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				<title>2000pt Daemons</title>
				<description><![CDATA[ I keep hearing about how Daemons have suddenly become "brutal", "are winning tournament"' and what have you.<br /> <br /> I put a list together, sure it looks good. But I clearly don't see how the army really meshes.<br /> <br /> Anywho.<br /> <br /> So what I was hoping to get from this post, is to gain an understanding of what's going into these supposed winning daemon lists?<br /> <br /> If someone could point me to lists/batreps/tactica crucial to understanding how Daemons are winning, that'd be just fantastic.<br /> <br /> I'm thinking about cannibalizing my <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> daemon army.<br /> <br /> So yeah.<br /> <br /> Little help please?]]></description>
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				<pubDate><![CDATA[Sun, 1 Feb 2009 11:25:05]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Since posting this, I've done a lot of reading and re-written my list. Keep in mind I play in a fairly compy environment.<br /> <br /> 275 - <b>Thirster:</b> Might, Blessing.<br /> 125 - <b>Herald of Khorne:</b> Chariot, Might, Icon.<br /> 125 - <b>Herald of Khorne:</b> Chariot, Might, Icon.<br /> <br /> 160 - <b>4 Crushers.</b><br /> 160 - <b>4 Crushers.</b><br /> <br /> 128 - <b>8 Bloodletters.</b><br /> 128 - <b>8 Bloodletters.</b><br /> 128 - <b>8 Bloodletters.</b><br /> 100 - <b>5 Horrors:</b> Bolt, The Changeling.<br /> 95 - <b>5 Horrors:</b> Bolt.<br /> 95 - <b>5 Horrors:</b> Bolt.<br /> <br /> 160 - <b>Soul Grinder:</b> Phlegm.<br /> 160 - <b>Soul Grinder:</b> Phlegm.<br /> 160 - <b>Soul Grinder:</b> Phlegm.<br /> <br /> 1999pts/53 models.<br /> <br /> Team A, play offensive.<br /> Thirster, Herald, all Crushers, all Grinders.<br /> <br /> Team B, play defensive.<br /> Herald, all the troops.<br /> <br /> Thoughts? You know, now that I've put some effort in.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 1 Feb 2009 12:49:29]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Hi<br /> <br /> Check out the batreps by this guy over at <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:<br /> <br /> <a href="http://warseer.com/forums/showthread.php?t=153826" target="_new" rel="nofollow">http://warseer.com/forums/showthread.php?t=153826</a><br /> <br /> Not only are the excellent batreps (if only <span class="glossaryitem" onmouseover='gp(143);'>WD</span> could do them like this!), his tactics with Daemons is excellent.<br /> <br /> He stated in one that he has stopped taking an all Tzeench army as it is too powerful.<br /> <br /> <span class="glossaryitem" onmouseover='gp(58);'>HTH</span>]]></description>
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				<pubDate><![CDATA[Sun, 1 Feb 2009 13:09:17]]> GMT</pubDate>
				<author><![CDATA[ tallmantim]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ If you want to be competitive with Daemons then here is a list of some useable units:<br /> <br /> Fateweaver, Oracle of Tzeentch<br /> Great Unclean One<br /> <br /> Bloodcrushers<br /> Flamers<br /> <br /> Plaguebearers<br /> <br /> Soul Grinders<br /> <br /> A lot of competitive Daemon players tend to combine Fateweaver and a lot of Bloodcrushers. For troops, Plaguebearers are best. They aren't going to kill anything though, so you might as well make their units minimum size and take more of them (for objective purposes). To get some extra anti-tank and anti-horde into the list, they add Soul Grinders with Phlegm.]]></description>
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				<pubDate><![CDATA[Sun, 1 Feb 2009 15:06:20]]> GMT</pubDate>
				<author><![CDATA[ Airmaniac]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ I actually read a lot of his batreps when I was browsing around Warseer. (eesh, I almost called it Portent.)<br /> <br /> I'll go back and re-read the Khornate ones. <br /> <br /> Placement of my Icons. Should I have them on the Chariots or Bloodletters? I don't particularly want to splash Nurgle, as I already own all the troop choices, once I take them off of 25mm square.<br /> <br /> Phlegm is better than Tongue, right? Or should I mix it up with like 2 Phelgm, 1 Tongue?<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 1 Feb 2009 22:54:33]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ For the possibility of seeing a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>/monolith @ 2k.. yes, definetely. <br /> <br /> Also.. swap a horror sqaud for a 3man flamer squad? Breath of choas just looks too useful to pass up. ]]></description>
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				<pubDate><![CDATA[Sun, 1 Feb 2009 23:15:09]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(330);'>Mm</span>. I'm not really scared of Necrons, yet alone a Monlith.<br /> <br /> I mean really. The only thing in the Necron army that can actually kill the Grinders are either a) Particle Whip or b) Heavy Destroyers, c) 345 glancing hits or d) mystery veil rear shots.<br /> <br /> I'll just fleet on in and crush the Monolith with dreadnought <span class="glossaryitem" onmouseover='gp(20);'>ccws</span>.<br /> <br /> It just occurred to me that I can squash any tanks with <span class="glossaryitem" onmouseover='gp(571);'>dccws</span>. I don't think Tongue is really that useful.<br /> <br /> I'm also looking for advice on unit division in Daemonic Assault.]]></description>
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				<pubDate><![CDATA[Sun, 1 Feb 2009 23:21:29]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Its a good list. I would not give Icons to heralds, they could die too easily. Also, you might want to think about taking skulltaker instead of one of the heralds. The only thing you cant reliably kill is <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14, and everyone had a problem killing that, so I would say the list is not lacking anti-tank. ]]></description>
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				<pubDate><![CDATA[Mon, 2 Feb 2009 00:08:24]]> GMT</pubDate>
				<author><![CDATA[ extrenm(54)]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(376);'>Mmm</span>.<br /> <br /> T5 W4 3+/5++<br /> vs<br /> T4 W8 5++<br /> <br /> I think it's actually pretty close.<br /> <br /> The Herald is far more resilient than the Letters, but it's 4 wounds vs 8. But if I gave the Letters my Icons I'd have to beef them up a bit.]]></description>
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				<pubDate><![CDATA[Mon, 2 Feb 2009 00:34:43]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ might be worth trying to get some free points and splash out on skulltaker in a chariot, with give you alot more impact for your points <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 2 Feb 2009 00:38:14]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Skulltaker is 160 with Chariot.<br /> <br /> Herald of Khorne on Chariot with Icon and Strength is only 125.<br /> <br /> And then I've got to replace the Icon. Means I've got to find 60pts to include him. This list is so tight for points and I'm not comfortable dropping the troop choices to any smaller size. Nor do I want less Juggernauts.<br /> <br /> No sale on Skulltaker.]]></description>
