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				<title>Second Try at a competative Daemons list</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Fate Weaver                                               333pt<br /> <br /> Herald of Khone                                         120pt<br /> +1str, riding a Juggy<br /> <br /> Herald of Khone                                         120pt<br /> +1str, riding a Juggy<br /> <br /> Elites:<br /> Squad 1                                                      200pt<br /> Bloodcrusher w/ Icon<br /> Bloodcrusher w/ Instrument<br /> Bloodcrusher w/ rending<br /> Bloodcrusher<br /> <br /> Squad 2                                                      200pt<br /> Bloodcrusher w/ Icon<br /> Bloodcrusher w/ Instrument<br /> Bloodcrusher w/ rending<br /> Bloodcrusher<br /> <br /> 3 Flamers                                                     105pt<br /> <br /> <br /> Troops: <br /> 12 Plague Bearers                                      165pt<br /> 12 Plague Bearers                                      165pt<br /> 5 Horrors                                                       100pt<br /> Bolt, changling<br /> 5 Horrors                                                         95pt<br /> Bolt<br /> 5 Horrors                                                         95pt<br /> Bolt<br /> <br /> Heavy<br /> <br /> Soul Grinder                                                135pt        <br /> Soul Grinder                                                135pt<br /> <br /> Total: 1998<br /> <br /> The basic Idea is to have the heralds join the Bloodcrushers and abuse the complex units with multiple wounds rule. Fateweaver was added to make the unit tougher, and to add a bit of flare <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Any suggestions?]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 03:38:32]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>Second Try at a competative Daemons list</title>
				<description><![CDATA[ Looks similar to an army I just saw paste Orks this past Sunday. Should be fun.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 05:30:01]]> GMT</pubDate>
				<author><![CDATA[ gojira316]]></author>
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				<title>Second Try at a competative Daemons list</title>
				<description><![CDATA[ What happens if you don't get your primary?]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 05:41:18]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Second Try at a competative Daemons list</title>
				<description><![CDATA[ Should use <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> instead of <span class="glossaryitem" onmouseover='gp(215);'>SGs</span> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. Oh, in 2000 pts you're only playing 2 vehicles when most armies are mechanized and I've prepared for this by taking heavy weapons up the buttox? Okay, free kills.<br /> <br /> Other than that, I think using the multiple wounds thing is something I never thought of with bloodcrushers, good idea.<br /> <br /> If you use <span class="glossaryitem" onmouseover='gp(262);'>Dps</span>, just give them something like Armor, Unholy strength or <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, and daemonic gaze. with their rediculous BS5, S5 AP3 can be real good to just soften up squads.<br /> <br /> If you feel like you've got too much shooting and need something <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> to help... <span class="glossaryitem" onmouseover='gp(262);'>DP</span> w/ Armor and Unholy Strength is 130 pts. and from there you can just make them more versatile.<br /> <br /> I've found playing <span class="glossaryitem" onmouseover='gp(215);'>SGs</span> are overrated because at bare minimum they are just dreads that sacrifice their free weapons for AV13 and cost more points. Giving them weapons is rarely ever used anyways because it costs so much anyways. <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> can take more than one stray lascannon shot and have much more versitality, which is very much valued in Daemons as every unit is forced at being one thing. <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> can be good shooters, tank hunters, Crowd control, and all still pretty tough to kill.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 06:00:26]]> GMT</pubDate>
				<author><![CDATA[ Nenya97]]></author>
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				<description><![CDATA[ Disagree 100%.  Soul Grinders are an integral part of my army, and have been extremely useful.  Sure, lascannons and meltaguns can cause them problems...but the trick is just to make sure that your opponent has lots and lots of targets that he needs to engage with those weapons.  ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 07:03:23]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Second Try at a competative Daemons list</title>
