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Made in lt
Mysterious Techpriest






Yeah, they're a tad expensive maybe on squads of 30?

My first impressions. Tell me where I'm wrong:
KHORNE

Karanak - almost no damage, really overpriced, nerfed movement only gives +1s to himself. Seems terrible

Skarbrand: insane damage on high wound models per point but really slow and can get tarpited by a good player. Too big of a weakness for thaylt many pts

Skulltaker: cool aura, solid weapon. Seems OK

Bloodthirsters: only wrath of khorne seems useful. But they're pretty much bullet magnets that die/get injured very easily. So you have to be careful with them... when you also can't hide them... huh... seems like good on paper bad in practice

Heralds all seem underwhelming. I guess take the one on foot with letters or 1 on jugg with crushers for the aura...

Dogs got their speed nerfed and didn't get a health increase. With 2 dmg weapons they seem weaker than before...

Letters: great against Primaris... which aren't that great to begin with. Seem underwhelming

Crushers: really pack a punch. Seem like the best non hq Khorne unit by far.

Cannon: actually seems not awful. This one probably needs the most experimenting.

This message was edited 1 time. Last update was at 2017/06/11 08:28:12


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in ca
Fresh-Faced New User






 rvd1ofakind wrote:
Yeah, they're a tad expensive maybe on squads of 30?

My first impressions. Tell me where I'm wrong:
KHORNE

Karanak - almost no damage, really overpriced, nerfed movement only gives +1s to himself. Seems terrible

Skarbrand: insane damage on high wound models per point but really slow and can get tarpited by a good player. Too big of a weakness for thaylt many pts

Skulltaker: cool aura, solid weapon. Seems OK

Bloodthirsters: only wrath of khorne seems useful. But they're pretty much bullet magnets that die/get injured very easily. So you have to be careful with them... when you also can't hide them... huh... seems like good on paper bad in practice

Heralds all seem underwhelming. I guess take the one on foot with letters or 1 on jugg with crushers for the aura...

Dogs got their speed nerfed and didn't get a health increase. With 2 dmg weapons they seem weaker than before...

Letters: great against Primaris... which aren't that great to begin with. Seem underwhelming

Crushers: really pack a punch. Seem like the best non hq Khorne unit by far.

Cannon: actually seems not awful. This one probably needs the most experimenting.


I'd say you pretty much nailed it all around. I've only had limited playtesting,but it doesn't take a rocket scientist to see that khorne daemons are terrible. When you compare the points costs to things like guard or orks is pretty lol. Seriously 9pt letters @t3 with no shooting and a 5++ as your only troops choice is an embarrassment.

This was an army (kdk) that got 1/5 units for free during battle and was still a middle tier at best competitive army.

Now we don't get those free units, but the rest is the same
   
Made in lt
Mysterious Techpriest






TZEENCH
Kairos - it's terrihorrible. 5++, why is his WS3+? Bad

LoC - not great either... both were hit the hardest by psychic phase change

Changeling - seems preeeetty good to me. That aura is invaluable.

Blue Scribes - anti psyker in a game with meh psykers. Maybe some shananigans with stolen powers but just seems like too much work

Heralds - 4+ WS. Yuck. The disc ones have good mobility so they seem the best by far to follow screamers arround.

Horrors - pinks suck. Brimstones are amazing, blues need more testing with split shananigans

Flamers - such speed, such damage vs hordes, pistol weapons, fly. Preeeeeeeeeeeeeeeetty gooooood.

Exalted - seem inderwhelming next to flamers and cost a fortune AFAIK

Screamers - really fragile, nerfed speed, nerfed damage. I'm not sure guys.... :/

Burning chariot - seems much better than exalted, just a few pts more and double the wounds.


Automatically Appended Next Post:
NURGLE
Epidemius - a must for a nurgle army

GUO - actually seems really good tbh. The only problem - getting there. Maybe the only reason to use summoning?

Herald - aura stacking so a must take?

Plaguebearers - take in armies of 30 for a really really REALLY annoying unit. The banner seems good because of how annoying they are to kill

Nurglings - great unit, cheap, fills troops, does locking up shananigans

Beasts - seem really bad...

