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Made in gr
Stalwart Tribune





Greece

If you decide to trilobe haulers then I'd go with guo and bell not Mortarion. Just my opinion . If you decide to go termies heavy then Mortarion can be a great value. If you decide to go gnarlmaw then pcb are the way. Just saying some guides

Same goes for troop choise guo plague ! Typhus pox ! Csm cultist and I mean heavy !!!

This message was edited 1 time. Last update was at 2018/03/10 17:24:46


 
   
Made in ca
Regular Dakkanaut




Canada

Continuing my hopes to build somewhat of a flying circus list, how does the following look and what would you add for about 400 points to make it 2000:

Chaos Daemons Battalion:
Khorne DP with wings, skullreaver
**Need another HQ for here**

Plaguebearers x30
Nurglings x3
Nurglings x3

Chaos Daemons (or Death Guard) Battalion:
Nurgle DP with wings, 2 talons
Nurgle DP with wings, 2 talons

Nurglings x3
Nurglings x3
Nurglings x3

Thousand Sons Supreme Command Detachment:
TS DP with wings, 2 talons
TS DP with wings, 2 talons
TS DP with wings, 2 talons

I count this around 1560 points. I still need another HQ for the daemon battalion. I was tossing around the idea of a large squad of 20 khorne hounds and Karanak. Thoughts on the army as a whole?
   
Made in us
Oozing Plague Marine Terminator





Screamers, Plague Drones, or Flesh Hounds to screen the Princes would be my suggestion. Your "Tax" HQ should always be a Herald of whatever flavor. I'd say Nurgle since you got the PB blob.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Hmm, not sold on Nurgle herald. I suspect a Tzeentch one on disc or chariot souping up those TS DPs will deliver more bang - that’s a safety net on seven spells for 1CP.

Karanak and Hounds is decent if they’re in a pure Khorne Detachment so they all get re-rolls to charge. Without, Karanak is just a slightly better FH that pays a HQ tax.

   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Karanak is an interesting case- since he did get a points drop with the codex, is he actually viable now? He gets 2 deny attempts per turn, so could be useful just for defense against psykers (more efficient and better protected than Flesh Hounds due to character rules). I recently purchased him and am wanting to give him a try.

Also, on a side note: What base should he be on? He came with a WHFB cavalry base, oddly enough. Should he be on a 50mm round like other Flesh Hounds?

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in ca
Regular Dakkanaut




Canada

Okay how about this for an updated list that still has some flying circus tendencies:

**Chaos Daemons Battalion:**
Nurgle DP - 2 Talons, Wings
Nurgle DP - 2 Talons, Wings

Plaguebearers x30
Nurglings x3
Nurglings x3

**Chaos Space Marines Battalion:**
Slaanesh DP - 2 Talons, Wings. Emperor's Children, Stimulated by Pain Warlord Trait
**Need an HQ that is 92 points or less for here**

Cultists x10
Cultists x10
Cultists x10

Obliterators x3 - Slaanesh
Obliterators x3 - Slaanesh

**Thousand Sons Supreme Command Detachment:**
TS DP with wings, 2 talons
TS DP with wings, 2 talons
TS DP with wings, 2 talons

92 points left over for the last CSM HQ slot. I could move one Nurgle DP to the CSM battalion and get a Bilepiper for my big blob of Plaguebearers as well.
   
Made in lt
Mysterious Techpriest






 ZergSmasher wrote:
Karanak is an interesting case- since he did get a points drop with the codex, is he actually viable now? He gets 2 deny attempts per turn, so could be useful just for defense against psykers (more efficient and better protected than Flesh Hounds due to character rules). I recently purchased him and am wanting to give him a try.

Also, on a side note: What base should he be on? He came with a WHFB cavalry base, oddly enough. Should he be on a 50mm round like other Flesh Hounds?


Well nick nanavati has a good opinion on him. So I'd say Karanak is at least viable. And you have to base stuff on bases they came with so. F it, I say :p

This message was edited 1 time. Last update was at 2018/03/15 08:37:56


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
Huge Hierodule






Nottingham (yay!)

lucas wrote:
Okay how about this for an updated list that still has some flying circus tendencies:

**Chaos Daemons Battalion:**
Nurgle DP - 2 Talons, Wings
Nurgle DP - 2 Talons, Wings

Plaguebearers x30
Nurglings x3
Nurglings x3

**Chaos Space Marines Battalion:**
Slaanesh DP - 2 Talons, Wings. Emperor's Children, Stimulated by Pain Warlord Trait
**Need an HQ that is 92 points or less for here**

Cultists x10
Cultists x10
Cultists x10

Obliterators x3 - Slaanesh
Obliterators x3 - Slaanesh

**Thousand Sons Supreme Command Detachment:**
TS DP with wings, 2 talons
TS DP with wings, 2 talons
TS DP with wings, 2 talons

92 points left over for the last CSM HQ slot. I could move one Nurgle DP to the CSM battalion and get a Bilepiper for my big blob of Plaguebearers as well.


