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		<title><![CDATA[Latest posts for the thread "Chaos Daemons 1000 points"]]></title>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ First army, advices strongly needed. Tzeentch and Slaanesh only.<br /> <br /> Lord of change w/We are Legion & breath of chaos - 320 points<br /> <br /> The Masque - 100 points<br /> <br /> Daemon Prince w/mark of Tzeentch & msater of sorcery & bolt of Tzeench & Daemonic Gaze & Soul devourer - 180 points<br /> <br /> Soul Grinder w/phlegm - 160 points<br /> <br /> 10 pink horrors w/1 bolt of Tzeentch - 180<br /> <br /> 2 Fiends of Slaanesh - 60<br /> <br /> Also, a noobish question from a noob - what is the difference between "We are legion" rule and "Master of sorcery"]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 02:11:21]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote><div><cite>Bisturi wrote:</cite><br /> <br /> Also, a noobish question from a noob - what is the difference between "We are legion" rule and "Master of sorcery"</div></blockquote><br /> <br /> We Are Legion allows you to fire each of your weapons at a different target unit.<br /> <br /> Master of Sorcery allows you to fire one extra weapon.<br /> <br /> Standard infantry can only fire one weapon.  Monstrous Creatures can fire two.  Mastery of Sorcery allows them to fire two and three respectively. <br /> <br /> We Are Legion allows you to fire each of those weapons at different target, normally you can only fire all your weapons at one target.<br /> <br /> <br /> <br /> Master of Sorcery is wasted on your Daemon Prince.  He has two weapons and can fire three.  If your Lord of Change had more weapons and Master or Sorcery, We Are Legion would be more useful.  I mean since you're already investing the 40 points into it.<br /> <br /> Heralds of Tzeentch would probably be more useful than a Lord of Change but Lords of Change are AWESOME just on the MY ARMY HAS A GIANT BIRD-RAPTOR-VULTURE-SORCEROR factor so if you're not a tournament player I'd keep him.<br /> <br /> I'd try to get the Changeling in the list somehow.]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 03:07:33]]> GMT</pubDate>
				<author><![CDATA[ Nitros14]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ Too many points on "Heroes", few on guys.<br /> <br /> <span class="glossaryitem" onmouseover='gp(3);'>40K</span> is not a <span class="glossaryitem" onmouseover='gp(345);'>RPG</span> game. <br /> <br /> You have only 10 troop models, which would die like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> guardsmen.<br /> <br /> Masque is fail. T3, 2W, not an <span class="glossaryitem" onmouseover='gp(67);'>IC</span>. Even hard to survive in killteam-scale games.]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 04:18:40]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Yeah that's very true.  You should probably drop the Masque and some of your very expensive choices and get some actual troops.]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 04:24:17]]> GMT</pubDate>
				<author><![CDATA[ Nitros14]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I'd try to get the Changeling in the list somehow.</div></blockquote><br /> I tried it in 3 games in row and it has never worked still.<br /> <br /> <blockquote class="uncited"><div>Heralds of Tzeentch would probably be more useful than a Lord of Change</div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(71);'>Imho</span>, they're too fragile and easily stopped in close combat<br /> <br /> <blockquote class="uncited"><div>if you're not a tournament player</div></blockquote><br /> Yep. But what the difference anyway?<br /> <br /> <blockquote class="uncited"><div>Masque is fail. T3, 2W, not an <span class="glossaryitem" onmouseover='gp(67);'>IC</span>. Even hard to survive in killteam-scale games.</div></blockquote><br /> Invulnerable save 3+ and needed only for her Pavane of Slaanesh]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 07:23:01]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>: drop the masque and get a chariot of Tzeentch or something.<br /> <br /> elites: drop the feinds and get flamers.<br /> <br /> TR: actually, now that I think about it just drop the herald altogeather and get horrors.]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 12:00:06]]> GMT</pubDate>