Plague drones - need testing but seem at least OK


Automatically Appended Next Post:
SLAANESH:
Masque: must have with any <DAEMONETTE> unit

Keeper Of Secrets: seems not amazing. It's missing a rule to make it good or smthn. Like advance and charge?

Heralds - herald on foot seems ridiculously bad compared to on steed. The ones on chariots just seem like worse chariots. Steed seems to be the only viable one... the one that has no model >.<

Daemonettes - apparently great damage. Can be buffed a lot. So as long as you get them in one piece... :p

Fiends: Really fast used to tie up models, which nurglings do faster and are good vs psykers (who aren't that great). Overpriced too. Bad combo

Hellflayer - why in the green hell does this cost more than an exalted chariot when in order to make exalted, you need 2 hellflayer boxes? Rant aside, seems ok.

Chariots - as long as they don't get hurt - exalted are much much better. Seem pretty good either way

Seekers - THIS SPEED. Holy crap. Needs testing but looks good.




Automatically Appended Next Post:
NEUTRALS
Be'lakor: great to buff a mix of daemons, can hide. Seems pretty good

Daemon princes: can't hide, but take claws and wings and they're good distraction carnifexes. Can only buff nurgle or tzeench

Furies: expensive... needs testing

Soul Grinder: luck dependant but doesn't seem too bad

Bonus: Heldrakes: easiest turn 1 in the game? Durable. Baleflamer seems overpriced. But considering bad BS... hm...

Magnus: COMPARE THIS TO KAIROS. seriously. For 15 pts, you get THIS

Ps: if I take a nurgle herald and glue him up with nurglings, can I pasd him as Epidemius?

This message was edited 5 times. Last update was at 2017/06/11 11:39:49


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 rvd1ofakind wrote:
I'll be having a 1.5k game vs nids on monday. List so far:
+9 CP
Keeper of Secrets
The Masque
Herald on exalted chariot
10 brims
10 brims
3 nurglings
10 daemonettes
10 daemonettes
11 bloodletters (only have 20 daemonettes)
3 flamers
1 Daemon Prince with dual claws and wings
Soul Grinder
Heldrake baleflamer
1499 pts

Any suggestions on what to fix considering I still have:
Spoiler:
Bloodthirster, karanak, herald on juggernaut, 15 hounds, 9 bloodletters
Great Unclean one, herald/epidemius, 3 drones, 10 bearers, 3 beasts of nurgle
Kairos/LoC, herald, 2 heralds on disc, 10 pinks,, 20 blues, , 1 chariot
3 fiends
2 daemon princes, be'lakor, 1 soul grinder, 1 heldrake, 10 furies
I know it's kind of list tailoring, but slaanesh is just hell on heels when it comes to nids.
Being able to strike first means that you can kill those stealers before they get to swing.
* Why run 2 squads of 10 nettes instead of one 20 girl blob? Are you just trying to fit into a brigade for the CP? Personally I've found about 4 CP to be enough.
* Are the brims going to be your screening unit to absorb a charge? That's a great use of cheap models.
* The bloodletters feel out of place.
* Just because your going heavy slaanesh, the fiends seem like they would be a better fit. Disruptive song is pretty bad for nids.
* Daemon princes of slaanesh are money. Point for point they are better than carnifexes or his other big guys.
* Personally I've not been super impressed with the soul grinder. I would drop it and put in another DP. That would free up the points for a fiends.
* Those flamers are going to be bad news for gaunt's. I wish you had 9.

Please let us know how it goes!


Automatically Appended Next Post:
 plagueknight wrote:
Would it be worth taking icons and musicians at all seems quite expensive for the effect to be beneficial.
Musicians are amazing due to the +1 advance and charge range. Because charge ranges work off a bell curve, anything you can get to get you a +1 is huge


Automatically Appended Next Post:
 rvd1ofakind wrote:
Heralds all seem underwhelming. I guess take the one on foot with letters or 1 on jugg with crushers for the aura....
I agree with you on all the points, save this one.
A blood throne herald is a nasty opponent, with great ratios and good buffs.
Alternatively, a herald on a jugg buffing other nearly juggs is nasty. That is STR 7, AP-3 weapons on the charge. That will rip a rhino right open.

