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2016/11/18 18:21:58
Subject: [200] - Daemons (flame and gurgle) - Killteam
I haven't had much luck with killteam so far: I tried a few CSM lists but nothing seems to stick. So now I am turning to Daemons.
Flamers of Tzeentch x6
- Leader
- 3x specialists
- Haywire
- Poison(4+)
- FnP (I wasn't sure what to give the last one)
Nurglings (too many wounds :( what should I replace them with? More flamers?)
So I thought that perhaps two wound jump units with flamers would be pretty nasty seeing how deadly flamers are in these small games.
So what do you think? Could I do better, swap out some units/specialists?
This message was edited 2 times. Last update was at 2016/11/18 18:36:14
Ghorros wrote: The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote: All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
2016/11/18 18:32:26
Subject: [200] - Daemons (flame and gurgle) - Killteam
CrownAxe wrote: You can't take nurglings because they have too many wounds
Oh, sod. I forgot about that. :/
Guess I could replace them with two more flamers, but that would only give me 8 models...
What do you think, maxed out flamers or something else to go with the flamers?
Ghorros wrote: The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote: All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
2016/11/18 19:06:57
Subject: [200] - Daemons (flame and gurgle) - Killteam