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Made in us
Longtime Dakkanaut





Central Oregon

After a few months of work, I've bought and painted up 1650 or so points of Daemons and now have all the pieces to play a game with them.
I dont have everything I want, and this list suffers from 'this-is-what-I've-got' syndrome, so any suggestions for switching out units cant help. I simply want advice on how you experienced Daemon players would field this list against mostly Eldar and Space Marines, as they will be my most common opponents.

Keeper of Secrets (Daemonic reward-Lash, Grimoire, ML3)
Herald of Slaanesh (Portaglyph, Locus of Beguilement, ML2, Steed)
Herald of Tzeentch (Disc, ML3)

13x Daemonettes (I want these to be Nurglings, but havent bought them yet)
10x Pink Horrors (I want this to be about 16-20, again havent bought)

8 Flesh Hounds (I plan to have many more for 1850 pts)
6x Screamers
9x Seekers

Daemon Prince (Slaanesh, flight, armor, Lash)
Soul Grinder (Nurgle, Phlegm Bombardment)

At present I only have Daemonettes to summon, so I feel like the Portaglyph falls flat ATM but that will change soon enough.
Id like advice on what to get for summoning purposes as well, are Flamers good to own in case of 4+ xenos opponents or should I just focus on summoning horrors and the like? Is it worth getting a Lord of Change in hopes of summoning it?

Right now this feels like a list that requires rushing, but without the traditional Tyranid firepower and threats that Im used to Im not
as prepared for it.

Lots of questions, all advice welcome!


   
Made in us
Sneaky Sniper Drone






More seekers and fleshhounds never hurt anybody (other than maybe your opponent haha).

I personally don't do this, but a lot of people will suggest having multiple soul grinders.

I think general consensus on summoning is that daemonettes will get you the most bang for your buck. It really comes down to the situation when deciding what you should summon. Daemonettes are popular because they are fast and good in assault.

If you plan on putting it in you list I would get a Lord of Change, but if you're only gonna get one on the off chance of summoning it then I would put your money towards more daemonettes first.

As far as how to rush with daemons.... Ehhh its about what you'd expect. Be fast, hug cover, don't give your opponent more shooting time then you have to. I try to run multiple units that are beast/cavalry. That way no matter what's getting shot, there's something else I've got not getting shot thats just as nasty.

 
   
Made in us
Fixture of Dakka





San Jose, CA

Here are some tips.

1. Unfortunately, some of your units are too small. A unit of 9 seekers isn't going to do much and is about as easy to kill as daemonettes. You need to make this unit larger.

2. Put the Grimoire on a Herald instead of the KoS (you can give her the Portaglyph instead or just Greater Gifts). The reason is so that you can buff your KoS with the Grimoire if you need to (as the Grimoire-keeper cannot buff him/herself).

3. The key power for your Slaanesh units is Telepathy. You really want Invisibility in your army. Otherwise, some of your units will fold like a piece of paper against VoF (volume-of-fire) enemies. Shrouding is also decent, as it can give your screamers and FMC 2+ jink cover.

4. Your Tzeentch Herald should be your Summoning machine, assuming you have the models to go summoning.

5. If you take pink horrors, start off with a unit of 11. That gives you 1 extra warp charge as well as body for practically nothing.

6. I really don't recommend making your soulgrinder Nurgle. The reason is because you want him to advance with your army in most cases. Nurgle just makes him really slow and not much of a factor. My favorite configuration for my grinders is Slaanesh + Baleful Torrent. That makes him really fast and a threat that just cannot be ignored when he is running forwards.

Good luck!




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Nurgle Chosen Marine on a Palanquin






I second on Slaanesh torrent grinders. I dig nurgle for some back field, as well as a fire magnet, the battle cannon spooks people more than it should. Slaanesh grinders always pull more weight, but the nurgle one soaks up stupid amounts of fire power, assuming you can get some cover for it.


   
Made in us
Longtime Dakkanaut





Central Oregon

TNT925 wrote:More seekers and fleshhounds never hurt anybody (other than maybe your opponent haha).