This message was edited 2 times. Last update was at 2017/06/11 11:51:49


 
   
Made in lt
Mysterious Techpriest






Yeah, I'll definitelly change the list up a bit after doing the analysis and reading your comments. Are you sure about slaanesh DP? Seems too squish

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in se
Krazy Grot Kutta Driva






Does a plaguebearer unit with herald and virulent spell hit on 2+? Or am I wrong?
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 rvd1ofakind wrote:
Yeah, I'll definitelly change the list up a bit after doing the analysis and reading your comments. Are you sure about slaanesh DP? Seems too squish
They are not that squishy....
The chances of a bolter wounding a DP are the following (2/3 * 1/3 * 1/3) or (to hit * to wound * failed save) for a 2/27 (~7.4%) chance to wound.
The prince is hitting 35/36 of the time (it gets to reroll it's own misses as it's a DP), has 7 STR 7 attacks at -2 that do 2 wounds each.
Yes, they are not as tough as nurgle, but point for point they are nastier than soul grinders.
The big reason is that they don't degrade like grinders.

Also check out their psychic powers.
Symphony of Pain stacks very well with the masque. Nothing is as hilarious as watching 4+ opponents start hitting you on a 6+
Hysterical Frenzy is off the hook. Cast it on a squad of daemonettes, an exalted seeker chariot, or even the prince himeself.

This message was edited 1 time. Last update was at 2017/06/11 13:30:42


 
   
Made in gb
Dakka Veteran





I am honest surprised how good Flamers seem to be.

The Changling seems like it might be quite good at protecting some of your Daemons too.
And if you actually get him to charge Abaddon or something, hilarity will ensue.

Also I think people shouldn't forget the CSM Daemon units.

Mainly Warp Talons, Helldrakes and Forgefiends.
Warp Talons are quite choppy, can deep strike and cant be overwatched (on the turn they DS)
Helldrakes have fast firepower and are no slouch in combat.
Forgefiends can even more firepower.
Also both Drake and Fiend regen 1 wound per turn.

This message was edited 2 times. Last update was at 2017/06/11 14:12:46


 
   
Made in us
Frothing Warhound of Chaos





 Emicrania wrote:
Does a plaguebearer unit with herald and virulent spell hit on 2+? Or am I wrong?


No, but a Herald accompanying a Plague Bearer unit with Virulent up would give +1 strength to the unit, +1 wound rolls, and any 7+ (so dice rolls of 6) to wound would do double damage.

The only Nurgle demon units to buff to hit are Epidemius, and near by Daemon Princes.


Automatically Appended Next Post:
Speaking of Psychic Powers, I think Virulent Blessing and Stream of Corruption will be gold for Nurgle Daemons, but I wonder how useful Fleshy Abundance will be.

It's similar to a lot of rules for Nurgle Daemons in AoS, and I've found it doesn't do much for them. The problem is D3 recovered wounds doesn't have much impact on their survivability considering they can only cast it after surviving two rounds of combat (your turn and your opponent's turn) in which you can get hurt, and/or a shooting turn.

I'm hoping it plays out differently in 8th than it does in AoS.

This message was edited 5 times. Last update was at 2017/06/11 15:15:34


 
   
Made in lt
Mysterious Techpriest






new list:
+3
KoS
Masque
10 Brim
10 brim 1 blue(with 2 pts to become a brim)
3 nurglings
20 daemonettes
3 fiends
3 flamers
heldrake

+1
herald of slaanesh on chariot
Be'lakor
Nurgle Daemon Prince

What do you think?

Also here's my "to buy list":

It will bring me to: 30 total daemonettes, 40 brimstones and 40 blues, 30 plaguebearers, 30 bloodletters, 6 nurglings, 6 plague drones, 2 nurgle heralds(1 can be epidemius), 12 flamers and everything else is new
Do you think some of these are not "enough"? Like do I need 60 daemononettes, 20 flamers or whatever?
Do you think something is not needed?

This message was edited 2 times. Last update was at 2017/06/11 16:31:08


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in gb
Pulsating Possessed Space Marine of Slaanesh





 rvd1ofakind wrote:

SLAANESH:
Masque: must have with any <DAEMONETTE> unit

Keeper Of Secrets: seems not amazing. It's missing a rule to make it good or smthn. Like advance and charge?

