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Made in us
Regular Dakkanaut




Okay Im new to these forums, but I figure this might be a good way to stop me from wasting my money. I've recently bought the CD codex and have my old army full of MCs, but I kind of want to try something different. Here is what I'm thinking, but I haven't got the models so anything can be changed. I should also mention that Ive been out of the game since fifth edition and, while I have read the core book, I have not actually played any 6th edition games. What Im looking for is advice for running this list, and suggestions for improvement.

Here goes:

HQ: 780
3 heralds of tzeentch w/ discs, mastery 2, greater reward (likely greater aetherblade)
3 heralds of slaanesh w/ mastery 2, exalted locus of beguilement, greater reward (likely lash of despair)

Troops: 540
20 deamonettes
20 daemonettes
20 daemonettes

Fast Attack: 675
9 screamers
9 screamers
9 screamers

The Idea is to have the tzeench heralds on discs join the screamers, and the slaanesh heralds join the deamonettes, then deep strike everything. Use the deamonettes against infantry, vehicles, heavy infantry (in that order) screamers against heavy infantry, vehicles, infantry (in that order). Its looking like I would have aproblem with flyers, but maybe the psyker powers will help with that. The screamers, before heraldish help, can get 27+9d3 cc attacks on an infantry formation, or they can use thier special and hit termi-like stuff with ap2 hits and vehivles with armor bane. Jinking to help survive a bit more. The daemonettes just assault and rend whatever they can. Their hearald will let them reroll misses, and they get a high volume of attacks at a high initiative.

Any suggestions or advice would be welcome.
   
Made in us
Regular Dakkanaut





Your list as written is invalid, you either need to add another troop choice to run it as a Dual-force Org, or drop 2 Heralds to run it as a Single Force Org.

You can only have 4 heralds per primary detatchment, They only take up one HQ slot, but you cannot have more than the 4 that take up that single slot.

You may use the other slot for a Greater Daemon, or one of the few HQs that are not considered Heralds or Greater Daemons. I believe the Masque would work for you.
   
Made in fi
Warp-Screaming Noise Marine






Also you can npt deep strike everything any more. In the BRB it says you can only reserve half (rounding up) of your units, so you have to deploy half of them on the table now.

White Scars Space marines
Daemons 
   
Made in us
Regular Dakkanaut




Ah, I miss read that part of the codex. Thanks for setting that straight. Okay how about this:

HQ-420
3 tzeentch heralds, discs, mastery 2, greater reward
Masque of slaanesh

Troops-560
20 deamonettes
20 deamonettes, instrament
20 deamonettes, instrament

Fast attack-675
9 screamers
9 screamers
9 screamers

Heavy support-340
Soulgrinder, nurgle, baleful torrent
Soulgrinder, nurgle, baleful torrent

This gives me an answer to arial targets too in the form of the soulgrinders' harvester cannons.
   
Made in us
Regular Dakkanaut





looks good leagality wise, and you have a much more reasonable HQ point allotment this time around. 700+ points of HQs in any list is overkill. 420 might still be pushing it, but it's MUCH more in line.

Here's how I think of it. those 4 models... are they worth 42 blood letters? 46 daemonettes/Horrors/Plaguebearers? If your answer is yes, then you're good to go.

If not.. Think about swapping some. (just because you CAN take 4, doesn't mean you HAVE to.)

   
Made in us
Regular Dakkanaut




Okay call me a newb, bit what does BRB stand for?

Taking into consideration your advice on the HQ, I could switch out the heralds for alot more models. What would you think picking up a bunch more troops and using the icons and instraments to pull everything out together?

One question I have: are pink horrors worth taking, and if so, why? They dont seem to be very good at close combat and thier only ranged ability is psy powers that can be negated, or worse, give the enemy feel no pain. Even with the random number of shots on the primaris power, it just doesn't seem worth while taking them. They cant even make snap shots for overwatch.

If I do pick up more troops, I am thinking it should be plague bearers. I would deploy the deamonettes on the field, and deep strike the plague bearers onto objectives to hold them and sit tight. Unless anyone has a better suggestion?
   
Made in us
Major




Fortress of Solitude

Ahem. If you put your mouse over the "BRB" you just typed you would find the definition to be "big rule book"

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in us
Regular Dakkanaut




Ah okay. My computer is a rather dead smoking ruin right now. I do my forum browsing on my phone, so no mouse overs work for me, hence my confusion. I tried clicking on it and got nothing.