I personally don't do this, but a lot of people will suggest having multiple soul grinders.

I think general consensus on summoning is that daemonettes will get you the most bang for your buck. It really comes down to the situation when deciding what you should summon. Daemonettes are popular because they are fast and good in assault.

If you plan on putting it in you list I would get a Lord of Change, but if you're only gonna get one on the off chance of summoning it then I would put your money towards more daemonettes first.

As far as how to rush with daemons.... Ehhh its about what you'd expect. Be fast, hug cover, don't give your opponent more shooting time then you have to. I try to run multiple units that are beast/cavalry. That way no matter what's getting shot, there's something else I've got not getting shot thats just as nasty.


Yea I know I need more. I will say I hate painting the Seekers, for some reason I really dislike doing that model.

jy2 wrote:Here are some tips.

1. Unfortunately, some of your units are too small. A unit of 9 seekers isn't going to do much and is about as easy to kill as daemonettes. You need to make this unit larger.

2. Put the Grimoire on a Herald instead of the KoS (you can give her the Portaglyph instead or just Greater Gifts). The reason is so that you can buff your KoS with the Grimoire if you need to (as the Grimoire-keeper cannot buff him/herself).

3. The key power for your Slaanesh units is Telepathy. You really want Invisibility in your army. Otherwise, some of your units will fold like a piece of paper against VoF (volume-of-fire) enemies. Shrouding is also decent, as it can give your screamers and FMC 2+ jink cover.

4. Your Tzeentch Herald should be your Summoning machine, assuming you have the models to go summoning.

5. If you take pink horrors, start off with a unit of 11. That gives you 1 extra warp charge as well as body for practically nothing.

6. I really don't recommend making your soulgrinder Nurgle. The reason is because you want him to advance with your army in most cases. Nurgle just makes him really slow and not much of a factor. My favorite configuration for my grinders is Slaanesh + Baleful Torrent. That makes him really fast and a threat that just cannot be ignored when he is running forwards.

Good luck!


1. I plan on running 14 + the herald at 1850.
2. Good to know, as I was unaware you couldnt target yourself!
3. Definitely, I dont plan on rolling on Slaanesh's table. If I can get invisibility though Ill probably take Psychic Shriek as well, do you agree?
4. I dont have many (Only 20 total Daemonettes) but that is on the purchase list.
5. I know I need them, I just havent bought them yet. Do you only want 11 or would a bigger unit be helpful?
6. Fair enough, Ill play test him Slaanesh first. I didnt paint mine either way as I wasnt sure which to commit to, so thats a bonus!

gwarsh41 wrote:I second on Slaanesh torrent grinders. I dig nurgle for some back field, as well as a fire magnet, the battle cannon spooks people more than it should. Slaanesh grinders always pull more weight, but the nurgle one soaks up stupid amounts of fire power, assuming you can get some cover for it.



Maybe if I run two I can alternate.

   
Made in us
Cultist of Nurgle with Open Sores




Naples, FL

 gwarsh41 wrote:
I second on Slaanesh torrent grinders. I dig nurgle for some back field, as well as a fire magnet, the battle cannon spooks people more than it should. Slaanesh grinders always pull more weight, but the nurgle one soaks up stupid amounts of fire power, assuming you can get some cover for it.



Do you think the difference is really that big? The reason I ask, is because I dumped serious cash into 3 Plague Hulks that I run as Nurgle Soul Grinders. I am under the assumption that the Nurgle variety is the best, but then, I have never tried running any other kind of soul grinder. I would feel like a shmuck using my "Nurgled Out" models as slaanesh or tzeentch.

I have never used the strategy of rushing my soul grinders into combat, I always thought they were best suited for long distance fire (I love Phlegm Bombardment). Is it pretty common to rush these up the table and get them in CC? I would have thought that was a poor use of them.