Heralds - herald on foot seems ridiculously bad compared to on steed. The ones on chariots just seem like worse chariots. Steed seems to be the only viable one... the one that has no model >.<

Daemonettes - apparently great damage. Can be buffed a lot. So as long as you get them in one piece... :p

Fiends: Really fast used to tie up models, which nurglings do faster and are good vs psykers (who aren't that great). Overpriced too. Bad combo

Hellflayer - why in the green hell does this cost more than an exalted chariot when in order to make exalted, you need 2 hellflayer boxes? Rant aside, seems ok.

Chariots - as long as they don't get hurt - exalted are much much better. Seem pretty good either way

Seekers - THIS SPEED. Holy crap. Needs testing but looks good.
Herald Seeker chariots, cost 46pts more because, they hit on a 2+, are strength 4/5, have 2 extra attacks, are psykers (so they can smite) and they can't be shot unless they are the closest model because they are characters with less than 10 wounds. (referring to the regular herald chariot not the exalted one)

This message was edited 2 times. Last update was at 2017/06/11 17:32:50


 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Proxy some units and test them out before you buy.
   
Made in gb
Pulsating Possessed Space Marine of Slaanesh





I wonder if a all chariot army would be viable this edition, I own 7 regular seeker chariots and I may get more, I always loved the internal image of bronze age warfare (chariots) overcoming the likes of space marines.

One of my absolute favorite moments ever is when my seeker chariot, took out a knight on a rear charge with the impact hits.
   
Made in lt
Mysterious Techpriest






 labmouse42 wrote:
Proxy some units and test them out before you buy.

Dude but then I wouldn't waste money. :/

Also Magnus looks awesome, so I want him. And everyone has been praising the other units to high heaven and I want to have at least 30 of each troop(eeeeeexcept pink) :>

This message was edited 1 time. Last update was at 2017/06/11 18:11:41


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Bounding Assault Marine




Well I run Mono slaanesh and what I have found to dumb effective for my play style funny enough is running a CSM Dp with wings and claws alongside two maulerfiends with lasher tendrils all marked for slaanesh. The Csm DP of slaanesh benefits my daemons too and can't be targeted because of being under 10 wounds. Also the big part of this combo is taking warp time for the mauler fiends. My list atm looks something like this.


At 2000

Detachments : Spearhead + outrider + LoW

Spearhead
Hq
Herald of Slaanesh on Exalted seeker chariot

Csm DP of Slaanesh with wings and claws

Troops
1x 10-man daemonettes w/ instrument

Heavy
2x maulerfiends of slaanesh w/ lasher tendrils
2x seeker chariots

Outrider

HQ
Masque of Slaanesh

Troops
2x 10-man daemonettes w/ instrument

Fast attack
4x 5-man seekers

LoW
Questor Knight w/ thermal cannon, reaper chainsword, heavy stubber.


Now the issues i've found is more often that not, I do not go first. I can probably change this around and make the daemonettes a singular 30 man blob and the seekers into 2 10-man blobs. (I've tried 20, not a good idea. losing 8 in wounds and losing another 7 in morale fething sucks). But this list I like so far in how it plays, and if it steals intiative, oh boy. Only issues with csm portion is loss of quicksilver speed.

Another thing I I have been debating about is the effectiveness of seeker chariot vs the hellflayer. The ability for mortal wounds on impact vs a large unit can be good as i've seen moments where on the charge 3-5 models being knocked out from some lucky mortal wound rolls. On the other hand the hellflyer can do a good amount of damage in the actual fight phase itself.
   
Made in us
Dark Angels Librarian with Book of Secrets






A Protoss colony world

 rvd1ofakind wrote:
Yeah, they're a tad expensive maybe on squads of 30?

My first impressions. Tell me where I'm wrong:
KHORNE

Karanak - almost no damage, really overpriced, nerfed movement only gives +1s to himself. Seems terrible

I'm not sure he's all bad, but then he wasn't really good before was he? Maybe if he is summoned his character-targeting rule can come into play more easily. I'm not sure he's completely worthless though.

Skarbrand: insane damage on high wound models per point but really slow and can get tarpited by a good player. Too big of a weakness for thaylt many pts

He's faster than most infantry and he gives a good aura effect, which is just as much reason to take him as for his massive damage output. I agree that he definitely has his downsides though, as he does cost a huge number of points.

