<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "1500 Tournament Daemons: Mixed Bag"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "1500 Tournament Daemons: Mixed Bag"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>1500 Tournament Daemons: Mixed Bag</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Keeper of Secrets - Unholy Might, Daemonic Gaze<br /> Skarbrand<br /> <br /> Elites:<br /> <br /> 3x Bloodcrushers of Khorne<br /> <br /> Troops:<br /> <br /> 10x Bloodletters<br /> 10x Daemonettes - Icon, Transfixing Gaze<br /> 10x Daemonettes - Icon<br /> 5x Horrors - Bolt of Tzeentch, The Changling<br /> 5x Horrors - Bolt of Tzeentch<br /> <br /> Heavy Support<br /> <br /> Soulgrinder - Phlegm<br /> <br /> 1500/1500<br /> <br /> 1st wave: Skarbrand, Soulgrinder, Daemonettes, Horrors/Change, Bloodletters<br /> <br /> Idea: Daemonettes provide the initiave advantage necessary to benefit from Skarbrand's mixed bag ability... <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>/Skar for can-opening tanks... Monolith is an issue but win by phase-out is quite readily achieved because Necrons are just that terrible these days. Ork/bug hordes annoy me. Soulgrinder softens squads for Daemonettes / deals with annoying units such as Striking Scorpions. Bloodcrushers do mop up work / stall characters. Horrors are kinda cannon fodder... dealt with quickly, but if ignored can be a royal pain in the neck. Those lucky bolts that tear down a Captain/eqv are pure comedy. Skar, his ability is a total mixed bag.... a way to get slaughtered without the initiative advantage. My main idea behind him is to maximize Daemonette rending rolls (more hits, more potential rends), and minimize <span class="glossaryitem" onmouseover='gp(93);'>MC</span> misses... I've had issues with my <span class="glossaryitem" onmouseover='gp(234);'>KoS</span> hitting 2/7... just lame.<br /> <br /> Thoughts?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/259250/1016685.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/259250/1016685.page</link>
				<pubDate><![CDATA[Fri, 2 Oct 2009 14:47:37]]> GMT</pubDate>
				<author><![CDATA[ canadianbigshot]]></author>
			</item>
			<item>
				<title>Re:1500 Tournament Daemons: Mixed Bag</title>
				<description><![CDATA[ Since you are taking Skarbrand at 1500, which is a little gutsy <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, you should go all out on the deamonettes.  I say drop the letters and get another squad of deamonettes.  Then I would say maybe join them to make 2 large squads.  I would put both squads with Skarbrand and the Crushers.  The other wave can have the grinder the horrors and the K.O.S.  Just my opinion if this list works for you go with it.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/259250/1017460.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/259250/1017460.page</link>
				<pubDate><![CDATA[Fri, 2 Oct 2009 21:12:18]]> GMT</pubDate>
				<author><![CDATA[ Norbu the Destroyer]]></author>
			</item>
			<item>
				<title>Re:1500 Tournament Daemons: Mixed Bag</title>
				<description><![CDATA[ Indeed that idea fares well with me; the extra 20 pts could buy some instruments & gazes.<br /> I'll give both a playtest tomorrow @ the <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>.<br /> Cheers]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/259250/1018106.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/259250/1018106.page</link>
				<pubDate><![CDATA[Sat, 3 Oct 2009 03:54:11]]> GMT</pubDate>
				<author><![CDATA[ canadianbigshot]]></author>
			</item>
			<item>
				<title>1500 Tournament Daemons: Mixed Bag</title>
				<description><![CDATA[ gotta agree, daemonette squads should always be 15 strong at least.<br /> <br /> i would maybe try switching out the <span class="glossaryitem" onmouseover='gp(234);'>KoS</span> for fateweaver. making your already vulnerable daemonettes a lil more durable.<br /> <br /> bolt of tzeench is crap <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. s8 at short range really does nothing unless you plan on making your only shooting unit a tank hunting unit that either does its job the turn they come in, destroy something (miraculously) then get hosed next turn or does nothing and gets hosed next turn. just use them to surpress some guys and to get a cheap special ability. (i.e. changeling)]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/259250/1018381.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/259250/1018381.page</link>
				<pubDate><![CDATA[Sat, 3 Oct 2009 07:24:08]]> GMT</pubDate>
				<author><![CDATA[ Nenya97]]></author>
			</item>
	</channel>
</rss>