This message was edited 1 time. Last update was at 2014/09/17 19:16:43


 
   
Made in us
Nurgle Chosen Marine on a Palanquin






I find that the games where my slaanesh grinders run in the first turn generally turn out pretty well. There are only a few units out there that can make a soul grinder sweat in CC. With the increase in xenos and jink, the torrent is superb. Generally I run a pair, one nurgle, one slaanesh. Nurgle finds some sort of cover and pukes all over (I also have a plague hulk, love it to death) and the slaanesh one runs up the field. Slaanesh grinder will occasionally get stuck in CC with marines thanks to bad rolls or whatever. It is a really reliable way to deal with vehicles though. If they are fast enough to out run you, then they are not shooting or unloading their cargo. If they are not fast enough, then they generally go down fairly fast. S6 auto hit, 3 S7 shots and 5 S10 melee swings is boss.

Give it a shot sometime, I am sure there is some reason a nurgle soul grinder would move fast. Beasts of nurgle are quick enough for being slugs.

   
Made in us
Auspicious Daemonic Herald





 AutarchRion wrote:
 gwarsh41 wrote:
I second on Slaanesh torrent grinders. I dig nurgle for some back field, as well as a fire magnet, the battle cannon spooks people more than it should. Slaanesh grinders always pull more weight, but the nurgle one soaks up stupid amounts of fire power, assuming you can get some cover for it.



Do you think the difference is really that big? The reason I ask, is because I dumped serious cash into 3 Plague Hulks that I run as Nurgle Soul Grinders. I am under the assumption that the Nurgle variety is the best, but then, I have never tried running any other kind of soul grinder. I would feel like a shmuck using my "Nurgled Out" models as slaanesh or tzeentch.

I have never used the strategy of rushing my soul grinders into combat, I always thought they were best suited for long distance fire (I love Phlegm Bombardment). Is it pretty common to rush these up the table and get them in CC? I would have thought that was a poor use of them.


180 points is too much to just fire a battle cannon every turn. Soul Grinders have to be advancing and putting pressure on your opponent to be amazing.
   
Made in us
Cultist of Nurgle with Open Sores




Naples, FL

So let me see if I understand this:

You get the strength 6 hit from Hammer of Wrath? 3 strength 7 from your shooting attack? And because the Slaanesh are fleet, they can move, run, shoot and charge on the same turn?

Grinders can only move 6 inches though normal movement, correct?


It does sound pretty scary when put that way.
   
Made in us
Longtime Dakkanaut





Central Oregon

They cant run then charge.

   
Made in us
Fixture of Dakka





San Jose, CA

 Iechine wrote:

5. I know I need them, I just havent bought them yet. Do you only want 11 or would a bigger unit be helpful?

11 is optimal. You don't run to run bigger unless if they are going to be the focus of your offense (i.e. with Herald + Locus of Conjuration for massed S6 shooting). Otherwise, it's better to go more units than more models in a unit (i.e. go with 2x10 horrors over 1x20 horrors). The exception to this is when you run daemonettes. I prefer large blocks of daemonettes mainly because you need the numbers to get them into combat.


 AutarchRion wrote:
 gwarsh41 wrote:
I second on Slaanesh torrent grinders. I dig nurgle for some back field, as well as a fire magnet, the battle cannon spooks people more than it should. Slaanesh grinders always pull more weight, but the nurgle one soaks up stupid amounts of fire power, assuming you can get some cover for it.



Do you think the difference is really that big? The reason I ask, is because I dumped serious cash into 3 Plague Hulks that I run as Nurgle Soul Grinders. I am under the assumption that the Nurgle variety is the best, but then, I have never tried running any other kind of soul grinder. I would feel like a shmuck using my "Nurgled Out" models as slaanesh or tzeentch.

I have never used the strategy of rushing my soul grinders into combat, I always thought they were best suited for long distance fire (I love Phlegm Bombardment). Is it pretty common to rush these up the table and get them in CC? I would have thought that was a poor use of them.

Sorry, but if you're running grinders to shoot in the backfield, then you are playing daemons wrong. Daemons are not a sit-&-shoot gunline-type army. Rather, they are a pressure army that needs to overload their opponents with multiple (fast) threats. If you like having units sit in cover and shoot, then you're better off running Tau or AM. The strength in daemons are its mobility and its assault, and that is the opposite of what Nurgle grinders are. Running triple-Nurgle grinder Daemons is like running Assault Tau. You are just playing against the strength of the codex.