Skulltaker: cool aura, solid weapon. Seems OK

Agreed. He's awesome!

Bloodthirsters: only wrath of khorne seems useful. But they're pretty much bullet magnets that die/get injured very easily. So you have to be careful with them... when you also can't hide them... huh... seems like good on paper bad in practice

Insensate Rage will absolutely wreck anything he touches in melee. Also, with new cover rules they aren't like knights where you have to be more than 50% obscured to get cover, so if you are behind decent cover you will get a 4+ save (assuming I'm right about the cover adding to invulnerable saves as well as armor).

Heralds all seem underwhelming. I guess take the one on foot with letters or 1 on jugg with crushers for the aura...

I don't think Heralds are underwhelming at all. They are a cheap strength boost for nearby Khorne Daemons. Whatsmore, I think it works for things like Possessed and Warp Talons as well! Yes please! The Chariot might be the best way to run one.

Dogs got their speed nerfed and didn't get a health increase. With 2 dmg weapons they seem weaker than before...

Yeah...Flesh Hounds are probably the big losers among Khorne units now. -1AP is just not good enough, and as you pointed out they actually lost some speed and cost more. Maybe GW decided that they were broken before or something.

Letters: great against Primaris... which aren't that great to begin with. Seem underwhelming

125 points for a unit of 10 with instrument and daemonic icon is not too bad. Getting them into combat is the hard part, but then it always was even before. At least if they do make it in even Termies aren't safe!

Crushers: really pack a punch. Seem like the best non hq Khorne unit by far.

Agreed! If Hounds were the big losers, these guys are definitely the big winners. Instant Death was the reason I never liked them before, with that gone they are actually now pretty good.

Cannon: actually seems not awful. This one probably needs the most experimenting.

I think they'll be good against hordes, but meh against other things.

Overall I think Khorne Daemons will be something of a glass cannon army. If played well, they hit extremely hard and will murder anything they can catch. The downside is that if things start to go wrong, they go wrong in a hurry. I think playing a Daemonkin-style list will work well as they can then take some of the CSM units for some added durability. Plus, Kharn is a beast!

My armies (re-counted and updated on 1/27/19, including modeled wargear options):
Dark Angels: ~11200 | Space Marines (Blood Ravens and others): ~1300 | Space Wolves: ~3400
Inquisition: ~300 | Officio Assassinorum: ~500 | Imperial Knights: ~800 | Talons of the Emperor: ~500
Tau Empire: ~6200 | Chaos Space Marines (various legions): ~8100 | Death Guard: ~2800 | Chaos Daemons (all types): ~2100
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Total models painted in 2018: 134 | Total models painted in 2019: 27 | Current main painting project: Space Wolves Wulfen
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in gb
Longtime Dakkanaut




Cover does not effect invulnerable saves

DFTT 
   
Made in us
Awesome Autarch





Dallas area, TX

What's the point of Disc Heralds now? For less than a 1/3 points increase they can be on a Burning chariot for +2" of move, +2 Toughness, screamer attacks and DOUBLE the wounds.

I'm seriously struggling with even bothering to take Disc Heralds when Burning Chariots look like a bargain by comparison.

Also, I am very sad that DPs cannot hide behind units. The GW Sneak Peak on Characters said that 10 wounds or less could not be targeted, but the leaked rules show that Characters with 10 wounds or more can indeed be targeted.
On the bright side, DP got way cheaper for more wounds and T6.

As a mixed Daemon player, Belakor seems mandatory for me (just like he was before). I'm excited that I can take Belakor and my Tetrad and actually have points left over for a decent army.

EDIT: So I just noticed that the CSM DP and Daemons DP have a pretty important difference. Aside from the CSM DPs not getting any special rules for being a "Daemon of ____", the CSM DPs only have 8W, which means they can hide.
So what does everone think about taking a Command detachment full of CSM DPs (and possibly Magnus) alongside "true" Daemon detachments?

-

This message was edited 3 times. Last update was at 2017/06/11 20:56:42


   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

 Galef wrote:
What's the point of Disc Heralds now?
It's for the same reason every Gods herald has the exact same passive aura.