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				<pubDate><![CDATA[Mon, 2 Feb 2009 00:55:14]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ If you look under batreps on this site for my name you will find a ton of daemons battle reports.  My current tzeentch list which I used for a campaign from 1250pts - 2000pts.  I also put up the army list and battle reports for the army list I used at the Baltimore <span class="glossaryitem" onmouseover='gp(48);'>GT</span>.<br /> <br /> Your list is going to suffer against mechanized armies.  If you draw eldar or Tau in a kill point game you are basically going to be screwed, you have one unit that can catch up to a fast moving vehicle.<br /> <br /> Grinders are great for popping tanks in <span class="glossaryitem" onmouseover='gp(58);'>hth</span>, the problem is that depending on what tank they popped whats coming out is going to kill you.  A pure Sisters of Battle list would more than likely eat this build.  The sisters want you to get close and get all bunched up.<br /> <br /> Horde orks are going to give you a run for the money, but you would fair okay vs. a nob biker list.<br /> <br /> Your list is plenty killy in <span class="glossaryitem" onmouseover='gp(58);'>hth</span>.  You would be much better off <span class="glossaryitem" onmouseover='gp(71);'>imho</span> replacing your khorne heralds with tzeentch heralds, plus it might be a bit more fluffy since you are using tzeentch troops.  I would swap a unit of horrors or a unit of bloodletters to add in some flamers.  The flamers are easy <span class="glossaryitem" onmouseover='gp(316);'>kp</span> but almost always get their points back.  I would also suggest freeing up some points to put the instrument and fury of khaine on each of the crusher units to maximize wound allocation rules.<br /> <br /> Tongue is an interesting one.  What exactly do you need the phlegm shot for?  Between letters, bloodthirster, and bloodletters you don't really need any more ap3 killing.  What you need desperately is ranged anti-tank.  Because of your list composition I would probably either go with naked grinders or tongue.  At baltimore 2 our of 5 games the tongue really helped, the other three it wasn't really needed.  But getting 3 shots off, even at <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 3 usually means you can pop one tank a turn with them.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Feb 2009 06:14:07]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Warmaster: I see you play pretty-much Tzeentch/Slaanesh. I really only wanted to run light Tzeentch for controlling armour and didn't want to touch Slaanesh at all.<br /> <br /> I was thinking Phlegm, because it's a large blast. It eats large units. I mean, I've got no idea what I should be doing against horde orks anyway. Apart from dropping my Grinders on thier faces because they don't do too well against AV13+. (I play mixed orks.)<br /> <br /> It amuses me that you're directing me to return my list to it's previous state.<br /> <br /> It was basically the same list.<br /> <br /> Except it had Tzeentch chariot caster heralds, plaguebearers and flamers.<br /> <br /> It was basically this..<br /> <br /> <b>Thirster:</b> Might, Blessing.<br /> <b>Herald:</b> Chariot, Bolt, Second spell, multiple targets.<br /> <b>Herald:</b> Chariot, Bolt, Second spell, multiple targets.<br /> <br /> <b>3 Crushers.</b><br /> <b>3 Crushers.</b><br /> <b>3 Flamers.</b><br /> <br /> <b>8 Bearers:</b> Icon.<br /> <b>8 Bearers:</b> Icon.<br /> <b>12 Letters.</b><br /> <b>5 Horrors:</b> Bolt, The Changeling.<br /> <b>5 Horrors:</b> Bolt.<br /> <br /> <b>Grinder:</b> Phlegm.<br /> <b>Grinder:</b> Phlegm.<br /> <b>Grinder:</b> Phlegm.<br /> 1997.<br /> <br /> ...<br /> <br /> I think the best idea might be to just trade the Phlegm for Tongue and try to swing some Flamers.<br /> <br /> Like, I don't really want to play with Tzeentch Heralds. I want killy. Not shooty.<br /> <br /> Though, if I didn't already have a Khorne/Tzeentch <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> army to eat, I'd have gone with Tzeentch Daemons.<br /> <br /> So how does one deal with Hoarde Orks? I know there's a couple touring my tournament area.]]></description>
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				<pubDate><![CDATA[Mon, 2 Feb 2009 11:32:22]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ Ok, so I've had a massive rethink. In fact, about 2 hours of reading threads and battle reports.<br /> <br /> 275 - <b>Thirster:</b> Might, Blessing.<br /> 110 - <b><span class="glossaryitem" onmouseover='gp(576);'>HoT</span>:</b> Chariot, Breath, Master, Legion.<br /> 110 - <b><span class="glossaryitem" onmouseover='gp(576);'>HoT</span>:</b> Chariot, Breath, Master, Legion.<br /> <i>I figure with the Tongues and Bolts, I can shred infantry instead. Or just more Bolts?</i><br /> <br /> 170 - <b>4 Crushers:</b> Fury.<br /> 170 - <b>4 Crushers:</b> Fury.<br /> <i>Had 20pts left.</i><br /> 105 - <b>3 Flamers.</b><br /> <br /> 128 - <b>8 Letters.</b><br /> 128 - <b>8 Letters.</b><br /> 128 - <b>8 Letters.</b><br /> 100 - <b>5 Horrors:</b> Bolt, The Changeling.<br /> 95 - <b>5 Horrors:</b> Bolt.<br /> <br /> 160 - <b>Grinder:</b> Tongue.<br /> 160 - <b>Grinder:</b> Tongue.<br /> 160 - <b>Grinder:</b> Tongue.<br /> <i>I figure that a) I need to pop tanks and b) it comes with a S6 flamer.</i><br /> <br /> 1999pts with 51 models. <br /> <br /> No icons at all. I think this might be a good idea.<br /> <br /> <b>Primary:</b> Thirster, Flamers, Crushers, Crushers, Grinder, Grinder, Grinder.<br /> <b>Secondary:</b> Herald, Herald, Letters, Letters, Letters, Horrors, Horrors.<br /> <br /> I like this list a lot more.<br /> <br /> Any thoughts?<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Feb 2009 14:09:29]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ @Obeisance: I started with a tzeentch/slaanesh list that worked very nicely.  I then was playing a skittles daemon list (a bit of everything).  Lately I was experimenting with the mono-tzeentch list just to see if it would be effective and fluffy at the same time.<br /> <br /> You'll find that the flamer template is better against horde armies than the phlegm.  Especially since you will want to get the grinders in <span class="glossaryitem" onmouseover='gp(58);'>hth</span> as soon as possible.  With your list you will want to get the grinders down first and close to the enemy.  Against orky horde I would actually try to go first if at all possible.   Only because you can actually drop at about 13-18 with the grinders and not get assaulted.  Bring in the crushers and thirster behind the grinders and hope the grinders can hold the line for a turn.  Suicide drop the flamers on the loota's and hope you can weather a round of shooting.  If the ork player goes first I would go for a very risky assault with the grinders to go for template hits and to force him to deal with them asap.<br /> <br /> Tzeentch heralds do not do well in rapid fire range or assault range.  With their jetbike move it's very easy for them to get behind tanks to deliver 1 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 and 3 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 shots into rear armor.  You really don't ever want them close enough to an enemy squad for them to be able to use the breath template.  If you really want to do the breath template, drop we are legion and pick up the sword, that way you at least have a power weapon, 5 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 <span class="glossaryitem" onmouseover='gp(486);'>pw</span> hits isn't all that bad, although their <span class="glossaryitem" onmouseover='gp(14);'>bs</span> of 2 really does hurt.<br /> <br /> The 5 man horror squads are going to die very quickly.  If you want them to survive a round I would combine the two units and go with 1 of 9.  <br /> <br /> I always like my armies to have an odd number of dropping units so I can pick the waves better, I also try to never go in with my primary/secondary already planned out.  I like to wait until I see my opponents deployment before deciding anything.  If you get into a habit of thinking "this is my a team" you start to miss out on opportunities.<br /> <br /> I think the list right now would do fine, but I think you might like it a bit more if you switched to bolt on the heralds and combined the two horror squads into one 9.  If you really wanted to get crazy you could pull the 2 furies off of the crushers and use the 27 points you saved off of combining the horrors (and your extra point) and add in a 3 man unit of screamers <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">.]]></description>