If you're running multiple grinders, I'd make at most 1 grinder out of 3 to be Nurgle (or Tzeentch). The other 2 should be Slaanesh.


 AutarchRion wrote:
So let me see if I understand this:

You get the strength 6 hit from Hammer of Wrath? 3 strength 7 from your shooting attack? And because the Slaanesh are fleet, they can move, run, shoot and charge on the same turn?

Grinders can only move 6 inches though normal movement, correct?


It does sound pretty scary when put that way.

No, you get S6 from the baleful torrent (shoot before assaulting) and 3 S7 attacks from its gun. And because Slaanesh are fleet, they get to either re-roll their Run move (+3" for being Slaanesh) or to re-roll their charge distance. They DON'T get to run and charge on the same turn (though they can shoot and charge on the same turn).


Yes, they move 6" and Slaanesh grinders can potentially run 9" That is a potential 15" move in 1 turn by a Slaanesh grinder.




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in gb
Dakka Veteran





I like to include a skull cannon in my lists as giving frags to your netties will keep them alive in combat. This could be due to my area as if they see deamons its sit in cover and slaughter my troops as they come into combat.
   
Made in us
Cultist of Nurgle with Open Sores




Naples, FL

Well, I have never actually run a complete Daemons list. I always have a combination of CSM and Daemons. The CSM give me a lot of shooty power, and I use the Daemons mostly for DPs and Soul Grinders.

The list combines supporting fire with grinders (normally 2), plague marines and forgfiends/obliterators/vindicators (depends on how I am feeling) These units support my DPs and Nurgle Bikers as they rush into combat. I've actually had a lot of success with this combination. If the enemy focuses on my CC, then I can light them up. If they try to take out my ranged support, it allows my DPs and Bikers to get into them.

I also take a unit or two of Plaguebearers (Daemon's troop requirement). I use them as a deepstriking distraction. Normally my enemy is too focused on my more dangerous units, and I can normally position these Plaguebearers in a position where they can cause some serious issues for vehicles, with their touch of rust special rule.

I don't think I would run a complete Daemons list. CSM fills in a lot of gaps in the Daemon Codex.

This message was edited 6 times. Last update was at 2014/09/17 21:16:16


 
   
Made in us
Nurgle Chosen Marine on a Palanquin






Slaanesh just gives fleet and +3 inches while running, no fancy eldar battle focus stuff.
This doesn't seem like much, but turn 1 you can move 6, then run 4-10 inches, fleet lets you re-roll that run move. Unless you are facing a suicidal biker army, nothing worthwhile will be in range of your torrent. I only fire my harvester on round 1 if I am really pressed/close to getting first blood. Or a unit tried to get fancy and alpha strike me (which my buddy does often).

I have built a few lists with CSM to support my daemons, but it was never more than a black mace prince, cultists and drakes. While the daemon book has a gap, shooting, I have never had it be more of an issue than not getting first blood on turn one.

   
Made in us
Longtime Dakkanaut





Central Oregon

So here is my 1850 list that Ive almost built up to:

Keeper of Secrets (Daemonic reward-Lash , ML3)
Herald of Slaanesh (Grimoire, Locus of Beguilement, ML2, Steed)
Herald of Tzeentch (Disc, ML3, Portaglyph)

Nurglings
20 Pink Horrors

16 Flesh Hounds
6x Screamers
14 x Seekers

Daemon Prince (Slaanesh, flight, armor, Lash)
Soul Grinder (Slaanesh, Baleful Torrent)


Is a Nurgle Daemon Prince gliding up the board for the 2+ jink to get into assault quicker common, or is the Slaanesh variant more effective with the lash/iron arm combo?

   
Made in us
Loyal Necron Lychguard




Apologies for not adding much to the current discussion, but this seems like a good place as any to jump on, as I just started collecting Daemons recently.

Currently starting somewhat small, as our store plays ~1000 points games fairly regularly. I like Nurgle, so I'm currently working on Nurgle things - GUO, Heralds, Plaguebearers, Princes (though I suppose they're not necessary always Nurgle). I'm definitely going to add on some Plague Drones.