That’s not a bad idea. One CD DP gets you Fleshy Abundance, and a CSM one would still have access to Miasma - but couldn’t use it on the Plaguebearers, which is a nice combo.

What do you need the Cultists for? CP generation? You’ve got an ok amount. Screening? Those Plaguebearers can cover your arses fairly well, and you may well outpace them come turn 2 (especially since they’re the squishiest targets for anti-infantry firepower). Objective camping? They’re as likely to give an attack unit something to charge. Drop them and the spare points would get a third Obliterator unit to fill out a Spearhead. (Might want to give them a different Mark - you can only Endless Cacophony once a turn, after all, and they can get re-rolls off a different DP to project your firepower farther. Or, if you make them Slaaneshi as well, the DP gets Emperors’ Children trait - not likely game-winning, but can be handy.)

Also if you’re building a CSM-CD coalition, you might like to ask for advice in the general Chaos tactica - there’s a fair few people there into ‘soup’ lists and my advice comes from a non-tourney style

   
Made in us
Regular Dakkanaut




So while my list had had good success in local meta(6-1 in testing so far) I feel it is missing something, and as I can't find down what it is I come to here for general comments and maybe some points I didn't notice that are totally obvious (it happens!).

2 x Tsons princes(one is warlords with +1 to cast and helm of the third eye)

3 x 10 cultists

2 x changecasters

2 x 30 pinks
3 x 3 nurglings

2 x bloodmasters

1 x 30 bloodletters w/ instrument and icon
2 x 19 bloodletters

1851/2000

Plan is to start the entire khorne force, one squad of pinks w/ accompanying caster in DS. Take board space during deployment with nurglings. And cover back objectives and DS denial with cultists. Princes hover around the first squad of pinks until second drop than one of them goes to support the second unit. Pink squad that start on board uses last 2 cp and reinforcement pts for splitting and auto pass morale to brunt first turn shooting. Remember to deploy third eye helm prince first to get the cp gain off anything opponent does pre game.

My first turn drops second pinks and if there is a spot the 30 man letter squad to punch a hole into the enemy lines. If opponent is good at DS denial than hold letters until turn two and use turn one to blow all chaffe units off the board for space next Turn drop. Letters multi tap drop while keeping mid board with pinks. What has worked best is actually dropping the big unit to bomb turn 2 and the smaller ones double drop turn 3.

Princes are there for re roll and counter assault on the pinks, one rolls with death hex and doombolt (or bolt of change depending on enemy) while the other runs warptime and diabolical strength.

Oh the letters are 19 because my local meta runs itc and squads of 20 give up 2 vp. And you lose the 20tg letter on ow 90% of the time anyway so it hasn't really felt like I gave up the. Bonus as I never got it anyway. And the bit squads icon is tuned into a banner with a cp before the game

Comments and criticism welcome and encouraged.
   
Made in us
Regular Dakkanaut




Ecdain wrote:
So while my list had had good success in local meta(6-1 in testing so far) I feel it is missing something, and as I can't find down what it is I come to here for general comments and maybe some points I didn't notice that are totally obvious (it happens!).

2 x Tsons princes(one is warlords with +1 to cast and helm of the third eye)

3 x 10 cultists

2 x changecasters

2 x 30 pinks
3 x 3 nurglings

2 x bloodmasters

1 x 30 bloodletters w/ instrument and icon
2 x 19 bloodletters

1851/2000

Plan is to start the entire khorne force, one squad of pinks w/ accompanying caster in DS. Take board space during deployment with nurglings. And cover back objectives and DS denial with cultists. Princes hover around the first squad of pinks until second drop than one of them goes to support the second unit. Pink squad that start on board uses last 2 cp and reinforcement pts for splitting and auto pass morale to brunt first turn shooting. Remember to deploy third eye helm prince first to get the cp gain off anything opponent does pre game.