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				<pubDate><![CDATA[Mon, 2 Feb 2009 16:36:28]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Hmmmmm! I've been sitting here toying with the math for a bit. <br /> <br /> Advice taken. List re-written.<br /> <br /> 275 - <b>Mr Thirsty:</b> Strength, Blessing.<br /> 110 - <b><span class="glossaryitem" onmouseover='gp(576);'>HoT</span>:</b> Chariot, Bolt, We Are Legion, Master of Sorcery.<br /> 110 - <b><span class="glossaryitem" onmouseover='gp(576);'>HoT</span>:</b> Chariot, Bolt, We Are Legion, Master of Sausages.<br /> <br /> 160 - <b>4 Crushers.</b><br /> 160 - <b>4 Crushers.</b><br /> 105 - <b>3 Flamers.</b><br /> <br /> 128 - <b>8 Bloodletters.</b><br /> 128 - <b>8 Bloodletters.</b><br /> 128 - <b>8 Bloodletters.</b><br /> 168 - <b>9 Horrors:</b> Bolt, Changeling.<br /> <br /> 48 - <b>3 Screamers.</b><br /> <br /> 160 - <b>Grinder:</b> Tongue.<br /> 160 - <b>Grinder:</b> Tongue.<br /> 160 - <b>Grinder:</b> Tongue.<br /> <br /> 2000pts exactly. <br /> <br /> Is that ENOUGH troops?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 09:25:17]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ I swear this is like the only forum that actually discusses Daemon stuff. Everywhere else seems to blow.]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 09:35:26]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ I would say go for it and try it out.  You should be fine on troops, you may just find that your bloodletters and horrors spend a lot of time doing push ups <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">.<br /> <br /> If you can get him to post in here Centurian99 really likes the huge bloodcrusher squad, he's been running an 8 man for a while now.  If you really seem to be getting stomped by orks a lot you could try that out.  The use on the screamers will be definitely variable, and if you start running into the situation where the <span class="glossaryitem" onmouseover='gp(316);'>kp</span> they are going to give up is hurting you then drop em for icons and upgrades for the crusher squads.  I was just amused when I saw that your extra points would buy the 3 man squad.]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 15:52:51]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Edit: Realized my suggestions put it back to the one-iteration-before list.  I think it's stronger, <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>, though I like swapping Breath for Bolt on the Heralds.]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 18:18:18]]> GMT</pubDate>
				<author><![CDATA[ tzeentchling]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Warmaster wrote:</cite>I would say go for it and try it out.  You should be fine on troops, you may just find that your bloodletters and horrors spend a lot of time doing push ups <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">.<br /> <br /> If you can get him to post in here Centurian99 really likes the huge bloodcrusher squad, he's been running an 8 man for a while now.  If you really seem to be getting stomped by orks a lot you could try that out.  The use on the screamers will be definitely variable, and if you start running into the situation where the <span class="glossaryitem" onmouseover='gp(316);'>kp</span> they are going to give up is hurting you then drop em for icons and upgrades for the crusher squads.  I was just amused when I saw that your extra points would buy the 3 man squad.</div></blockquote><br /> <br /> Absolutely I'm in favor of the 8-Bloodcrusher squad.  <br /> <br /> I started out running 4 bloodcrushers +skulltaker on a juggernaut.  Hard-hitting, but after the Chicago <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, the unit attracted too much attention for what was really sub-optimal hitting power.  Against certain units (i.e. monstrous creatures/wraithlords) skulltaker and the juggers were king, but their vulnerabillity to dreadnoughts and generally low numbers made me move to taking two squads of 4 Bloodcrushers at the Baltimore <span class="glossaryitem" onmouseover='gp(48);'>GT</span>.<br /> <br /> My theory was that I could still have them gang-up on enemies together, but if one squad was charged, the other one would still be free to maneuver and assault.  Good in theory, but in actual gameplay, what I found was that the a 4-man squad of crushers, even with full upgrades to spread out wounds, was too easily focused on and wiped out.  Once that happened, the other squad could potentially kill another unit, but then my opponent would focus on the second squad and wipe it out.<br /> <br /> Lately, I've been running a full squad of 8, with full upgrades, and the squad is simply brutal.  It soaks up amazing amounts of enemy fire, and there's pretty much nothing in the game that will charge them alone (well, a few, like nob bikers and 10-man terminators).  As a side effect, the large footprint of an 8-man squad has proven to be an advantage in every game I've played.<br /> <br /> My current list skeleton goes like this (at 1500-1850.)<br /> <br /> Bloodthirster /w might<br /> Bluescribes (if points allow)<br /> 8 Bloodcrushers<br /> 1 or 2 squads of 3 flamers<br /> 12+ bloodletters /w icon<br /> 1 medium-sized squad of horrors (usuallly 9, for fluff)<br /> 1 small-med sized squad of plaguebearers<br /> 2 naked grinders<br /> <br /> I've run this list against a variety of enemies, and haven't found a list that it couldn't at least deal with.  ]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 19:03:02]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Naked grinders?<br /> <br /> Isn't tongue or phlegm essential?<br /> <br /> That list looks lacking in armour-busting..<br /> <br /> Hm. I suppose I could exchange a Herald for Bluescribes and take another unit of Horrors.<br /> <br /> ...<br /> <br /> Drop both Heralds and Screamers, take Blue Scribes and 2x8 Horrors with Bolt, Changeling. Thirster gets a flute.<br /> <br /> 280 - <b>Thirster:</b> Strength, Instrument, Blessing.<br /> 130 - <b>The Bluescribes.</b><br /> <br /> 160 - <b>4 Crushers.</b><br /> 160 - <b>4 Crushers.</b><br /> 105 - <b>3 Flamers.</b><br /> <br /> 128 - <b>8 Letters.</b><br /> 128 - <b>8 Letters.</b><br /> 128 - <b>8 Letters.</b><br /> 151 - <b>8 Horrors:</b> Bolt, Changeling.<br /> 156 - <b>8 Horrors:</b> Bolt.<br /> <br /> 160 - <b>Grinder:</b> Tongue.<br /> 160 - <b>Grinder:</b> Tongue.<br /> 160 - <b>Grinder:</b> Tongue.<br /> <br /> 1996. 56 models.<br /> <br /> Feels like enough troops. <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> feels fine. ]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 22:15:37]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ I wouldn't say tongue and phlegm are essential, it's just that they a fairly cheap upgrade.  Soul Grinders really seem to shine when you are getting them stuck in against things.  As long as you arent going after dreadnaughts and <span class="glossaryitem" onmouseover='gp(93);'>mc</span>'s they are amazing (<span class="glossaryitem" onmouseover='gp(17);'>btw</span> that's what the bloodthirster in the above list is for).  They also provide a very valuable 4+ cover save to units deep striking in behind them.<br /> <br /> You can rely on <span class="glossaryitem" onmouseover='gp(58);'>hth</span> to pop tank's.  You just have to know that whatever was in the tank is going to get to assault you back or get a round of rapid fire.  The crushers and bloodletters do an alright job at cracking av10 rear's and the thirster and 2 grinders can crack everything else.  You use the flamers early on to shake and stun the vehicle's and every now and then get an immobilize.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 22:23:00]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ I disagree on relying on <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> to pop tanks. Against "Tanks" sure, but against Skimmers you're just screwed.]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 22:58:20]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Oh I definitely agree which is why my grinder's have tongues and I use heralds and daemon princes with bolts <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">.<br /> <br /> But I didn't want to give you just my viewpoint <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">.<br /> <br /> An interesting side to that is a skarbrand list, with his re-rolls to hit I think you could reliably pop skimmers in <span class="glossaryitem" onmouseover='gp(58);'>hth</span>.  That might be the next list I work on, just for kicks, either that or a nurgle themed one.]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 23:11:24]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ I disagree with those who think <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> isn't sufficient to kill tanks.  You can basically divide armored targets into three categories:<br /> AV14<br /> Relatively stationary<br /> Skimmers<br /> <br /> AV14 targets are why I've got two grinders and a thirster.  Between the three of them, I'm pretty confident of being able to deal with multiple land raiders...it only really fell apart when the secondary came in, AND I was facing 5 land raiders at 1850.  <br /> <br /> Relatively stationary targets (anything that's moving 6" or less, and isn't AV14 all around) can be relatively easily killed by almost anything in <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> that's assault-capable. <br /> <br /> Skimmers are the toughest, but also the most expensive.  If they're not moving more than 6" a turn, they fall into the prior category.  If they're moving more than 12" a turn, they lose shooting effectiveness.  <br /> <br /> I used to run grinders with phlegm, tried them with tongue, but 90% of the time, I'd rather have the grinders run and take advantage of the fact that they've got fleet.  Sure, there are some times when it would be nice for them to have a shooting attack, but I've never actually lost a game because of that.  ]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 23:44:03]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ I agree that you will pop some tanks, my problem is that you are going to take it up the pants with whatever gets out of said vehicle, if we are talking about transports that is.<br /> <br /> Basically you have to be able to survive whatever it is that just got out of their tank.  Now granted it's not easy to take out a bloodthirster or that monster unit of bloodcrushers but there are a few things in the game that will put a hurt on them.]]></description>
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				<pubDate><![CDATA[Tue, 3 Feb 2009 23:49:13]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Wow - facing 5 land raiders?<br /> <br /> Is that in a tournament?<br /> <br /> Sounds cheesy/beardy/minmaxing...<br /> <br /> What did they do, put a 5 man scout squad inside each of the <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> to make them count as scoring?<br /> <br /> ;-)]]></description>
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				<pubDate><![CDATA[Wed, 4 Feb 2009 00:03:02]]> GMT</pubDate>
				<author><![CDATA[ tallmantim]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>tallmantim wrote:</cite>Wow - facing 5 land raiders?<br /> <br /> Is that in a tournament?<br /> <br /> Sounds cheesy/beardy/minmaxing...<br /> <br /> What did they do, put a 5 man scout squad inside each of the <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> to make them count as scoring?<br /> <br /> ;-)</div></blockquote><br /> <br /> Just playtesting.  4 Land Raiders was actually more effective...the squads inside became actually useful at that point.]]></description>
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				<pubDate><![CDATA[Wed, 4 Feb 2009 01:14:58]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Well, I'll just run the Grinders with Tongue and see how it goes.<br /> <br /> Worst case scenario, I buy another 75pts worth of something.]]></description>
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				<pubDate><![CDATA[Wed, 4 Feb 2009 08:55:57]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Phlegm would be good on entry would it not?<br /> <br /> You cannot assault on your first turn, but putting down 3 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 pie plates would be pretty cool!]]></description>
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				<pubDate><![CDATA[Wed, 4 Feb 2009 12:35:40]]> GMT</pubDate>
				<author><![CDATA[ tallmantim]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ Khorne? Idk, I like Slaanesh...<br /> <br /> <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, Unholy Might, Soporific Musk (220)<br /> <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, Unholy Might, Soporific Musk (220)<br /> <br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> <br /> 7 Seekers, Icon (144)<br /> 7 Seekers, Icon (144)<br /> <br /> Grinder, Upgrade to taste (160)<br /> Grinder, Upgrade to taste (160)<br /> Grinder, Upgrade to taste (160)<br /> <br /> 2000 pts. on the nose.<br /> <br /> Nasty.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 4 Feb 2009 21:13:53]]> GMT</pubDate>
				<author><![CDATA[ Burning Star IV]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ I went with Khorne/Tzeentch due to models I already own.]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 02:23:19]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Centurian99 wrote:</cite><br /> Absolutely I'm in favor of the 8-Bloodcrusher squad.  <br /> <br /> I started out running 4 bloodcrushers +skulltaker on a juggernaut.  Hard-hitting, but after the Chicago <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, the unit attracted too much attention for what was really sub-optimal hitting power.  Against certain units (i.e. monstrous creatures/wraithlords) skulltaker and the juggers were king, but their vulnerabillity to dreadnoughts and generally low numbers made me move to taking two squads of 4 Bloodcrushers at the Baltimore <span class="glossaryitem" onmouseover='gp(48);'>GT</span>.<br /> <br /> My theory was that I could still have them gang-up on enemies together, but if one squad was charged, the other one would still be free to maneuver and assault.  Good in theory, but in actual gameplay, what I found was that the a 4-man squad of crushers, even with full upgrades to spread out wounds, was too easily focused on and wiped out.  Once that happened, the other squad could potentially kill another unit, but then my opponent would focus on the second squad and wipe it out.<br /> <br /> Lately, I've been running a full squad of 8, with full upgrades, and the squad is simply brutal.  It soaks up amazing amounts of enemy fire, and there's pretty much nothing in the game that will charge them alone (well, a few, like nob bikers and 10-man terminators).  As a side effect, the large footprint of an 8-man squad has proven to be an advantage in every game I've played.<br /> <br /> </div></blockquote><br /> <br /> I've played around with both and in 1850 lists, I must say 3 man crusher units + Herald on Jugger is pretty nasty.  Herald on Jugger usually isn't a good buy (chariots are so cheap!) but if you kit out the unit like;<br /> <br /> <span class="glossaryitem" onmouseover='gp(579);'>HoK</span> on Crusher<br /> Crusher <br /> Crusher w/ Instrument (there's a reason here)<br /> Crusher w/ Rending<br /> <br /> You can spread/allocate over 4 unique models that have 2 wounds each...they tend to stick around.  3 Crushers + Herald can handle most anything..even Dreads when Herald + Rending crusher are in there.  <br /> <br /> 8 Crushers just seems like lash bait.]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 03:09:40]]> GMT</pubDate>
				<author><![CDATA[ AgeOfEgos]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Burning Star IV wrote:</cite>Khorne? Idk, I like Slaanesh...<br /> <br /> <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, Unholy Might, Soporific Musk (220)<br /> <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, Unholy Might, Soporific Musk (220)<br /> <br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> <br /> 7 Seekers, Icon (144)<br /> 7 Seekers, Icon (144)<br /> <br /> Grinder, Upgrade to taste (160)<br /> Grinder, Upgrade to taste (160)<br /> Grinder, Upgrade to taste (160)<br /> <br /> 2000 pts. on the nose.<br /> <br /> Nasty.<br /> <br /> </div></blockquote><br /> <br /> Not really.  I'm singularly unimpressed with almost everything Slaanesh.  Daemonettes simply don't hit hard enough, and their fleet just lets them get into ineffectual assaults quicker.  Those squads are really too small.  <span class="glossaryitem" onmouseover='gp(234);'>KoS</span> isn't bad, but I'd rather spend a bit more and get a thirster, or save points and get a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>.  ]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 03:44:02]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>AgeOfEgos wrote:</cite><br /> I've played around with both and in 1850 lists, I must say 3 man crusher units + Herald on Jugger is pretty nasty.  Herald on Jugger usually isn't a good buy (chariots are so cheap!) but if you kit out the unit like;<br /> <br /> <span class="glossaryitem" onmouseover='gp(579);'>HoK</span> on Crusher<br /> Crusher <br /> Crusher w/ Instrument (there's a reason here)<br /> Crusher w/ Rending<br /> <br /> You can spread/allocate over 4 unique models that have 2 wounds each...they tend to stick around.  3 Crushers + Herald can handle most anything..even Dreads when Herald + Rending crusher are in there.  <br /> <br /> 8 Crushers just seems like lash bait.