				<description><![CDATA[ Place fateweaver in front of the grinders, tada, rerollable cover saves.<img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 07:31:34]]> GMT</pubDate>
				<author><![CDATA[ enmitee]]></author>
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				<description><![CDATA[ I'm used to seeing the icons sorted into separate waves to be sure you always get an icon whichever wave is first.  So does this mean you're sending one unit of bloodcrushers in the first wave and leaving the other in reserve?  <br /> <br /> That sounds like a bad idea--it's the massing of bloodcrushers that makes them effective.  Put one of the icons with the plaguebearers.<br /> <br /> Units of 5 horrors just sounds like free <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> to me.  Easy to drop with any kind of massed fire.  Even with rerolls, you take a couple of casualties and the unit is too small to be effective at anything, small enough to be mopped up by a minor unit in <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> in a single assault.  One unit of 15 horrors would be more effective.<br /> <br /> I also prefer <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> over <span class="glossaryitem" onmouseover='gp(215);'>SGs</span>, but at least partly because those are the models I have.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 13:35:15]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<description><![CDATA[ he places an icon in the blood crushers for wound allocation i believe.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 13:38:35]]> GMT</pubDate>
				<author><![CDATA[ enmitee]]></author>
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				<description><![CDATA[ Enmitee is correct the Icons are just there to abuse the Complex units with multiple wounds rule.<br /> <br /> As for 5 horrors being easy <span class="glossaryitem" onmouseover='gp(316);'>KP</span> that is true but I needed them that<br /> way for my grouping to work out.<br /> <br /> <br /> G1: <br /> Fate weaver<br /> 2 x herald <br /> Bloodcrusher Group 1<br /> Bloodcrusher Group 2<br /> Soul Grinder<br /> Soul Grinder<br /> <br /> G2: I play Defence<br /> Plague Bearers<br /> Plague Bearers<br /> Horrors<br /> Horrors<br /> Horrors<br /> Flamers<br /> <br /> I am considering swapping out the grinders for <span class="glossaryitem" onmouseover='gp(262);'>DPs</span>]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 14:55:42]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<description><![CDATA[ Try this<br /> <br /> G1<br /> Fate weaver<br /> Bloodchrusher w/ attached herald<br /> Bloodchrusher w/ attached herald<br /> <span class="glossaryitem" onmouseover='gp(215);'>SG</span><br /> <span class="glossaryitem" onmouseover='gp(215);'>SG</span><br /> <br /> G2<br /> <span class="glossaryitem" onmouseover='gp(718);'>PB</span><br /> <span class="glossaryitem" onmouseover='gp(718);'>PB</span><br /> Flamers<br /> 1 unit of horrors<br /> <br /> This gives you 5 and 4. Remember you can attach <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> to units in reserve to make them 1 unit.<br /> <br /> I have tried <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> over <span class="glossaryitem" onmouseover='gp(215);'>SGs</span> ... 2 <span class="glossaryitem" onmouseover='gp(215);'>SGs</span> do way more <span class="glossaryitem" onmouseover='gp(198);'>dmg</span> than even 3 <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> can.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 16:18:22]]> GMT</pubDate>
				<author><![CDATA[ Clay Williams]]></author>
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				<description><![CDATA[ Yeah, I assumed Clay's grouping--heralds deployed with blood crushers and only 1 unit of horrors in the 4-unit second wave.<br /> <br /> Also I see the use of the icon to exploit wound allocation, but <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> that's not worth 25 points.  What seems much more important to me is the answer to Centurian's question of what happens if the second wave comes first--an icon in a <span class="glossaryitem" onmouseover='gp(718);'>PB</span> unit in the second wave seems to me a better choice than saving a single wound on a single bloodcrusher.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 16:24:09]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<description><![CDATA[ I forgot you could attach heralds before splitting groups. I will make the horrors into one group. That also frees up some points.<br /> <br /> as for splitting the Icons, If I drop the Icon I might as well drop the blood crusher with it.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 18:12:19]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<description><![CDATA[ I think we're not on the same page about what icons are for, Clthomps?