This message was edited 1 time. Last update was at 2013/03/24 17:40:59


 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Plaguebearers are a good choice. Deployed in terrain, they will have a 3+ (2+ in ruins) cover save. Take 2 squads of 10 instead of 1 squad of 20.

Screamers are probably not the way to go, at least not so heavily. T4 with a 5++ means any Str8 is gonna massacre those squads--just imagine what two Psyflemen will do! And the Slashing Attacks only work when you turbo-boost, which means no assaulting. They just aren't that great. Having one full squad boosted by a Disc Tzerald will be fun, but sinking too many points into Screamers isn't a good idea.

Think about Seekers instead of Screamers, buffed by a Mounted Slerald. Same number of attacks per model, but half the price (although only 1 wound). So the same number of points equals about 2x the attacks. The Locus of Beguilement means you don't have to have a Psychic test to re-roll hits. And higher initiative + rending + WS5 means you'll do a lot more wounds to the enemy than they will do to you. They're still Fast, so scoring in the Scouring Mission.

The Soul Grinders are a good idea, and Nurgle is definitely the way to go there. Consider giving one of them Phlegm Bombardment. AP3 blasts...!

Drop two Tzeralds (which gives you back 210pts) and fit in a Lord of Change. The psychic powers of this guy are great.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[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 
   
Made in us
Regular Dakkanaut




Okay, taking into account your advice, here is a new list. I didn't take a GD though, because I am trying to do this without MCs, if I can. Let me know what you think.

HQ-511
The Blue Scribes (dont count as a herald, join them to the screamers)
2 heralds of nurgle, greater locus (joined to the plague bearer squads for FnP)
2 heralds of slaanesh, exalted seeker chariots, lesser locus, lesser reward (these ones Im entirely not sure about and really want an opinion on)

Troops-720
20 deamonettes
20 deamonettes
20 deamonettes
10 plague bearers
10 plague bearers

Fast Attack-225
9 screamers

Heavy Support-540
Soulgrinder, phlegem, nurgle
Soulgrinder, phlegem, nurgle
Soulgrinder, phlegem, nurgle

Okay, let me know what you think.

This message was edited 1 time. Last update was at 2013/03/25 00:07:39


 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Blue Scribes do not have the IC rule. They must stay out on their own. This will definitely make them less survivable.

I haven't used the Slaaneshi chariots, but they seem to be hit-and-miss. With Armour 11, that many points (145) will disappear pretty quickly from shooting. And the Chariot becomes pretty awful in the second round of combat, since it just gets the 4 attacks from the Slerald. She can't charge into cover (because she doesn't have grenades), and can't be in challenges (because of Chariot rules). Overall, it seems like lone Chariots aren't that great. Now, maybe a squadron of Chariots would be good (led by the Slearad?), since there'd be a buttload of HoW attacks.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[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 
   
Made in us
Regular Dakkanaut




Ah darn, missed that on the blue scribes. Wow, that drops their value to nil. So 85 points to play with by droping it. Drop the lesser rewards off the chariots and I have 105. With that I could upgrade the deamonettes with alluress characters, greater rewards, and either an Icon or Instrament... Between the two which would be better?

The chariot can't be locked in combat, so instead of staying there for a second round, you can just go charge something else. The herald, with the locus I gave her, has move through cover, which I would assume the chariot gets, but confirmation of that would be nice. They are less points than a squad of deamonettes and (Im hoping) draw a bunch of fire that might otherwise be directed at something more important.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

For every two units you have in reserve, one of them should have an instrument.

I usually pick Icons, since they add one to your CC total, and guide in your DS. The Daemonettes' Rapturous Standard is pretty brutal. There's a 66% chance that you'll make that Marine Squad hit you in CC on 5's! And against anything else that is WS5, it lets you hit them on 3's instead of 4's.

Chariots will not be locked, but that makes them even worse. The enemy can shoot them, and then charge them, gaining a charge bonus attack! So the "second round" of combat is actually the enemy's first round. And since all attacks are directed at the rider, a T3 model with a 5++ isn't likely to survive a single round of combat.

I don't know if this is what you meant, but Move Through Cover does not affect your Initiative value when charging through terrain. The Herald would still strike at I1. So your chariot doesn't have to take dangerous...but there are better loci.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[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 
   
 
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