</div></blockquote><br /> <br /> 8 Crushers seem like lash bait, but they start out so close that it really doesn't matter.  Plus, the lash player only has so many lashes...if you drop an 8-man crusher squad, a thirster, and a pair of soul grinders, they simply can't deal with everything.  ]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 03:45:34]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Centurian99 wrote:</cite><blockquote><div><cite>AgeOfEgos wrote:</cite><br /> I've played around with both and in 1850 lists, I must say 3 man crusher units + Herald on Jugger is pretty nasty.  Herald on Jugger usually isn't a good buy (chariots are so cheap!) but if you kit out the unit like;<br /> <br /> <span class="glossaryitem" onmouseover='gp(579);'>HoK</span> on Crusher<br /> Crusher <br /> Crusher w/ Instrument (there's a reason here)<br /> Crusher w/ Rending<br /> <br /> You can spread/allocate over 4 unique models that have 2 wounds each...they tend to stick around.  3 Crushers + Herald can handle most anything..even Dreads when Herald + Rending crusher are in there.  <br /> <br /> 8 Crushers just seems like lash bait.</div></blockquote><br /> <br /> 8 Crushers seem like lash bait, but they start out so close that it really doesn't matter.  Plus, the lash player only has so many lashes...if you drop an 8-man crusher squad, a thirster, and a pair of soul grinders, they simply can't deal with everything.  </div></blockquote><br /> <br /> Well, you're adding several points to the demon player without allocating to the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> player.  I normally don't add other units into the equation when discussing specific troops (You can always add to the equation to make a specific unit look better).  For example for those pts;<br /> <br /> 2 Grinders, 8 Crushers, and a <span class="glossaryitem" onmouseover='gp(15);'>BT</span> is around 900ish<br /> <br /> 8 Oblits, 2 Demon Princes w/ Lash is around 900ish<br /> <br /> <br /> In addition, Demons are too random to say 'I'll have one <span class="glossaryitem" onmouseover='gp(15);'>BT</span>, 8 Crushers and 2 Soul Grinders to drop'.  33% of the time you won't and they'll come in unit by unit, the other 66% of the time you are forced to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> 3 <i>very </i>large footprint units (2 Grinders + 8 Crushers) + a <span class="glossaryitem" onmouseover='gp(15);'>BT</span>.  The only thing alluring about a deep unit of Crushers are two things;  1) There be several wounds in there and 2) You can build your <span class="glossaryitem" onmouseover='gp(471);'>DS</span> circle towards the enemy to crawl forward.  On the flip side, <span class="glossaryitem" onmouseover='gp(471);'>DS</span> becomes very dangerous due to footprint, it makes your Grinders/<span class="glossaryitem" onmouseover='gp(15);'>BT</span> harder to place and if they can stall (lash, Dread, Enemy Soul Grinder)...you've lost several points.  Nothing beats watching 8 Crushers surround an Ironclad and sit there for several turns.....<br /> <br /> Cheers,<br /> <br /> Ryan<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 04:06:39]]> GMT</pubDate>
				<author><![CDATA[ AgeOfEgos]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>AgeOfEgos wrote:</cite><br /> Well, you're adding several points to the demon player without allocating to the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> player.  I normally don't add other units into the equation when discussing specific troops (You can always add to the equation to make a specific unit look better).  For example for those pts;<br /> <br /> 2 Grinders, 8 Crushers, and a <span class="glossaryitem" onmouseover='gp(15);'>BT</span> is around 900ish<br /> <br /> 8 Oblits, 2 Demon Princes w/ Lash is around 900ish</div></blockquote><br /> <br /> Actually, its worse than that, because those units are facing off against the entire Chaos force.  Regardless, there's still enough there that the Chaos force has too many targets to engage.  That's one wave of my 1500 force, <span class="glossaryitem" onmouseover='gp(17);'>btw</span>.  At 1750-1800, I add a squad of horrors with the bluescribes to that wave.  <br /> <br /> <blockquote><div><cite>AgeOfEgos wrote:</cite><br /> In addition, Demons are too random to say 'I'll have one <span class="glossaryitem" onmouseover='gp(15);'>BT</span>, 8 Crushers and 2 Soul Grinders to drop'.  33% of the time you won't and they'll come in unit by unit, the other 66% of the time you are forced to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> 3 <i>very </i>large footprint units (2 Grinders + 8 Crushers) + a <span class="glossaryitem" onmouseover='gp(15);'>BT</span>.  The only thing alluring about a deep unit of Crushers are two things;  1) There be several wounds in there and 2) You can build your <span class="glossaryitem" onmouseover='gp(471);'>DS</span> circle towards the enemy to crawl forward.  On the flip side, <span class="glossaryitem" onmouseover='gp(471);'>DS</span> becomes very dangerous due to footprint, it makes your Grinders/<span class="glossaryitem" onmouseover='gp(15);'>BT</span> harder to place and if they can stall (lash, Dread, Enemy Soul Grinder)...you've lost several points. </div></blockquote><br /> <br /> The footprint thing is really a non-issue, and has actually worked to my advantage in almost every game I've played (It's never been a negative, just sometimes not important).   And the Daemonic Assault rules are themselves a benefit (as well as a hindrance), because the opponent doesn't know what half is coming in.   <br /> <br /> If you treat Daemonic Assault like its a flaw you need to overcome, you're unnecessarily crippling yourself.  <br /> <br /> <blockquote><div><cite>AgeOfEgos wrote:</cite><br /> Nothing beats watching 8 Crushers surround an Ironclad and sit there for several turns.....</div></blockquote><br /> <br /> Now who's changing the rules.  Against Ironclad spam, you run an entirely different deployment, and roles change.  Against single ironclads, you simply send the nearest bloodthirster or other greater daemon at them.  ]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 08:31:10]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Centurian99 wrote:</cite><br /> <br /> <br /> <br /> If you treat Daemonic Assault like its a flaw you need to overcome, you're unnecessarily crippling yourself.  <br />   </div></blockquote><br /> <br /> from one daemon player to the other... AMEN!<img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> im definetly gona try an 8 man Crusher squad. are 2 8man crusher squads necessary? unnecessary?]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 08:39:49]]> GMT</pubDate>
				<author><![CDATA[ enmitee]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ Especially since its got respectable range & you dont need to worry aboout BS3.<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> say phlem vs front <span class="glossaryitem" onmouseover='gp(9);'>AV</span> &lt; Bolt of Tzeenetch vs rear armor on a horror squad. <br /> <br /> You drop within 6&quot; hope for the best & kane it in the rear. Then with some luck, youve got instant terrain blocking a good arc of fire. Although possibly a detriment with some horrors. ]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 09:05:08]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Blue Scribes or Caster Chariot Herald?<br /> <br /> Which actually leaves me 29pts to tweak. =/]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 09:27:44]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Centurian99 wrote:</cite><br /> Actually, its worse than that, because those units are facing off against the entire Chaos force.  Regardless, there's still enough there that the Chaos force has too many targets to engage.  That's one wave of my 1500 force, <span class="glossaryitem" onmouseover='gp(17);'>btw</span>.  At 1750-1800, I add a squad of horrors with the bluescribes to that wave.  <br /> <br /> The footprint thing is really a non-issue, and has actually worked to my advantage in almost every game I've played (It's never been a negative, just sometimes not important).   And the Daemonic Assault rules are themselves a benefit (as well as a hindrance), because the opponent doesn't know what half is coming in.   <br /> <br /> If you treat Daemonic Assault like its a flaw you need to overcome, you're unnecessarily crippling yourself.  <br /> <br /> Now who's changing the rules.  Against Ironclad spam, you run an entirely different deployment, and roles change.  Against single ironclads, you simply send the nearest bloodthirster or other greater daemon at them.  </div></blockquote><br /> <br /> Well, as I said before, that's why I don't like adding units to the mix when discussing one specific troop type.  However, I still politely disagree with two of your points;<br /> <br /> <br /> 1.  Footprints are usually an issue on tables I play.  Perhaps I play on tables with more impassable terrain then you do, but <span class="glossaryitem" onmouseover='gp(471);'>DSs</span> are no small risk on tables in my area.  Add terrain to the fact that you may not get the 1st turn (Which allows speedy armies to make your <span class="glossaryitem" onmouseover='gp(471);'>DS</span> even more dangerous)...and I would say an unit of 8 Crushers + 2 Grinders is definitely a dangerous footprint. <br /> <br /> 2.  Daemonic Assault is a flaw to overcome.  Even more so when you start making very large, expensive units that you may not get until 4th turn...and then only move 6" when they show (If they don't mishap).  <br /> <br /> <br /> Just a clarification as well, I wasn't speaking about Clad spam.  With a unit of 8 Crushers they only need 1 Ironclad to effectively neuter the entire 320 pt unit.]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 22:41:13]]> GMT</pubDate>
				<author><![CDATA[ AgeOfEgos]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Burning Star IV wrote:</cite>Khorne? Idk, I like Slaanesh...<br /> <br /> <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, Unholy Might, Soporific Musk (220)<br /> <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, Unholy Might, Soporific Musk (220)<br /> <br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> <br /> 7 Seekers, Icon (144)<br /> 7 Seekers, Icon (144)<br /> <br /> Grinder, Upgrade to taste (160)<br /> Grinder, Upgrade to taste (160)<br /> Grinder, Upgrade to taste (160)<br /> <br /> 2000 pts. on the nose.<br /> <br /> Nasty.<br /> <br /> </div></blockquote><br /> <br /> Daemonettes are the weakest units in the book (Perhaps fighting it out with BoN in a non-Epi list).  I'm convinced at one point they were going to allow them to <span class="glossaryitem" onmouseover='gp(471);'>DS</span>---Assault....but then decided against it.  I can't decide why else they cost so much.]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 22:44:00]]> GMT</pubDate>
				<author><![CDATA[ AgeOfEgos]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Interestingly, just crunched the numbers on Daemonettes vs Bloodletters for assaulting power.<br /> <br /> Using space marines as the benchmark that you want take out, on a charge a 168 point unit of 12 daemonettes would cause 9.8 wounds against the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> squad - so pretty much a wipe out.<br /> <br /> The bloodletters (10.5 of them) would see 14 wounds against the same squad - so even losing a 1.5 daemons due to the points difference, the bloodletter unit is still more deadly (against tough combat units).<br /> <br /> So - a win on a charge for the <span class="glossaryitem" onmouseover='gp(327);'>BLs</span>. It then comes down to the other skills and stats.<br /> <br /> Daemonettes get fleet - which is very useful indeed when you have no shooting capability! Acquiescence is handy coupled with initiative 6. <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> will attack last against units in cover, however they do get I5 on the first turn.<br /> <br /> <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> are able to weather fire better however with their T4.<br /> <br /> So - all in all, I would prefer to field <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> than Daemonettes, however they do have a use - assaulting units in cover, fleeting to make it across any difficult ground.<br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>LOL</span> - for a unit to <i>on average</i> annihilate a full strength marine unit is pretty cool. Of course the daemonettes are also very deadly.<br /> <br /> Of course you have to get to them first!]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 23:59:56]]> GMT</pubDate>
				<author><![CDATA[ tallmantim]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Oh yeah - further crunching.<br /> <br /> A <span class="glossaryitem" onmouseover='gp(327);'>BL</span> unit would likely have to be within rapid fire range to attack a unit of tactical marines, whereas a unit of daemonettes could be outside it with fleet.<br /> <br /> This would see the marines (assuming crack missile and 3 <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> could be hit by the flamer) cause an average of 4.5 wounds to the <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> and 2.5 to the daemonettes.<br /> <br /> This would mean that the reduced assaulting units would cause 8 wounds for the <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> and 7.7 wounds for the daemonettes - much more in line.<br /> <br /> The daemonettes would definitely be the better choice in this case if the marines were in cover - especially a bunker, as they would still get to strike first, whereas the marines in a bunker would get to strike down a further 1.2 bloodletters on average before they struck - meaning that the <span class="glossaryitem" onmouseover='gp(327);'>BL</span> would be down to 4.8 daemons and cause only 6.4 wounds on average.<br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>LOL</span> thanks for anyone sticking with me to this point!<br /> <br /> ;-)]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 00:14:35]]> GMT</pubDate>
				<author><![CDATA[ tallmantim]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>AgeOfEgos wrote:</cite><blockquote><div><cite>Burning Star IV wrote:</cite>Khorne? Idk, I like Slaanesh...<br /> <br /> <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, Unholy Might, Soporific Musk (220)<br /> <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, Unholy Might, Soporific Musk (220)<br /> <br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> 12 Daemonettes, Icon, Instrument (198)<br /> <br /> 7 Seekers, Icon (144)<br /> 7 Seekers, Icon (144)<br /> <br /> Grinder, Upgrade to taste (160)<br /> Grinder, Upgrade to taste (160)<br /> Grinder, Upgrade to taste (160)<br /> <br /> 2000 pts. on the nose.<br /> <br /> Nasty.<br /> <br /> </div></blockquote><br /> <br /> Daemonettes are the weakest units in the book (Perhaps fighting it out with BoN in a non-Epi list).  I'm convinced at one point they were going to allow them to <span class="glossaryitem" onmouseover='gp(471);'>DS</span>---Assault....but then decided against it.  I can't decide why else they cost so much.</div></blockquote><br /> <br /> That's odd. <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>, but I feel Daemonettes, in numbers great enough, are incredible. With 4 attacks on the charge, and a nullification of an opponent's charge bonus, they're nasty. My 6-model units (depending on how bad ya get shot) repeatedly tear up dedicated assault units and shooting units alike. And Keepers are just as lethal... 7 attacks on the charge? H&R? Fleet? <span class="glossaryitem" onmouseover='gp(93);'>MC</span>!!?? Come now. 250+ for a thirster seems ridiculous in comparison.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 00:16:49]]> GMT</pubDate>
				<author><![CDATA[ Burning Star IV]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Burning Star IV wrote:</cite><br /> <br /> That's odd. <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>, but I feel Daemonettes, in numbers great enough, are incredible. With 4 attacks on the charge, and a nullification of an opponent's charge bonus, they're nasty. My 6-model units (depending on how bad ya get shot) repeatedly tear up dedicated assault units and shooting units alike. And Keepers are just as lethal... 7 attacks on the charge? H&R? Fleet? <span class="glossaryitem" onmouseover='gp(93);'>MC</span>!!?? Come now. 250+ for a thirster seems ridiculous in comparison.</div></blockquote><br /> <br /> I have no real issue with the <span class="glossaryitem" onmouseover='gp(234);'>KoS</span> and didn't mention it in my post.  I only mentioned Daemonettes.<br /> <br /> <br /> Daemonettes can't take a round of shooting from anything.  Unless you have the beast <span class="glossaryitem" onmouseover='gp(136);'>USR</span>, if you <span class="glossaryitem" onmouseover='gp(471);'>DS</span> you are forced to take a round of shooting.  <br /> <br /> There is more than enough killy stuff in the Demon dex, your troops should be objective squatters/tough.  IE Plaguebearers.<br /> Daemonettes fill no role.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 01:08:44]]> GMT</pubDate>