My first turn drops second pinks and if there is a spot the 30 man letter squad to punch a hole into the enemy lines. If opponent is good at DS denial than hold letters until turn two and use turn one to blow all chaffe units off the board for space next Turn drop. Letters multi tap drop while keeping mid board with pinks. What has worked best is actually dropping the big unit to bomb turn 2 and the smaller ones double drop turn 3.

Princes are there for re roll and counter assault on the pinks, one rolls with death hex and doombolt (or bolt of change depending on enemy) while the other runs warptime and diabolical strength.

Oh the letters are 19 because my local meta runs itc and squads of 20 give up 2 vp. And you lose the 20tg letter on ow 90% of the time anyway so it hasn't really felt like I gave up the. Bonus as I never got it anyway. And the bit squads icon is tuned into a banner with a cp before the game

Comments and criticism welcome and encouraged.


If personally drop the 2 bloodmasters and the 2x19 blood letter. To some small degree your spending all those points on a reroll fron your blood letter charge. You'd do more dmg/pts by bringing 3 squad of 20 pink than those bloodletters and all thier tax.

ITC wise that's an easy reap ypur giving out therw. 3 cultist and 1 19 squad of blood letters is about as easy to kill as 40 guardmen.

From there the change caster blood master will make head hunter friend happy. My daemons list currently is angel very hard toward head hunkering, and is be so happy seeing those 4 free pts walking around the table.

If your set on taking the khorne detachment. I'd wonder if maybe you might consider a skull reaper DP. Reroll 1s for the bloodletters and more threat to vehicles in your list.

Anywho my thoughs take or leave them as you desire

   
Made in au
Dakka Veteran




JakeSiren wrote:
I'm headed to a small local event in about 2 weeks time. It's going to be 2k points with 8 players using the BRB missions, no forgeworld. The meta consists mainly of Space Marines, Space Wolves, Admech, and Orks. I just wanted to see what people think I will struggle the most with.

This is my list:

Spoiler:
Batallion:
DP w/wings of Tzeentch - Daemon Spark / Impossible Robe / Malefic Talon / Flickering Flames
The Changling

20 pink horrors + Daemonic Icon
30 pink horrors + Daemonic Icon
10 brimstone horrors

Spearhead:
Fluxmaster - Boon of Change / Flickering Flames

5 x Burning Chariots of Tzeentch - Chanting Horrors

Spearhead:
The Blue Scribes

4 x Burning Chariots of Tzeentch - Chanting Horrors


So the event ran yesterday. I played against Primaris marines, T'au, and tank heavy marines with an Knight.

So what I discovered:
Burning Chariots can not deal with armour from range. Their strength lies in when they lock a vehicle in combat. Lampreys bite accounted for at least as much damage as their shooting attacks - if not more. This means dragging the combat into the enemies turn gives you a significant damage bonus. Pink horrors certainly helped me keep vehicles locked into combat where needed.
Chariots are fast enough to capture any objective that you draw from the maelstrom deck. In addition it is easy to move them towards the enemies flank and take their army apart piece meal.
The unit of brimstones were ignored allowing them to hold onto an objective in the back without issue.


I pulled off an interesting maneuverer against the T'au player. I deep struck in my unit of 30 horrors in. They wiped out 2 squads of 10x fire warriors (split the shots half and half, had +1str and +1 to wound for a 2+ to wound). The horrors then declared a charge and rolled a 12! I spread the horrors out with the following goals:
a) Prevent his deep strikers from landing anywhere useful
b) To tie up as many units as I reasonably could
I was mostly successful in A - I prevented him from being able to claim an objective in the back field that he needed. And while I got into combat with quite a few units, it was rather ineffective. I was unable to surround any model to lock them in and he had a special rule allowing his units to fall back and shoot (not sure what it was specifically though).
The horrors were made super resilient however. I was lucky with the blue scribes and got boon of change for +1T. I also used warp surge on the horrors in the T'au shooting phase to give them a 3++ which meant they wasted firepower trying to remove them as a threat.

Over all the list performed well. The biggest weakness was against an all vehicle army. The match was long table edges and it took me a while to cover the distance. Unfortunately the Pink Horrors weren't particularly useful in locking enemy vehicles in combat due to whiffing their charge rolls.
   
Made in ie
Battleship Captain





Opinions on Feculant Gnarlmaws? Are they playable? They don't need to be game-changing since my group isn't that cut-throat but I don't want to waste money on a model that's utter trash.