Because whoever worked on our codex didn't care about daemons and crapped something out to meet a deadline. If you're going to invest in heralds you might as well take a chariot if available everytime.

This message was edited 1 time. Last update was at 2017/06/11 21:31:37


 
   
Made in us
Longtime Dakkanaut





Connecticut

Disc Herald's main benefit is the being cheaper. I can spam, easily, 8 Disc Herald's in my list alongside 4-6 Exalted flamers. That many characters is going to be incredibly annoying and difficult for an opponent to deal with.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Awesome Autarch





Dallas area, TX

 Cephalobeard wrote:
Disc Herald's main benefit is the being cheaper. I can spam, easily, 8 Disc Herald's in my list alongside 4-6 Exalted flamers. That many characters is going to be incredibly annoying and difficult for an opponent to deal with.

But 4 Chariot Heralds are MUCH cheaper than 8 Disc Heralds for about the same number of wounds, better Toughness and screamer attacks. Plus less slots needed.
I just don't see the points, aside from more chances to cast Smite (which is Meh at best)

   
Made in us
Longtime Dakkanaut





Connecticut

It's exactly for spamming smite. How many games have you played where you cast smite 10+ times a turn? Genuinely, I'd love to read about your experience doing that.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Pyro Pilot of a Triach Stalker





I have to agree, smite spam is surprisingly potent. The reliability of a bunch of near-guaranteed extra wounds is much better in practice than it is in theory.
   
Made in us
Bounding Assault Marine




There are five chaos players in my group, 3 csm and 2 are daemons being me and this other guy that runs mono tzneetch. He ran squads of horrors like so , 3 pinks + 5 blues+ 5 brimstones. Keeping the brims in the back and pinks in the front in a conga line fashion along with using the changling in the center of it. He dishes out smite spams like no ones business. And he could still do it on a cheaper scale by downscaling to blues and brims purely.

YEsterday I saw him go against guard and he just tore through wounds because of how much smite he was tossing out and not caring really what he was pointing at.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Galef wrote:
What's the point of Disc Heralds now? For less than a 1/3 points increase they can be on a Burning chariot for +2" of move, +2 Toughness, screamer attacks and DOUBLE the wounds.
What's the role of the herald? Smite and buffing. Since the herald is a character, the extra durability does not help as much -- as they cannot be picked out easily from combat.

The biggest buffs I see form this are the fact that you can add the blue horrors and the chariot base is huge. This greatly increases the radius of the buffs/debuff.
Edit : If you are trying just to smite spam, then that 1/3 cost can make a difference. If you are taking 10 heralds to smite with, those 300 points add up. Of course, if you are going to run smite spam, you should be taking Slaaneash Exalted chariots for 140 -- which can hit like a ton of bricks in addition to smite spamming...
 Galef wrote:
, I am very sad that DPs cannot hide behind units. The GW Sneak Peak on Characters said that 10 wounds or less could not be targeted, but the leaked rules show that Characters with 10 wounds or more can indeed be targeted.
On the bright side, DP got way cheaper for more wounds and T6.
I've had nothing but good experiences with DPs. In a 2k game I brought 9 Nurgle DPs with Be'lakor and tabled my opponent 3 games in a row. DPs are sooo gross in large numbers.

This message was edited 1 time. Last update was at 2017/06/11 23:11:29


 
   
Made in us
Tail Gunner





 Cephalobeard wrote:
It's exactly for spamming smite. How many games have you played where you cast smite 10+ times a turn? Genuinely, I'd love to read about your experience doing that.


That sounds really useless, especially since you have to target the closest unit. Using your psychic phase to cast smite instead of the powers that make us harder to hit or able to attack twice in a turn doesn't sound worth it at all.


 
   
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 labmouse42 wrote:
 Galef wrote:
What's the point of Disc Heralds now? For less than a 1/3 points increase they can be on a Burning chariot for +2" of move, +2 Toughness, screamer attacks and DOUBLE the wounds.
What's the role of the herald? Smite and buffing. Since the herald is a character, the extra durability does not help as much -- as they cannot be picked out easily from combat.

