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Made in fi
Andy Chambers






Tampere

Gonna start playtesting this in earnest this week:

Fateweaver 333
Masque 100

(3) Flamers 69
(3) Flamers 69

(5) Plaguebearers 75
(5) Plaguebearers 75

(8) Screamers 200
(8) Screamers 200
(8) Screamers 200

CCS, Astropath 80
PCS 30
Infantry squad, Autocannon, meltabombs 65
Infantry squad, Autocannon 60

Vendetta 130
Manticore 160

= 1846

Pavane is really fun in this edition. Move HW guys to the front of squads so they die first to shooting, clump stuff up to bombard with your Manticore and Flamers, move stuff closer/out of cover for your Screamers to eat... the applications are endless.

Screamers are crazy good after the update, as I'm sure anyone who has read their new rules has noticed. Fateweaver is there to keep them alive as long as possible.

Waves will (usually) go: Weaver, Masque, 2x Screamers, 1x Flamers
1x Screamers, 1x Flamers, 2x PB

Drop your Screamers in safe locations, they can get to where they gotta be anyway with their 24" turboboost, which they can use on the turn they drop.

The basic concept of the list is that you throw a lot of units, all of them dangerous, at your opponent, and force him to decide what to try and deal with. 24 Screamers, 6 Flamers, the Masque and Fateweaver are all dangerous units in their own right. The Flamers, for example, can cause lots of damage by flaming pavane-clumped up squads, but still are relatively inexpensive and survivable (via 2w and rerolls) when compared to their cost. The Screamers are just insane, a single squad can feth up entire armies if your opponent doesn't deal with them (and with rerolls, they're pretty hard to deal with).

A bit light on troops, admittedly, but as they're not really expected to do anything other than take objectives, it should be fine.

Comments and criticisms welcome, as always =)

"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"

EUROCHEESE - You can smell it.

 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

I would run the Flamers as a single large unit rather than two smaller ones. They really ought to have a pyrocaster and a Tzeetch herald to go with.

I am a little hesistant on Fate in this setup, he does not seem worth it to me when you have a guard contingent with your army that cannot utilize his rules. If you drop him, you could add another full unit of Flamers and two tzeetch heralds on discs to go with.

Also, I would drop The Masque second in most cases, you get the most utility out of her if you can tie up units in assault or burn them away so she does not get shot to pieces the next turn.

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Made in us
Possessed Khorne Marine Covered in Spikes




Virginia

You also realize that to take three flamers individually it is 90 points. Then to add any more it is 23 points per flamer and 5 points to upgrade one to a pyrocaster. You are not able to pick 3 flamers and use the point value that is restricted for after you have purchased the initial 3. So three bare flamers is 90 points plus and additional flamers at 23 points per model. And many people don't realize this, but flamers in big groups do so much better than small groups of flamers. They are no longer a suicide unit due to 2 wounds, the addition of a unit champion (pyrocaster) and look out sir wound shenanigans. Do not run them as a suicide unit, they will do a lot worse. Get them in groups of at least 5 or 6 with a pyrocaster or preferably a herald of tzeentch.
   
Made in fi
Andy Chambers






Tampere

thisisnotpancho wrote:
You also realize that to take three flamers individually it is 90 points. Then to add any more it is 23 points per flamer and 5 points to upgrade one to a pyrocaster. You are not able to pick 3 flamers and use the point value that is restricted for after you have purchased the initial 3. So three bare flamers is 90 points plus and additional flamers at 23 points per model.


Check the Update on those Flamer prices, then get back to me =)

True, large squads of Flamers are far more survivable than small ones via LoS tricks. A Pyrocaster isn't really good enough, though, as a 4+ LoS will see him dead after 6 wounds (fails 3 LoS, fails 2 saves). Rerolls will make him last longer, of course. That means you've gotta take a Herald, and you've gotta pay a minimum of 65pts (naked Tzerald+Disc) or 95pts (with Breath) to give them those LoS shenanigans. That's worth about 3 or 4 Flamers respectively. Which isn't cheap.

Actually, IMO Flamers got far better as suicide squads, as with 2W they don't fall over to the first bolter volley that comes their way like they used to. Sure, you can run them as big squads, and they're perfectly viable that way, but this list already has the Screamers to fulfill the role of killy Deathstar.

I'd rather have 2 (relatively) cheap suicide squads, that are still VERY dangerous w/ Pavane assistance, that still take a fair amount of fire to put down (13.5 saves w/ rerolls), which doesn't sound like much, but its still 13.5 wounds that are going into the Flamers and not into my Screamers, which are the really dangerous part of the list. If my opponent decides to ignore them, then they can easily cripple MEQ squads w/ Pavane clumping their targets up, or go after small scoring squads sitting on objectives or whatever.