				<author><![CDATA[ AgeOfEgos]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Wouldn't nurglings make excellent objective sitters?<br /> <br /> 3 wounds makes them more resilient to things like bolter fire vs plaguebearers - although blasts would be very nasty to them as swarms.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 01:38:45]]> GMT</pubDate>
				<author><![CDATA[ tallmantim]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>AgeOfEgos wrote:</cite><blockquote><div><cite>Burning Star IV wrote:</cite><br /> <br /> That's odd. <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>, but I feel Daemonettes, in numbers great enough, are incredible. With 4 attacks on the charge, and a nullification of an opponent's charge bonus, they're nasty. My 6-model units (depending on how bad ya get shot) repeatedly tear up dedicated assault units and shooting units alike. And Keepers are just as lethal... 7 attacks on the charge? H&R? Fleet? <span class="glossaryitem" onmouseover='gp(93);'>MC</span>!!?? Come now. 250+ for a thirster seems ridiculous in comparison.</div></blockquote><br /> <br /> I have no real issue with the <span class="glossaryitem" onmouseover='gp(234);'>KoS</span> and didn't mention it in my post.  I only mentioned Daemonettes.<br /> <br /> <br /> Daemonettes can't take a round of shooting from anything.  Unless you have the beast <span class="glossaryitem" onmouseover='gp(136);'>USR</span>, if you <span class="glossaryitem" onmouseover='gp(471);'>DS</span> you are forced to take a round of shooting.  <br /> <br /> There is more than enough killy stuff in the Demon dex, your troops should be objective squatters/tough.  IE Plaguebearers.<br /> Daemonettes fill no role.</div></blockquote><br /> <br /> You didn't bag on the Keeper, but someone above you did.<br /> Sorry if there was any confusion!  <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 01:48:18]]> GMT</pubDate>
				<author><![CDATA[ Burning Star IV]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>tallmantim wrote:</cite>Wouldn't nurglings make excellent objective sitters?<br /> <br /> 3 wounds makes them more resilient to things like bolter fire vs plaguebearers - although blasts would be very nasty to them as swarms.</div></blockquote><br /> <br /> Swarms are unable to claim objectives]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 01:56:06]]> GMT</pubDate>
				<author><![CDATA[ AgeOfEgos]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>tallmantim wrote:</cite>Oh yeah - further crunching.<br /> <br /> A <span class="glossaryitem" onmouseover='gp(327);'>BL</span> unit would likely have to be within rapid fire range to attack a unit of tactical marines, whereas a unit of daemonettes could be outside it with fleet.<br /> <br /> This would see the marines (assuming crack missile and 3 <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> could be hit by the flamer) cause an average of 4.5 wounds to the <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> and 2.5 to the daemonettes.<br /> <br /> This would mean that the reduced assaulting units would cause 8 wounds for the <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> and 7.7 wounds for the daemonettes - much more in line.<br /> <br /> The daemonettes would definitely be the better choice in this case if the marines were in cover - especially a bunker, as they would still get to strike first, whereas the marines in a bunker would get to strike down a further 1.2 bloodletters on average before they struck - meaning that the <span class="glossaryitem" onmouseover='gp(327);'>BL</span> would be down to 4.8 daemons and cause only 6.4 wounds on average.<br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>LOL</span> thanks for anyone sticking with me to this point!<br /> <br /> ;-)</div></blockquote><br /> <br /> <br /> Some good number crunching.  One non-numerical part of the equation is the weight of mech, as most marine players experienced at facing demons will stay buttoned up in Rhinos until they can rapid fire a unit away.  Demons struggle with mech....so I count on troop units I place to receive a good round of fire.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 02:02:36]]> GMT</pubDate>
				<author><![CDATA[ AgeOfEgos]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>AgeOfEgos wrote:</cite><br /> Well, as I said before, that's why I don't like adding units to the mix when discussing one specific troop type.  However, I still politely disagree with two of your points;<br /> <br /> 1.  Footprints are usually an issue on tables I play.  Perhaps I play on tables with more impassable terrain then you do, but <span class="glossaryitem" onmouseover='gp(471);'>DSs</span> are no small risk on tables in my area.  Add terrain to the fact that you may not get the 1st turn (Which allows speedy armies to make your <span class="glossaryitem" onmouseover='gp(471);'>DS</span> even more dangerous)...and I would say an unit of 8 Crushers + 2 Grinders is definitely a dangerous footprint. </div></blockquote><br /> <br /> Depends on what you're seeing.  I've generally not found it to be an issue, even on tables with lots of impassable.  If there is lots of impassable, then it may actually be advantageous to hold the 8-man squad in reserve, and place icons on the table instead.  <br /> <br /> <blockquote><div><cite>AgeOfEgos wrote:</cite><br /> 2.  Daemonic Assault is a flaw to overcome.  Even more so when you start making very large, expensive units that you may not get until 4th turn...and then only move 6" when they show (If they don't mishap).  </div></blockquote><br /> <br /> I wrote a bit poorly.  It's not JUST a flaw to overcome...it's also a potential advantage.  <br /> <br /> <blockquote><div><cite>AgeOfEgos wrote:</cite><br /> Just a clarification as well, I wasn't speaking about Clad spam.  With a unit of 8 Crushers they only need 1 Ironclad to effectively neuter the entire 320 pt unit.</div></blockquote><br /> <br /> If you're not talking clad spam, than a Daemon player who lets an ironclad get into assault with Bloodcrushers deserves to have his 360 point unit neutered.  (With full upgrades, the squad is 360, and why wouldn't you give a squad like that full upgrades for wound allocation purposes if nothing else.<br /> <br /> <blockquote><div><cite>tallmantim wrote:</cite>Wouldn't nurglings make excellent objective sitters?<br /> <br /> 3 wounds makes them more resilient to things like bolter fire vs plaguebearers - although blasts would be very nasty to them as swarms.</div></blockquote><br /> <br /> AgeofEgos said it right...nurglings can't claim objectives.  <br /> <br /> <blockquote><div><cite>tallmantim wrote:</cite>Interestingly, just crunched the numbers on Daemonettes vs Bloodletters for assaulting power.<br /> <br /> Using space marines as the benchmark that you want take out, on a charge a 168 point unit of 12 daemonettes would cause 9.8 wounds against the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> squad - so pretty much a wipe out.<br /> <br /> The bloodletters (10.5 of them) would see 14 wounds against the same squad - so even losing a 1.5 daemons due to the points difference, the bloodletter unit is still more deadly (against tough combat units).<br /> <br /> So - a win on a charge for the <span class="glossaryitem" onmouseover='gp(327);'>BLs</span>. It then comes down to the other skills and stats.<br /> <br /> Daemonettes get fleet - which is very useful indeed when you have no shooting capability! Acquiescence is handy coupled with initiative 6. <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> will attack last against units in cover, however they do get I5 on the first turn.<br /> <br /> <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> are able to weather fire better however with their T4.<br /> <br /> So - all in all, I would prefer to field <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> than Daemonettes, however they do have a use - assaulting units in cover, fleeting to make it across any difficult ground.