 
   
Made in us
Freaky Flayed One





New Westminster, BC - Canada

Spoiler:
JakeSiren wrote:


So the event ran yesterday. I played against Primaris marines, T'au, and tank heavy marines with an Knight.

So what I discovered:
Burning Chariots can not deal with armour from range. Their strength lies in when they lock a vehicle in combat. Lampreys bite accounted for at least as much damage as their shooting attacks - if not more. This means dragging the combat into the enemies turn gives you a significant damage bonus. Pink horrors certainly helped me keep vehicles locked into combat where needed.
Chariots are fast enough to capture any objective that you draw from the maelstrom deck. In addition it is easy to move them towards the enemies flank and take their army apart piece meal.
The unit of brimstones were ignored allowing them to hold onto an objective in the back without issue.


I pulled off an interesting maneuverer against the T'au player. I deep struck in my unit of 30 horrors in. They wiped out 2 squads of 10x fire warriors (split the shots half and half, had +1str and +1 to wound for a 2+ to wound). The horrors then declared a charge and rolled a 12! I spread the horrors out with the following goals:
a) Prevent his deep strikers from landing anywhere useful
b) To tie up as many units as I reasonably could
I was mostly successful in A - I prevented him from being able to claim an objective in the back field that he needed. And while I got into combat with quite a few units, it was rather ineffective. I was unable to surround any model to lock them in and he had a special rule allowing his units to fall back and shoot (not sure what it was specifically though).
The horrors were made super resilient however. I was lucky with the blue scribes and got boon of change for +1T. I also used warp surge on the horrors in the T'au shooting phase to give them a 3++ which meant they wasted firepower trying to remove them as a threat.

Over all the list performed well. The biggest weakness was against an all vehicle army. The match was long table edges and it took me a while to cover the distance. Unfortunately the Pink Horrors weren't particularly useful in locking enemy vehicles in combat due to whiffing their charge rolls.


Thanks for the report! You have convinced me to assemble my chariots as I've been running the Exalted's on food ever since!

-- Arhurt
Wargaming Rebel - My Personal Blog

Dakhma Dynasty - My Necron army with unique convertions
 
   
Made in us
Dakka Veteran





 Sim-Life wrote:
Opinions on Feculant Gnarlmaws? Are they playable? They don't need to be game-changing since my group isn't that cut-throat but I don't want to waste money on a model that's utter trash.

I use one (brought in via Slimux) pretty often. It effectively (in my list) acts a Plaguebearer slingshot. I drop it first turn so that on turn 2 my units will be in range and then my plaguebearers are moving 7+D6+1 and then a 2D6+1" charge on top of that. 2 Units of 30 man Plaguebearers in that envelope cover a HUGE chunk of the board and allow me to exert pressure far quicker than my opponent wants me to.
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

I'm having a doubles game on Wednesday with a mate I haven't seen in a while; it'll be IG + AM VS DG + Chaos.

I'll be running a WE battalion, an AL battalion and a Daemon battalion. It's the daemon battalion I want to ask about though since I have yet to run daemons this edition, the battalion contains:
Khorne Daemon Prince
Herald of Khorne
Herald of Tzeentch on chariot
Unit of 30 Bloodletters
Unit of 10 Bloodletters
Unit of 20 Horrors

My plan is deep strike the entire battalion in except from the 10 man unit of bloodletters, that way the troops have +1S when they deepstrike in, the Bloodletters can re-roll 1s to hit and the horrors can get +1 to wound. I'm also wondering whether to upgrade the Bloodletter's icon to get a 3d6 charge when they come in but that would mean spending 7CP before the game even starts.

Any suggestions/advice?

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.
 
   
Made in us
Longtime Dakkanaut




Northridge, CA

Played against new Tau with my Khorne Daemonkin list. Double Battalion, 3x20 Bloodletters, 3x8 Berzerkers, Rhinos, Dark Apostle, Exalted Champ, Daemon Prince with Skullreaver, Herald of Khorne, Blood Slaughterer, 17 Flesh Hounds. His list had, and I don't play Tau so work with me here, 4x10 Fire Warriors, a Cold Star, an Ethereal, a Big Stealth Suit Guy -1 to hit from shooting, A Yvnar (???), a Storm Surge, two Cadre Fireblades, and the drone port moving fortification thing. His detachments were: super heavy, fortification, and battalion.

