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[~1600] - Chaos Daemons - Need help for a nurgleentch army  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in it
Fresh-Faced New User





Greetings wargamers, I want to build a Nurgle/Tzeentch army and I'm looking for the compromise fun/competivity.
I'm new to this hobby so I need your help to improve this list without sacrificing my favourite units

Here my (incomplete) list:


HQ:

Daemon Prince
> Nurgle
> Demonic Flight
> Warp-forged armor
> Psyker 3
> Great Reward
> Exalted Reward
Tot 345

Mamon, Daemon Prince of Nurgle
Tot 220

Great Unclean One
> Psyker 3
> Greater Reward x2
Tot 280

Great Unclean One
> Psyker 3
> Greater Reward x2
Tot 280

Troops:

Pink Horror of Tzeentch x11
Tot 99

Pink Horror of Tzeentch x11
Tot 99

Plaguebearers of Nurgle x10
Tot 90

Plaguebearers of Nurgle x10
Tot 90

Heavy Support:

Soul Grinder
> Nurgle
> Phelgm
Tot 180



TOT 1663

This message was edited 1 time. Last update was at 2015/10/03 11:24:04


 
   
Made in it
Fresh-Faced New User





Is the upgrade of Psyker worth on Daemon Prince?
   
Made in us
Dark Eldar in Regeneration Tube




United States

Three demon princes at 1200 is a little much. Maybe keep mamon and one other. Give the other the grimoire to keep mamon alive. Id use rest of points maybe for plaguedrones.

And yes I would say demon princes should be level 3 psykers.
   
Made in it
Fresh-Faced New User





Removed 1 DP, added 2 GUO and 2 troops of PBs
   
Made in us
Painlord Titan Princeps of Slaanesh





Chsos Flying Circus is no good?
   
Made in it
Fresh-Faced New User





Can you explain please?
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Apologies but Im just going to copy paste my thoughts/advice to a different Nurgle player as its fundamentaly the same. Sprinkle with Tzeentch:

GUOs are tough as hell but even slower than they are tough. Most players will simply ignore them as long as possible (which most even relatively mobile armies can do for quite a long time) and pump shots into your squishier DPs.

That being said, you really only need one GUO to unlock the heavy slots for DPs, and maybe not even that if youre doing self ally or can go double CAD. Also, DPs are pretty much a go big or go home afair. You want all the trimmings all the time if they ever hope to see combat and have maximum in game impact.

Mamon is just not a competitive choice. Suffers the same problems as a GUO but isnt a psyker to add versatility.

I'd also add that Daemon summon is a tool to be used as part of a strategy, not a strategy in and of it self. It's been proven time and time again that Summoning, while an important tool to Daemons, won't win you games. You still need to be able to cripple key parts of your opponents army to do this. Slow, slow, slow GUOs and Mamon aren't going to do that for you.

So something like this:

GUO: ML3, 2x Greater, Lesser

3x Nurglings
3x Nurglings

DP: Nurgle, Wings, Armor, ML3, 2x Greater, Lesser
DP: Nurgle, Wings, Armor, ML3, 2x Greater, Lesser
DP: Nurgle, Wings, Armor, ML3, 1x Greater

Nurgle Grinder w/ Phlegm Bombardment
Nurgle Grinder w/ Phlegm Bombardment

So basically you take the most fragile of the 3 DPs (will more often that not be the one with only 1 Greater) and have him fly around the board casting Summons until it's safe to land or you have to get in combat with something. The other 2 DPs advance as quickly as is SAFELY possible (don't get too reckless with them) while the Grinders take advantage of cover + shrouded blasting away and advancing where possible (because they are still really good in combat). GUO either holds down your backfield or Deepstrikes in if he would be irrelevant otherwise. Generally you're looking for 1 Summon a turn plus the defensive buffs necessary to get the Balesword toting DPs into combat.

"Backfield? I have no backfield." 
   
 
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