<br /> <br /> Icons are insurance against bad scatters in your second wave.  In your army in particular, you want to be able to drop the horrors and especially flamers in a very precise spot with no scatter to maximize the effects of the templates or other shooting (side or rear armor for the horrors).  So you need an icon in your first wave to place your shooters.<br /> <br /> If the second wave comes first, you want precision dropping of the bloodcrushers to avoid scattering their huge bases into mishaps or terrain.  Once things start getting mixed up in later turns, that icon can make sure all the points invested in an expensive unit with a huge footprint don't get lost to a bad die roll.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 19:25:25]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>Second Try at a competative Daemons list</title>
				<description><![CDATA[ Dont drop the icon on your crushers. Just put one in one of the Nurgle squads so they will be there.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 20:20:37]]> GMT</pubDate>
				<author><![CDATA[ Clay Williams]]></author>
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				<title>Re:Second Try at a competative Daemons list</title>
				<description><![CDATA[ Put the Heralds on chariots.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 20:40:02]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<description><![CDATA[ How do you make multiple targets for meltas and lascannons? the only vehicle in the army are <span class="glossaryitem" onmouseover='gp(215);'>SGs</span>. The most targets you can give your opponent is 3. I don't see what else they would concentrate fire on.<br /> <br /> What else would those anti-tank weapons shoot at?<br /> <br /> I guess I've had smart opponents that take <span class="glossaryitem" onmouseover='gp(215);'>SGs</span> out first.<br /> <br /> <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> really do some damage, just equip them correctly.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 20:55:17]]> GMT</pubDate>
				<author><![CDATA[ Nenya97]]></author>
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				<title>Re:Second Try at a competative Daemons list</title>
				<description><![CDATA[ <blockquote><div><cite>40kenthusiast wrote:</cite>Put the Heralds on chariots.</div></blockquote><br /> <br /> When you put heralds on chariots, they lose the independent character rule.  So they can't join the bloodcrushers anymore and have to deepstrike on their own, can be singled out for shots...<br /> <br /> That's why chariots cost less for heralds than juggers for similar benefits (chariots actually slightly better).<br /> <br /> Unless you want the heralds on chariots to draw fire from the <span class="glossaryitem" onmouseover='gp(215);'>SGs</span>.  You're back to multiple horror units to make up the numbers, but a Khorne herald on a chariot can eat up to 4 shots, even without the rerollable invulnerable save.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 21:04:02]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>Second Try at a competative Daemons list</title>
				<description><![CDATA[ Its a deep striking unit, so you should be able to place your <span class="glossaryitem" onmouseover='gp(215);'>SGs</span> where they cannot get to them with meltas w/o sacraficing a whole squad in the process. And Las does have long ragne but you need 3 decent rolls in a row to pop them. 3+ 5+ on a 4 wound <span class="glossaryitem" onmouseover='gp(93);'>MC</span> just doesnt survive like it used to. Not to mention every unit can wound a <span class="glossaryitem" onmouseover='gp(262);'>DP</span>, not every unit can take down a <span class="glossaryitem" onmouseover='gp(215);'>SG</span>.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 21:05:22]]> GMT</pubDate>
				<author><![CDATA[ Clay Williams]]></author>
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				<title>Second Try at a competative Daemons list</title>
				<description><![CDATA[ Maximizing wound allocation is definitely worth the 25 points.  <br /> <br /> But my point was essentially that if the secondary comes in, the army has an extreme power deficit.  You can try and play keep-away, but if the opposition is fast, they can be on you nearly immediately, and quite possibly take down your entire primary before you can bring in your reserves.  ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 21:15:19]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Re:Second Try at a competative Daemons list</title>