It was dicey at first but because he basically had no screen and wanted to move up the board with the suits and tango with me, I was able to tie up all the big bois with my Flesh Hounds and then roll in with the Berzerker and Daemon Prince to mop up. We called it bottom of turn 3 when it was clear I was going to table him. I convinced him he needed some chaff, namely some Kroot to scout up and deny deep strike. He's also getting two more suit guys who he said are amazing now, don't recall the names.

I'm going to drop my Berzerker units down to 5 man units, drop the Flesh Hounds to 15, and bring another Prince with the sword artifact. I'd drop the Blood Slaughterer (because he gets destroyed first turn every single game) but I love the model too much and when he does make it into combat he completely destroys everything.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Yeah, you've got to use the full potential of grawlmaws. You can't just take them for the cover alone, as there's enough stuff that ignores it that you're wasting your points (and broadcasting your intended landing zone) when the markerlights and dark reapers arrive.

   
Made in us
Oozing Plague Marine Terminator





I intend in using the Gnarlmaws as landing zone for units of Oblits and a Nurgle herald. Then, if they can also work to Sling shot some plague drones, daemon princes, or even a nurgle marked Heldrake, it's a plus.

This message was edited 1 time. Last update was at 2018/03/20 19:47:44


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

So I'm playing in a local league and I'm running mono-Khorne for narrative reasons. For the same narrative reasons I have to run a Bloodthirster of some sort (Skarbrand included). I'm otherwise free to choose whatever options I want, but if I want CSM allies they have to be World Eaters, again for narrative reasons.

Within these confines, what do I run? Letterbombs are obvious, but do I run Skarbrand or an Insensate Rage BT? Are Obliterators still worth it if they can't use cacophony?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Regular Dakkanaut




 mrhappyface wrote:
I'm having a doubles game on Wednesday with a mate I haven't seen in a while; it'll be IG + AM VS DG + Chaos.

I'll be running a WE battalion, an AL battalion and a Daemon battalion. It's the daemon battalion I want to ask about though since I have yet to run daemons this edition, the battalion contains:
Khorne Daemon Prince
Herald of Khorne
Herald of Tzeentch on chariot
Unit of 30 Bloodletters
Unit of 10 Bloodletters
Unit of 20 Horrors

My plan is deep strike the entire battalion in except from the 10 man unit of bloodletters, that way the troops have +1S when they deepstrike in, the Bloodletters can re-roll 1s to hit and the horrors can get +1 to wound. I'm also wondering whether to upgrade the Bloodletter's icon to get a 3d6 charge when they come in but that would mean spending 7CP before the game even starts.

Any suggestions/advice?


I think the icon is mandatory - you've already invested 2 CP and circa 210 poitns - and to fail the charge would be nothing short of brutal. Bloodletters are squishy so its all or nothing. If you fail the charge you will almost certainly be using the 1 CP you "saved" to reroll which is not necessarily going to work either. Other ways of running it are possible if you buy the risk/reward but doesn't seem a consistent recipe for the desired outcome.
   
Made in gb
Longtime Dakkanaut





 Sim-Life wrote:
Opinions on Feculant Gnarlmaws? Are they playable? They don't need to be game-changing since my group isn't that cut-throat but I don't want to waste money on a model that's utter trash.



I ran one at a event on the weekend and yea, if you build a list to take advantage they are golden.


40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

orkswubwub wrote:
I think the icon is mandatory - you've already invested 2 CP and circa 210 poitns - and to fail the charge would be nothing short of brutal. Bloodletters are squishy so its all or nothing. If you fail the charge you will almost certainly be using the 1 CP you "saved" to reroll which is not necessarily going to work either. Other ways of running it are possible if you buy the risk/reward but doesn't seem a consistent recipe for the desired outcome.

Aye, in the game today I did decide to pay the extra CP for 3d6" and still failed the charge so I had to pay another CP to re-roll.

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.
 
   
Made in au
Regular Dakkanaut





I've already posted something similar in the chaos tactica, but has anyone had any success with summoning this edition. Im thinking of adding a tzeentch patrol to my fallen army (counts as alpha legion). I was thinking herald and 20 pinks that can potentially be brought in with DotW and then have some points in reserve for summoning exalted flamers (eventually other things when I get the models) as needed.
Seems like their arent many people on this forum using summoning, or at least people arent talking about using it.
What has your experience with summoning been this edition?
   
Made in au
Dakka Veteran




Summoning has been a very big "meh" for me. It's useful in 2 situations:
1) As a way to bypass detachment restrictions
2) As something to spend reinforcement points on when your opponent doesn't shoot your horrors.

