dangerous. Basically, you need to make your opponent choose and having more threats on the table then makes his choices much harder.
Also, when playing such an army, you need to play very aggressively to put the pressure on your opponent. If you play defensively (i.e. put your "threats" in reserves), then that is a recipe for disaster. About the only thing you can leave in reserves with this army is the plaguebearers, as they are neither fast nor are they a perceived "threat" (except only to the objectives at the end).
Fair enough, I can see them serving a purpose as a distraction, but first turn you positioned the Greater Daemons so they would be out of range from the Flyrant shots, so target priority wouldn't have been an issue because the Flyrants would have nothing to shoot at. Or were the Greater Daemons in range and the Flyrants choose not to shoot them? So unless that's the case, you just allowed a free turn of shooting for no benefit.
You can also put the pressure on your enemy and force decisions by deep striking the blood letters and daemonettes within charge range of tervigons and backfield objective holders.