				<author><![CDATA[ gurgle]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(56);'>HQs</span>: drop the masque and get a chariot of Tzeentch or something.</div></blockquote><br /> It will be more expensive.<br /> <br /> <blockquote class="uncited"><div>elites: drop the feinds and get flamers.</div></blockquote><br /> So i need to drop herald too.<br /> <br /> And what about Masque - has anybody played with her? What is it like? Is her pavane of slaanesh is useful?]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 13:18:22]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Sorry Bisturi, but I agree with the others, the Masque is fail... <br /> It gets shot to pieces by humble Imperial Guardsmen...<br /> If you really want to include Pavane into your army, consider a Slaanesh Herald on Chariot (T4 W5 instead of the masques T3 W2) for 15 points cheaper.<br /> Or get a Deamon Prince with <span class="glossaryitem" onmouseover='gp(101);'>MoS</span> and Pavane for 120 points.<br /> But Pavane isn't that good anyway.... Lash of Submission of our Marine brothers is way better (6" more range and <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> movement instead of our <span class="glossaryitem" onmouseover='gp(24);'>d6</span>)<br /> <br /> Now to the list:<br /> at 1000 Points your Lord of Change is overpriced... you spend one third of your army in one Model. A Deamon Prince with Mark of Tzeentch and Bolt of Tzeentch is half the Price...<br /> <br /> Perhaps this would do better (I'm staying with your list approach of Tzeentch with Pavane support)<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Herald of Tzeentch, Chariot, Master of Sorcery, We are Legion, Bolt of Tzeentch 110 Points<br /> Herald of Slaanesh, Chariot, Pavane, Unholy Might 95 points<br /> <br /> Elite<br /> 3 Flamers 105 points<br /> <br /> Troops<br /> 5 Horrors, Bolt 95 points<br /> 5 Horrors, Bolt 95 points<br /> 5 Horrors, Bolt, Changeling 100 points<br /> <br /> Fast Attack<br /> 5 Screamers 80 points<br /> <br /> Heavy Support<br /> Deamon Prince, Mark of Tzeentch, Bolt of Tzeentch,Deamonic Gaze 160<br /> Deamon Prince, Mark of Tzeentch, Bolt of Tzeentch,Deamonic Gaze 160<br /> <br /> 1000 points<br /> <br /> The list is very vulnerable against close combat attacks,...<br /> Perhaps you find a spot for some <span class="glossaryitem" onmouseover='gp(19);'>CC</span> specialists?<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 17:21:33]]> GMT</pubDate>
				<author><![CDATA[ Emperor's Servant]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ I agree with much of the rest of the advice given.  Changeling doesn't work often, but when he does it's devastating to your enemy.  And he's only 5 points.<br /> <br /> I don't agree with dropping fiends for flamers.  Flamers are great - I've got two squads of them - but if I were starting a new army I'd get fiends instead.  Unless you routinely face tons of terminators, plague marines, or death company (and maybe even if you do), flamers are a one-shot deal that are only worth the shot if the enemy is highly clustered, has only 1 wound, and is fairly expensive.  (That said, you probably want more fiends if you're going to field any.  2 Fiends sounds a bit fragile to me.)<br /> <br /> Pavane is, in theory, useful.  The problem with the Masque is that an intelligent opponent will kill her before she can use it more than once or twice.  (Note: I've never fielded her.  But a 3++ simply doesn't make her survivable... she would die, easily, to massed lasgun or bolter fire.)<br /> <br /> The <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> is lots of fun, and I could actually see it doing well at 1000 points depending on what your opponent brings to the table.  That said, from a you-want-to-win standpoint you probably are better off replacing him with a couple of chariot-mounted tzeralds.<br /> <br /> You don't need soul devourer on your <span class="glossaryitem" onmouseover='gp(262);'>DP</span>.  He's a <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, so he already ignores armor saves.  The only benefit is causing <span class="glossaryitem" onmouseover='gp(269);'>ID</span>, but many of the models you'd want to cause <span class="glossaryitem" onmouseover='gp(269);'>ID</span> to are immune to it.  (Maybe if you routinely fight 'Nids, it would be worth it.  Maybe.)]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 17:44:36]]> GMT</pubDate>