I don't think mono-Nurgle is necessary for me (especially given how expensive Beasts are), so I'd likely fill any weaknesses with other Gods, probably things like Flesh Hounds for a front line screen or one of the Chariots for fire support.

Basically the main "core" of the force is going to be GUO/2 kitted-out Princes/Nurgle units, but I'm unsure what else to get to support them. What best helps shore up their weaknesses? More shooting? More fast?

Alternatively, I was looking into supplementing them with CSM allies (maybe Typhus to keep the theme going, or just something more reasonable). How are Daemon/CSM lists vs Daemon-focused lists?
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

I will say it's a good thing to run your horrors squads in 12-13 models. The reason generally being empty wounds for sacrifice that doesn't drop your WC count.

Also don't forget to put a banner in the horrors if you plan on summoning out of it. Saves warp charges on cursed earth.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Cultist of Nurgle with Open Sores




Naples, FL

Requizen wrote:
Apologies for not adding much to the current discussion, but this seems like a good place as any to jump on, as I just started collecting Daemons recently.

Currently starting somewhat small, as our store plays ~1000 points games fairly regularly. I like Nurgle, so I'm currently working on Nurgle things - GUO, Heralds, Plaguebearers, Princes (though I suppose they're not necessary always Nurgle). I'm definitely going to add on some Plague Drones.

I don't think mono-Nurgle is necessary for me (especially given how expensive Beasts are), so I'd likely fill any weaknesses with other Gods, probably things like Flesh Hounds for a front line screen or one of the Chariots for fire support.

Basically the main "core" of the force is going to be GUO/2 kitted-out Princes/Nurgle units, but I'm unsure what else to get to support them. What best helps shore up their weaknesses? More shooting? More fast?

Alternatively, I was looking into supplementing them with CSM allies (maybe Typhus to keep the theme going, or just something more reasonable). How are Daemon/CSM lists vs Daemon-focused lists?


If you are only getting 2 Nurgle DPs, I would just run them as HQ slots and not go for the Great Unclean One. He is awesome, but just so slow. Unless you like the Great Unclean One. then by all means! But I feel his points could be used elsewhere.... like a soul grinder.

This message was edited 1 time. Last update was at 2014/09/18 19:55:45


 
   
Made in us
Loyal Necron Lychguard




 AutarchRion wrote:
Requizen wrote:
Apologies for not adding much to the current discussion, but this seems like a good place as any to jump on, as I just started collecting Daemons recently.

Currently starting somewhat small, as our store plays ~1000 points games fairly regularly. I like Nurgle, so I'm currently working on Nurgle things - GUO, Heralds, Plaguebearers, Princes (though I suppose they're not necessary always Nurgle). I'm definitely going to add on some Plague Drones.

I don't think mono-Nurgle is necessary for me (especially given how expensive Beasts are), so I'd likely fill any weaknesses with other Gods, probably things like Flesh Hounds for a front line screen or one of the Chariots for fire support.

Basically the main "core" of the force is going to be GUO/2 kitted-out Princes/Nurgle units, but I'm unsure what else to get to support them. What best helps shore up their weaknesses? More shooting? More fast?

Alternatively, I was looking into supplementing them with CSM allies (maybe Typhus to keep the theme going, or just something more reasonable). How are Daemon/CSM lists vs Daemon-focused lists?


If you are only getting 2 Nurgle DPs, I would just run them as HQ slots and not go for the Great Unclean One. He is awesome, but just so slow. Unless you like the Great Unclean One. then by all means! But I feel his points could be used elsewhere.... like a soul grinder.


Well, I do like him (being a giant brick if he gets the right powers/rewards), and also I want to use the Heralds, so I need a slot for that.

The third HS slot may very well go to a Soul Grinder, unsure where I'm expanding yet.
   
Made in us
Cultist of Nurgle with Open Sores




Naples, FL

Soul Grinders are amazing. You can't go wrong with a Soul Grinder. Unless it is Khorne.....
   
 
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