The biggest buffs I see form this are the fact that you can add the blue horrors and the chariot base is huge. This greatly increases the radius of the buffs/debuff.
Edit : If you are trying just to smite spam, then that 1/3 cost can make a difference. If you are taking 10 heralds to smite with, those 300 points add up. Of course, if you are going to run smite spam, you should be taking Slaaneash Exalted chariots for 140 -- which can hit like a ton of bricks in addition to smite spamming...
 Galef wrote:
, I am very sad that DPs cannot hide behind units. The GW Sneak Peak on Characters said that 10 wounds or less could not be targeted, but the leaked rules show that Characters with 10 wounds or more can indeed be targeted.
On the bright side, DP got way cheaper for more wounds and T6.
I've had nothing but good experiences with DPs. In a 2k game I brought 9 Nurgle DPs with Be'lakor and tabled my opponent 3 games in a row. DPs are sooo gross in large numbers.



Did you take Chaos Daemon princes or did you take Csm prince. I assume you took three of those HQ detachments and all of them were using wings/ malefic claws with be'lakor using warptime on himself?
   
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 SeraphimXIX wrote:
 Cephalobeard wrote:
It's exactly for spamming smite. How many games have you played where you cast smite 10+ times a turn? Genuinely, I'd love to read about your experience doing that.


That sounds really useless, especially since you have to target the closest unit. Using your psychic phase to cast smite instead of the powers that make us harder to hit or able to attack twice in a turn doesn't sound worth it at all.

In matched play you can only attempt a given power one per turn with the exception of smite. If you are going to be taking a lot of psykers most of them have to cast smite anyway
   
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Connecticut

 Cephalobeard wrote:
It's exactly for spamming smite. How many games have you played where you cast smite 10+ times a turn? Genuinely, I'd love to read about your experience doing that.
I mentioned the 9 DP with Be'Lakor list. That list was throwing out 10 smites a turn plus Be'Lakor adding in Infernal Gaze for fun.

How did it work? Stunningly well. My opponent started hating the psychic phase as much as my previous opponents in 7th edition. Delivering ~20 mortal wounds a round is just crazy.
The amount of damage it can do is just staggering.
The best thing...you can do that while within 1" of enemy models. So my 10 princes were swinging 70 STR 7, AP -2, Dmg 2 attacks per phase, plus dealing 20 mortal wounds a turn on top of that. The reality is that I lost 1-2 princes before getting into claw range with my opponents, but it was still great.

Edit : What this really helped with was cutting trough targets I had a hard time dealing with. When I had to deal with some dreads, 4 princes hitting them with smite and claws took them out really quickly. If someone brought knights, I would do the same. Swarm on them on a cloud of locusts and smite the crap out of the knight before assaulting it.


Automatically Appended Next Post:
zephel wrote:
Did you take Chaos Daemon princes or did you take Csm prince. I assume you took three of those HQ detachments and all of them were using wings/ malefic claws with be'lakor using warptime on himself?
Daemon princes. The FNP is far to good. It gives the princes effectively 15 wounds.
Be'Lakor is not a Heretic Astartes unit. He cannot cast warptime on himself.
His role was just to smash everything into bits, and he did that very well.


Automatically Appended Next Post:
That sounds really useless, especially since you have to target the closest unit. Using your psychic phase to cast smite instead of the powers that make us harder to hit or able to attack twice in a turn doesn't sound worth it at all.
What's why I would run DPs or Slaanesh Heralds in Exalted Chariots for my smite spam.
The smite is the extra secret sauce that does more damage to boost the damage of the units proper.

This message was edited 8 times. Last update was at 2017/06/12 01:58:51


 
   
Made in us
Longtime Dakkanaut





Connecticut

 SeraphimXIX wrote:
 Cephalobeard wrote:
It's exactly for spamming smite. How many games have you played where you cast smite 10+ times a turn? Genuinely, I'd love to read about your experience doing that.


That sounds really useless, especially since you have to target the closest unit. Using your psychic phase to cast smite instead of the powers that make us harder to hit or able to attack twice in a turn doesn't sound worth it at all.



I'm sorry you think 10+D3 Mortal wounds from 24" is useless. You're welcome to your opinion on it, I suppose.

Especially when all of my units have a 4++, potentially -1 to hit for the enemy depending on the changeling, and there are multiple characters forcing you to devote entire units to single model squads.

This message was edited 1 time. Last update was at 2017/06/11 23:37:37


Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
 
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