				<description><![CDATA[ C99, in my experience with Khornate Daemons you get the time to bring in your hard stuff if the weak side comes in, because the opponent has  to cluster up or hide off the board in preparation for the hard stuff.<br /> <br /> IE: the ideal formation for slaughtering your weak side would be to be all over the board, then as soon as they landed you could move + shoot + assault them out of existence.  On the other hand, if you do that and the strong side lands you get reemed.<br /> <br /> If anyone ever spread out vs. my Daemons and I rolled in my weak side it'd be a nightmarish game, but so far my foes generally take one look at all the nasty can castle, which lets me get away with a bad roll-in.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 21:27:12]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>Re:Second Try at a competative Daemons list</title>
				<description><![CDATA[ <blockquote class="uncited"><div> I think we're not on the same page about what icons are for, Clthomps?<br /> <br /> Icons are insurance against bad scatters in your second wave. In your army in particular, you want to be able to drop the horrors and especially flamers in a very precise spot with no scatter to maximize the effects of the templates or other shooting (side or rear armor for the horrors). So you need an icon in your first wave to place your shooters.<br /> <br /> If the second wave comes first, you want precision dropping of the bloodcrushers to avoid scattering their huge bases into mishaps or terrain. Once things start getting mixed up in later turns, that icon can make sure all the points invested in an expensive unit with a huge footprint don't get lost to a bad die roll.<br /> </div></blockquote><br /> <br /> I agree we are not on the same page. The Icons are there to give the bloodcrushers 1 more wound before I have to remove a model. Its a bonus that it can help me drop flamers and horrors. If all I got for my 25 pts was the improved <span class="glossaryitem" onmouseover='gp(471);'>DS</span> then I wouldn't bother with one at all.  That's why I don't find it all that important to have one in my second wave. <br /> <br /> In response to the chariots, I think that a list with Bloodcrushers set up the way that they are its is almost required to have them on juggies. In essance it gives me 2 more wound before I need to take a model of the board,=.<br /> <br /> As per the argument on <span class="glossaryitem" onmouseover='gp(215);'>SGs</span> or <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> has anyone done the math? Assuming you are fighting a goldfish of <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> marines. <br /> <br /> On a side note what should I do with the 30ish extra points I have? ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 21:27:53]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>Re:Second Try at a competative Daemons list</title>
				<description><![CDATA[ <blockquote><div><cite>40kenthusiast wrote:</cite>C99, in my experience with Khornate Daemons you get the time to bring in your hard stuff if the weak side comes in, because the opponent has  to cluster up or hide off the board in preparation for the hard stuff.<br /> <br /> IE: the ideal formation for slaughtering your weak side would be to be all over the board, then as soon as they landed you could move + shoot + assault them out of existence.  On the other hand, if you do that and the strong side lands you get reemed.<br /> <br /> If anyone ever spread out vs. my Daemons and I rolled in my weak side it'd be a nightmarish game, but so far my foes generally take one look at all the nasty can castle, which lets me get away with a bad roll-in.</div></blockquote><br /> <br /> I used to run a similar army, but my opponents figured out that if my secondary came in first, their best bet for defeating me was to kill off my secondary before the primary came in.  It did leave the possibly for good reserve rolls, but if the games I lost consistently were games where my secondary came in first, and got crippled or killed while the primary force dribbled on.<br /> <br /> It's why I always include at least one close-in resilient hard-hitting unit in my secondary...like a large squad of bloodletters.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 21:35:11]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Re:Second Try at a competative Daemons list</title>
				<description><![CDATA[ <blockquote><div><cite>Clthomps wrote:</cite><br /> <br /> On a side note what should I do with the 30ish extra points I have? </div></blockquote><br /> <br /> Upgrade a mawcannon?  Is that worth it?  Like I say, I never use souldgrinders.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 21:44:35]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>Second Try at a competative Daemons list</title>
				<description><![CDATA[ What if I dropped 5 horrors and added a unit of bloodletters?  I kind of wanted to paint a unit of them anyway.<br /> <br /> I think I have enough points for 8 is that big enough? ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2009 23:30:36]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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