<br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>LOL</span> - for a unit to <i>on average</i> annihilate a full strength marine unit is pretty cool. Of course the daemonettes are also very deadly.<br /> <br /> Of course you have to get to them first!</div></blockquote><br /> <br /> I'm not sure where you're getting your numbers.  Daemonettes are only S3, so against <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> on the charge, 12 would get 48 attacks, 24 hits, 4 rends, and 4 regular wounds that could be saved.  <br /> <br /> For a 1 to 1 comparison, the easiest is to compare 8 Daemonettes to 7 Bloodletters, as they're the same point cost.  <br /> Vs. <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span><br /> Daemonettes get 32 attacks, 16 hits, 2.66 rends, and 2.66 regular wounds, so past the saves, you kill 3.56 <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span><br /> Bloodletters get 21 attacks, 14 hits, 9.33 power weapon wounds.  <br /> <br /> That's on the charge, of course.  If they get charged, the effectiveness of bloodletters goes down slightly as they're S4, but they're still better than daemonettes by a wide margin.  The Daemonettes only real advantage is fleet.  With S3 and T3, they're pretty much bait, even in very large numbers.  The lowest I'd consider taking would be a 15-18 man squad of Daemonettes.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 02:11:19]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>AgeOfEgos wrote:</cite><blockquote><div><cite>tallmantim wrote:</cite>Wouldn't nurglings make excellent objective sitters?<br /> <br /> 3 wounds makes them more resilient to things like bolter fire vs plaguebearers - although blasts would be very nasty to them as swarms.</div></blockquote><br /> <br /> Swarms are unable to claim objectives</div></blockquote><br /> <br /> Ahhh<br /> <br /> Great - thanks - hadn't realised that before.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 02:11:56]]> GMT</pubDate>
				<author><![CDATA[ tallmantim]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I'm not sure where you're getting your numbers. Daemonettes are only S3, so against <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> on the charge, 12 would get 48 attacks, 24 hits, 4 rends, and 4 regular wounds that could be saved. </div></blockquote><br /> <br /> My appologies - completely messed up rending. I thought it was a roll of 6 to <i>hit</i> that was rending - obviously much less effective when it is only 6 to <i>wound</i>.<br /> <br /> That's what happens when you play Eldar vs Marines mainly - not too many rending options (other than rangers).]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 02:20:49]]> GMT</pubDate>
				<author><![CDATA[ tallmantim]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Decision made.<br /> <br /> <br /> 280 - <b>Thirster:</b> Might, Blessing, Instrument.<br /> 110 - <b><span class="glossaryitem" onmouseover='gp(576);'>HoT</span>:</b> Chariot, Bolt, We Are Legion, Master of Sorcery.<br /> <br /> 160 - <b>4 Crushers.</b><br /> 160 - <b>4 Crushers.</b><br /> 105 - <b>3 Flamers.</b><br /> <br /> 185 - <b>10 Bloodletters:</b> Chaos Icon.<br /> 128 - <b>8 Bloodletters.</b><br /> 128 - <b>8 Bloodletters.</b><br /> 134 - <b>7 Horrors:</b> The Changeling, Bolt.<br /> 129 - <b>7 Horrors:</b> Bolt.<br /> <br /> 160 - <b>Grinder:</b> Tongue.<br /> 160 - <b>Grinder:</b> Tongue.<br /> 160 - <b>Grinder:</b> Tongue.<br /> <br /> 1999pts and 56 models.<br /> <br /> Is what I'm building. Hoo-rah.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 13:01:19]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Is that supposed to be 4 flamers or 3?  Your points listed next to it says 3 <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">.  Build it and try it out.  The nice thing is alot of suggestions you can do without modifying models if you choose to at a later point(ie tounge, phlegm, combining the crusher squads).  Good luck and let us know how it does.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 15:17:55]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Ooops! *corrects*<br /> <br /> And thanks. I shall. <br /> <br /> Daemons have taken my focus away from my 90% done Orks. x.x<br /> <br /> I figured I'll have Daemons done in a month or so.  As there's a 2000pt tournament in may. Means I should have enough time to get some games in before the event too.<br /> <br /> I can't believe how retardedly expensive Soul Grinders are. I mean <span class="glossaryitem" onmouseover='gp(334);'>wtf</span>. 85AUD. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 16:04:04]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>Re:2000pt Daemons</title>
				<description><![CDATA[ I've got some Batreps for Khorne Daemons.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 16:06:52]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ Not a bad list, and themed which is nice.  For game-play purposes, I might suggest swapping the 10-man Letter unit for 10 Plaguebearers with Icon and Musician, at 180, but I understand if you want to keep it to Khorne/Tzeentch.  I'd switch the instrument from the Thirster to the Crushers, though.  More likely to tie, better for wound allocation shenanigans.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 18:02:37]]> GMT</pubDate>
				<author><![CDATA[ tzeentchling]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ It's not that I don't want to play with Plaguebearers, it's more about the fact I already own two blocks of 20 Bloodletters. I've already stripped them off square bases and onto round.<br /> <br /> 40kenthusiast- I've actually read/skimmed your reports on Dakka. I've looked at ALL the daemon reports on this site.<br /> <br /> So now that the list is done, I'd really like to discuss tactics.<br /> <br /> I think I pretty-much refuse flank. Focus my army on one side of the bored to deny his other side action.<br /> <br /> Past that, I'm not sure. <br /> <br /> How close do I deepstrike? etc.<br /> <br /> Basically, I'm looking for play tips.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 23:15:11]]> GMT</pubDate>
				<author><![CDATA[ Obeisance]]></author>
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				<title>2000pt Daemons</title>
				<description><![CDATA[ <blockquote><div><cite>Centurian99 wrote:</cite><br /> Depends on what you're seeing.  I've generally not found it to be an issue, even on tables with lots of impassable.  If there is lots of impassable, then it may actually be advantageous to hold the 8-man squad in reserve, and place icons on the table instead.  <br /> <br /> I wrote a bit poorly.  It's not JUST a flaw to overcome...it's also a potential advantage.  <br /> <br /> If you're not talking clad spam, than a Daemon player who lets an ironclad get into assault with Bloodcrushers deserves to have his 360 point unit neutered.  (With full upgrades, the squad is 360, and why wouldn't you give a squad like that full upgrades for wound allocation purposes if nothing else.<br /> </div></blockquote><br /> <br /> Hey Centurian,<br /> <br /> I typically don't play with Icons, so can't really discuss the strat for keeping Crushers reserve.  However, that's a pretty expensive unit to keep in reserve until possible Turn 4---Which means at least 5th until assault (The game may end that turn as well!).  <span class="glossaryitem" onmouseover='gp(471);'>DS</span> is always a potential advantage, as in DSing solo princes for those far away objective squatters, etc.  However, not being able to plan on the units you want at the start (33% of the time) is never an advantage.<br /> <br /> Getting a Dread or two to support Marines is not difficult.  Put him near units that are important and let the Crushers wipe out a unit (Which they will at 8 strong).  Then he charges in.  If you don't <span class="glossaryitem" onmouseover='gp(471);'>DS</span> your 8 Crusher unit near units/objectives that are important...well then that isn't too terribly important for the Marine player <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">.]]></description>
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				<pubDate><![CDATA[Fri, 6 Feb 2009 23:48:21]]> GMT</pubDate>
				<author><![CDATA[ AgeOfEgos]]></author>
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