Otherwise you are better bringing what you want to summon to help with threat saturation and generating CP.
   
Made in au
Regular Dakkanaut





JakeSiren wrote:
Summoning has been a very big "meh" for me. It's useful in 2 situations:
1) As a way to bypass detachment restrictions
2) As something to spend reinforcement points on when your opponent doesn't shoot your horrors.

Otherwise you are better bringing what you want to summon to help with threat saturation and generating CP.


That is a good point. I was planning on buying 2x flaming chariots and turning that into 2x E flamers, 2x heralds, 6x blue horrors and 4x screamers.

So I can always run these models in the patrol. Or trial how summoning goes. I guess E flamers are pretty mobile and with the character key word, they are pretty easy to hide from being targeted.

Are screamers any good? Looking at their rules they seem prettt good on paper. Maybe slightly too expensive and fragile.
   
Made in us
Regular Dakkanaut




Ecdain wrote:
So while my list had had good success in local meta(6-1 in testing so far) I feel it is missing something, and as I can't find down what it is I come to here for general comments and maybe some points I didn't notice that are totally obvious (it happens!).

2 x Tsons princes(one is warlords with +1 to cast and helm of the third eye)

3 x 10 cultists

2 x changecasters

2 x 30 pinks
3 x 3 nurglings

2 x bloodmasters

1 x 30 bloodletters w/ instrument and icon
2 x 19 bloodletters

1851/2000

Plan is to start the entire khorne force, one squad of pinks w/ accompanying caster in DS. Take board space during deployment with nurglings. And cover back objectives and DS denial with cultists. Princes hover around the first squad of pinks until second drop than one of them goes to support the second unit. Pink squad that start on board uses last 2 cp and reinforcement pts for splitting and auto pass morale to brunt first turn shooting. Remember to deploy third eye helm prince first to get the cp gain off anything opponent does pre game.

My first turn drops second pinks and if there is a spot the 30 man letter squad to punch a hole into the enemy lines. If opponent is good at DS denial than hold letters until turn two and use turn one to blow all chaffe units off the board for space next Turn drop. Letters multi tap drop while keeping mid board with pinks. What has worked best is actually dropping the big unit to bomb turn 2 and the smaller ones double drop turn 3.

Princes are there for re roll and counter assault on the pinks, one rolls with death hex and doombolt (or bolt of change depending on enemy) while the other runs warptime and diabolical strength.

Oh the letters are 19 because my local meta runs itc and squads of 20 give up 2 vp. And you lose the 20tg letter on ow 90% of the time anyway so it hasn't really felt like I gave up the. Bonus as I never got it anyway. And the bit squads icon is tuned into a banner with a cp before the game

Comments and criticism welcome and encouraged.


You are already running a skittle of troops 10 or more, including 3 units of 10 cultists which are just begging for reaper. In addition you are running 2x 19 model bloodletter units - if you don't give up reaper your opponent is playing wrong. That said - I don't really deny that you will lose the x1 bloodletter on the charge - so the difference between 19 and 20 bloodletters is somewhat artificial. However, if you acknowledge that your list is still primed for reaper, you could consider expanding some of the letters above 20 with some list smithing.
   
Made in lt
Mysterious Techpriest






So the best doing combo right now is epidemius crew: 60-90 bearers, all 3 heralds, 2 gnarlmaws, nurglings and dg engines + poxwalker shananigans. And a letter bomb is also there.

This message was edited 1 time. Last update was at 2018/03/23 07:13:15


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Huge Hierodule






Nottingham (yay!)

 rvd1ofakind wrote:
So the best doing combo right now is epidemius crew: 60-90 bearers, all 3 heralds, 2 gnarlmaws, nurglings and dg engines + poxwalker shananigans. And a letter bomb is also there.


Nothing wrong with throwing nine Alpha Legion or Iron Warriors Obliterators into there

   
Made in gb
Longtime Dakkanaut





List I done quite well with was this (no duplicate detachments)

Battalion
2 x Heralds
Bile piper
2 x 30 plague bearers, icon and instrument
2 x 29 plague bearers, icon and instrument
2 x 3 Nurglings
Supreme Command
Epi
3 x Princes, wings and talons
Scrivener
Fort detachment
1 x Tree

Nice and simple, bilepiper was key in my games when rolling those 1's.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

I am super happy with Adepticon showing the power of Nurgle in general, and the usage of Trees. I love how many of these lists are DG/Nurgle centered, which is incredible.

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