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		<title><![CDATA[Latest posts for the thread "1750 Competitive(?) Shooty Daemons"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "1750 Competitive(?) Shooty Daemons"]]></description>
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				<title>1750 Competitive(?) Shooty Daemons</title>
				<description><![CDATA[ Below is yet another attempt at a 1750 competitive Daemon list.  After playtesting an Epi list, it just can't do enough against anything mobile and with the new AP1/2 rules for <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, it loses some key durability.  So, from my in game experiences and reading other battle reports/articles/discussions, I think a shooty daemon army is much more viable.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: 333<br /> Fateweaver<br /> <br /> TROOPS: 695<br /> (2x) Horrors x 10 <br /> Icon/bolt<br /> <br /> (3x) Horrors x 5<br /> bolt<br /> <br /> FAST: 240<br /> (2x) Fleshounds x 8<br /> <br /> HEAVY: 480<br /> Daemon Prince<br /> Mark of Tz/bolt/Gaze<br /> <br /> (2x) Soulgrinder<br />  Phlegm<br /> <br /> 7 bolts, 2 that hit on 2+, 2 large blasts, reroll bubble, possible 105 warpfire shots.  Main tactic is to use my big horror squads with Fateweaver and <span class="glossaryitem" onmouseover='gp(262);'>DP</span>, keep them in reroll bubble and blast away.  Grinders are anti-horde and some counter assault.  Hounds are there to counter assault or rush out and tie up enemies that can out shoot me.  I have 3 drop variants in mind, depending on my opponent. <br /> <br /> Balance drop would be: A - Horrors 10A/Horrors 5A/Horrors 5B/Soulgrinder 1/Hounds 1/Fateweaver and B would be Horrors 10B/Horrors 5C/Hounds 2/Grinder 2/<span class="glossaryitem" onmouseover='gp(262);'>DP</span>.  While I prefer A, both can function alone until the others come in.  And while B is one less unit, it has a bit more counter assault elements waiting than A with the <span class="glossaryitem" onmouseover='gp(262);'>DP</span>. <br /> <br /> Shooty drop (for say Daemon bomb chaos , weird deployment mission, or any army where I have a numerical advantage for one turn or so) would be: A - Horrors 10A/Horrors 5A/B/C, /Grinder 1, Fateweaver.  B: Horrors 10B/<span class="glossaryitem" onmouseover='gp(262);'>DP</span>/Hounds 1/2, Soulgrinder 2.  If A comes in (which I am gambling will), I can hopefully pump out enough shots to cripple what's on the table before reserves come in.  If B comes in cause dice hate me, I am ready to charge into combat the second turn and with limited forces on the table, my dogs will hopefully have survived to tie things up.  <br /> <br /> Assault drop (for the rare time I might want most of my shooty to come in off reserves, like against a fast army that has spread itself out so I can isolate certain parts and take them out) A - Fleshhounds 1+2/Soulgrinder 1+2/<span class="glossaryitem" onmouseover='gp(262);'>DP</span>/Horrors 10A.  B - Horrors 10B/Horrors 5A+B+C/Fateweaver<br /> <br /> Any thoughts?  More counter assault? More horrors? Less? Add/drop another unit for better symmetry? I am pretty happy with the list (need to see how it does though), but any thoughts on make up or tactics is appreciated. ]]></description>
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				<pubDate><![CDATA[Fri, 6 Jun 2008 04:30:51]]> GMT</pubDate>
				<author><![CDATA[ lemurking23]]></author>
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