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![[Post New]](/s/i/i.gif) 2015/05/07 03:57:21
Subject: [1500] - daemonkin - CAD
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Devious Space Marine dedicated to Tzeentch
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i know i know, real original.
but i have 8 points left over, oddly fitting, and curious what folks think.
(there is a minor theme of few marines, and more cultists)
daemonkin CAD: (edited after comments) (16 points left)
-lord, gore drinker, lightning claw, juggernaut, sigil of corruption --warlord
-lord, axe of ruin, combi-melta, jump pack
-8x bloodletters, including bloodreaper
-8x bloodletters, including bloodreaper
-8x cultists, pistols, including champion
-1x spawn
-1x spawn
-soul grinder, phlegm
-soul grinder, torrent
-forgefiend, weapon pending on opponent
gorepack:
3x bikers, includes champ, melta
3x bikers, includes champ, melta
10x flesh hounds
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This message was edited 1 time. Last update was at 2015/05/07 14:39:02
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![[Post New]](/s/i/i.gif) 2015/05/07 07:35:35
Subject: Re:[1500] - daemonkin - CAD
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Snivelling Workbot
UK
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I quite regularly find myself left with 8 points as well. I usually fill that with Melta Bombs, or by switching out bombs with a Combi-Melta on the bikers. You could also upgrade the torrent on the Soul Grinder to an additional phlegm, unless you want the torrent for the ignores cover.
One additional thought is that the Blood Forged armour isn't very cost effective on your Chaos Lord, I think it's really only made for Daemon Princes as your Lord already has a 3+ save. Obviously if you're set in giving your Warlord Eternal Warrior then that's fair enough, but that's my thoughts on it.
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![[Post New]](/s/i/i.gif) 2015/05/07 14:11:07
Subject: Re:[1500] - daemonkin - CAD
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Morphing Obliterator
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I agree on the armor, you are paying double for the 3+, also I've never liked the Axe of Khorne even thou every list I see has it. It is cool that it is AP2 and decapitate, but I think it is pretty expensive for a S4AP2 weapon. Statistically against a MEQ HQ a juggy lord with it would have 4 attacks, hit 2 times the enemy HQ and then score 1 wound, with a 16% chance of it to be a insta-kill wound, then probably the enemy HQ will have a 4++, so it halves the effectiveness of it. Against anything with T5 like one of those popular bike chapter masters, or a Nurgle Bike, the axe wont do a thing. If however you want to keep it, add a combi-weapon to the Lord, he ain't getting any extra attacks from the bolt pistol.
I think the best weapon loadout for a KDK lord is PF/LC followed by goredrinker.
Your second lord looks fin as I suppose it is just a sacrifice since it has the axe of ruin, however remember that he will probably die on the 1st turn if he doesn't join a unit and is left without an invul. The summoned BT will start taking the D3 wounds since turn 2 and could potentially die before he gets to the other side of the table.
The rest of the list looks ok
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CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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![[Post New]](/s/i/i.gif) 2015/05/07 14:36:53
Subject: Re:[1500] - daemonkin - CAD
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Devious Space Marine dedicated to Tzeentch
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Thanks for the replies!
i like having the weapon mix on the grinder pair. i'm dubious about the fiend, but have never actually fielded one, so gotta try.
as to jugg lord:
yes… the armor needs to go. do the effects of gore drinker stack without having to use that weapon? i.e., any damage from the LC will have those effects or add to them? (reading the codex suggests yes, but checking)
and the other lord:
he doesn't have to start on the board, and he has the option of dropping in with the bloodletters.
which, is making me think of swapping a group of cultists for another group of bloodletters… man… the troop slot seems funky in this army...
will make edits to OP
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![[Post New]](/s/i/i.gif) 2015/05/07 14:59:31
Subject: Re:[1500] - daemonkin - CAD
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Morphing Obliterator
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slamma wrote:Thanks for the replies!
as to jugg lord:
yes… the armor needs to go. do the effects of gore drinker stack without having to use that weapon? i.e., any damage from the LC will have those effects or add to them? (reading the codex suggests yes, but checking)
and the other lord:
he doesn't have to start on the board, and he has the option of dropping in with the bloodletters.
which, is making me think of swapping a group of cultists for another group of bloodletters… man… the troop slot seems funky in this army...
will make edits to OP
The goredrinker effects is still up for debate, with no clear answer by GW and the wording on the codex being similar to the one used in the Harlequin codex, and many other weapons no one knows for sure. However, since goredrinker isn't an specialist weapon, you'd be better with goredrinker/bolt pistol. But you can go all out and give him a LC, or just a power sword/mace so that you can hit in I5.