Fateweaver isn't cheap, true, but the really killy portion of the list consists of the Screamers, and since I've already (almost) maxed them, I'd rather buff their survivability (which is really their only weakness) than take something else which isn't as crazy good.

The Masque is a bit of a rogue choice, but I think she synergizes well with most of the army. Flamers and the Manticore love Pavane, and with 6th ed wound allocation you can pull lots of nice tricks via moving your opponents guys around. Then there's the straightforward tactic of just moving your opponents models D6" towards your Screamers to get them into combat ASAP (while moving dangerous CC models in the squad back, of course ). Moving squads out of cover is nice too, as then your Screamers actually get to take advantage of their I4, instead of getting smacked around by everyone before getting to hit back.

"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"

EUROCHEESE - You can smell it.

 
   
Made in us
Screaming Shining Spear





Hagerstown, MD

Daemons and IG aren't Battle Brothers meaning that they are technically enemies. So Astropath wouldn't help their reserve rolls, no? Just like how Eldar's Runes of Warding technically work AGAINST an allied IG psyker

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Made in fi
Andy Chambers






Tampere

Just checked the Codex and the FAQ. The codex says: "Whilst the Astropath is alive, you add 1 to any of your reserve rolls".

The FAQ doesn't mention the Astropath at all, except to say that his +1 and the OOTF -1 don't stack if you have multiples of them.

RAW it works IMO, as my Daemon reserve rolls are still "my reserve rolls". The Astropath's reserve bonus isn't tied to the IG army in any way, it benefits everyone.

"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"

EUROCHEESE - You can smell it.

 
   
Made in us
Frenzied Juggernaut





Alaska

Its a great tactic, but the astropath isnt really worth losing out on tons of daemons. However, I though it would be HILARIOUS to take 3x hydra 3x LRBT w/ camo cloaks and fateweaver.

RE-ROLLABLE VEHICLE COVER SAVES!!!

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Made in us
Graham McNeil





The list is pretty solid. However, drop the Masque and add the Blue Scribes. The scribes can lead a squad of Flamers (Put all 9 in the same unit.) and spread wounds around, then they can split off and do the Pavane thing for you.

Check out how I do it here:

http://daemons40k.blogspot.com/2012/08/2-battle-reports-testing-new-flamers.html

Pay for it by dropping the manticore and getting a Hydra instead. Then get more Flamers. You need anti-flyer more than pie plates. Screamers can kill almost anything.

And the Astropath does indeed improve Daemon reserve rolls. "Any" means any.

   
Made in us
Judgemental Grey Knight Justicar




USA

 xSoulgrinderx wrote:
Its a great tactic, but the astropath isnt really worth losing out on tons of daemons. However, I though it would be HILARIOUS to take 3x hydra 3x LRBT w/ camo cloaks and fateweaver.

RE-ROLLABLE VEHICLE COVER SAVES!!!
Would Fateweaver's ability function for any ally which isn't a Battle Brother? It says it works only for 'friendly' units.

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http://www.dakkadakka.com/dakkaforum/posts/list/576793.page 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Virginia

 Jabbdo wrote:
thisisnotpancho wrote:
You also realize that to take three flamers individually it is 90 points. Then to add any more it is 23 points per flamer and 5 points to upgrade one to a pyrocaster. You are not able to pick 3 flamers and use the point value that is restricted for after you have purchased the initial 3. So three bare flamers is 90 points plus and additional flamers at 23 points per model.


Check the Update on those Flamer prices, then get back to me =)


Corrected. I think my current list just added a couple of flamers.... Thanks
   
Made in ca
Numberless Necron Warrior




in a necron tomb world under youre house

 undertow wrote:
 xSoulgrinderx wrote:
Its a great tactic, but the astropath isnt really worth losing out on tons of daemons. However, I though it would be HILARIOUS to take 3x hydra 3x LRBT w/ camo cloaks and fateweaver.

RE-ROLLABLE VEHICLE COVER SAVES!!!
Would Fateweaver's ability function for any ally which isn't a Battle Brother? It says it works only for 'friendly' units.

Since they're on your side they're friendly even if they are desperate allies.

"Victory at great cost is no true victory."
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Made in us
Graham McNeil





 necronuser wrote:
 undertow wrote:
 xSoulgrinderx wrote:
Its a great tactic, but the astropath isnt really worth losing out on tons of daemons. However, I though it would be HILARIOUS to take 3x hydra 3x LRBT w/ camo cloaks and fateweaver.

RE-ROLLABLE VEHICLE COVER SAVES!!!
Would Fateweaver's ability function for any ally which isn't a Battle Brother? It says it works only for 'friendly' units.

Since they're on your side they're friendly even if they are desperate allies.


Incorrect. Only battle brothers are considered friendly models, which is what Oracle of Eternity affects. Allies of Convenience or lower are considered enemy models that can't be attacked.

   
 
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