On the jump lord you are right, I forgot he could deepstrike with the letters... and, if that's the case why not give him a terminator armor instead of the jump pack? Is a little more expensive but then he'll get a 2+/5++ that should help him survive.
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CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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![[Post New]](/s/i/i.gif) 2015/05/07 15:18:36
Subject: Re:[1500] - daemonkin - CAD
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Devious Space Marine dedicated to Tzeentch
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Lord Yayula wrote:
The goredrinker effects is still up for debate, with no clear answer by GW and the wording on the codex being similar to the one used in the Harlequin codex, and many other weapons no one knows for sure. However, since goredrinker isn't an specialist weapon, you'd be better with goredrinker/bolt pistol. But you can go all out and give him a LC, or just a power sword/mace so that you can hit in I5.
On the jump lord you are right, I forgot he could deepstrike with the letters... and, if that's the case why not give him a terminator armor instead of the jump pack? Is a little more expensive but then he'll get a 2+/5++ that should help him survive.
honestly, i can't see any reason why the effects wouldn't stack, but i don't want this to become a huge rules debate (not meaning to suggest you would). it's perfectly fine with me to work it out with whomever i'm playing with. i do see value in giving him an option to strike at higher initiative and still be brutal.
i personally don't like the termie armor aesthetic (with the exception of grey knights. lol). i also have a pretty bitchin' model to play the axe of ruin guy (he's based on this guy: http://www.coolminiornot.com/155182)
though the jump pack could give him more flexibility, he could run with bikes, spawn, the hounds even, and he is also kitted for melta-cide duty with the caveat of that 'thirster and the implications that brings. if his goal is to die, or cause the opponent to debate killing him, i'm not sure why i'd want to invest heavily in extra protection (though, termie armor isn't that many points…)
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![[Post New]](/s/i/i.gif) 2015/05/07 16:27:09
Subject: [1500] - daemonkin - CAD
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Morphing Obliterator
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Well, it depends if you want him to die or you want him to last into the 7th Blood Tithe and sacrifice it as a Daemon Prince.
If he dies to the 7th Blood Tithe, a Bloodthirster AND a Daemon Prince are both summoned, the DP gets to keep the relics on the original Lord, so you get a DP that whenever is killed will spawn another Bloodthirster
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This message was edited 1 time. Last update was at 2015/05/07 16:27:38
CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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![[Post New]](/s/i/i.gif) 2015/05/08 01:53:38
Subject: Re:[1500] - daemonkin - CAD
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Devious Space Marine dedicated to Tzeentch
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i haven't played any games as daemonkin yet, but how often does one get to 7 tithe points?
and is there a general rule of thumb when it comes to spending your points? FNP and +1 attack both seem very good.
one question i asked was: how many units am i just paying X amount of points for a tithe point, vs utility?
the solo spawns are good examples, they are useful if not targeted, but also useful to distract shooting and to perhaps get myself a 30-ish point blood tithe point.
the axe of ruin lord seems to me to be a balancing act of the two…
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![[Post New]](/s/i/i.gif) 2015/05/08 04:34:23
Subject: Re:[1500] - daemonkin - CAD
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A Skull at the Throne of Khorne
Sweden
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I did a few games, and i think that summons ( letters, prince or thirster) may work on around t3 after that, or sometimes even the entire game you want feel no pain. Most of your units fall over if anyone looks their way, anything preventing that is nice. The game is often decided during your opponents first two shooting phases. If you come out allright, you'll have 5 or more points for your third turn where most daemonkin players first blood tithe usage come since your summons are done before most of your chances for generation are done. And you may score objectives with a nice timed summon for example!
Khorne are heavily dependant upon playing missions. In a shootout against a ranged or flying based army where they can go as they please you cant force them to go out on the map and you're likely to straight up. My favorites are any maelstrom missions where you start with a lot of cards
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