				<author><![CDATA[ DaveL]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Well, I see that <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> is too expensive, just wanted to see how he will fit. To Emeror's servant - splitting horrors is not very good if battle goes for killpoints - I've already suffered that, and screamers are unnecessary to my mind, Bolt of Tzeench screws technique well. And to Davel - lots of dices is anyway great thing against single models. And there is only 2  fiends were only because I had just 60 points left. And what about Bluescribes? Do they play well?]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 20:43:50]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ Defiantly get a Herald of Tzeentch on a Chariot, they are money! I think every daemon army needs more fiends, a squad of 5 will decimate any thing :}]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 20:57:12]]> GMT</pubDate>
				<author><![CDATA[ rickytattoo]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ Ignore everyone saying to drop fiends and go with flamers. In regards to elite choices they are the best for their price. F]]></description>
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				<pubDate><![CDATA[Sun, 6 Jun 2010 22:00:03]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Yes, I've disappointed in flamers last battle. So I decided to get rid of them and <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> in exchange of bluescribes, more horrors and fiends. I'll try to get there salaanesh <span class="glossaryitem" onmouseover='gp(262);'>DP</span> also, so there will be two <span class="glossaryitem" onmouseover='gp(262);'>DPs</span>.]]></description>
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				<pubDate><![CDATA[Mon, 7 Jun 2010 10:58:55]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Blue horrors really end up weak in terms of survivability. While they do have more killing power, plaguebearers have far greater staying power. It takes a lot to remove 5 T5 models in cover with a 4+ feel no pain and a 5+ invulnerable when they go to ground. By using horrors you might be tempted to actually use them for their killing ability which sets them up to be utterly devastated and your troops to be gone. I don't know why you want Slaanesh <span class="glossaryitem" onmouseover='gp(262);'>DP</span> over Tzeentch. Tzeentch has shooting and survivability. The only reason I could think of using Slaanesh, would be to have hit and run or pavane. ]]></description>
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				<pubDate><![CDATA[Mon, 7 Jun 2010 18:13:54]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ So, I've thought a little and created a new version of army:<br /> <br /> Herold of tzeentzh w\ chariot, we are legion, bolt of tzeentch, breath of chaos, boon of mutation - 165<br /> <br /> Soulgrinder w\ phlegm - 160<br /> <br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> w\ mark of tzeentch, daemonic gaze, master of sorcery, boly of tzeentch - 165<br /> <br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> w\ mark of slaanesh, pavane of slaanesh, transfixing gaze - 130<br /> <br /> 4 fiends of slaanesh - 120<br /> <br /> 15 pink horrors w\ changeling - 240<br /> <br /> What's about this one?]]></description>
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				<pubDate><![CDATA[Mon, 7 Jun 2010 19:52:30]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Try this one. I know it is limited, but it is only 1000 points. 3 full units of fiends should really rape at this points level though.<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Herald of Tzeentch (1#, 110 pts)<br />    1 Herald of Tzeentch @ 110 pts  Unit Type: Infantry; Unit Type: Jetbikes; rDG: Daemonic Gaze; DGT: Master of Sorcery; DGT: We Are Legion; rDGT: Bolt of Tzeentch; <span class="glossaryitem" onmouseover='gp(471);'>DS</span>: Chariot of Tzeentch; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Herald of Tzeentch (1#, 110 pts)<br />    1 Herald of Tzeentch @ 110 pts  Unit Type: Infantry; Unit Type: Jetbikes; rDG: Daemonic Gaze; DGT: Master of Sorcery; DGT: We Are Legion; rDGT: Bolt of Tzeentch; <span class="glossaryitem" onmouseover='gp(471);'>DS</span>: Chariot of Tzeentch; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)<br /> <br /> Elite: Fiends of Slaanesh (6#, 180 pts)<br />    6 Fiends of Slaanesh @ 180 pts<br /> Elite: Fiends of Slaanesh (6#, 180 pts)<br />    6 Fiends of Slaanesh @ 180 pts <br /> Elite: Fiends of Slaanesh (6#, 180 pts)<br />    6 Fiends of Slaanesh @ 180 pts<br /> Troops: Plaguebearers of Nurgle (5#, 75 pts)<br />    5 Plaguebearers of Nurgle @ 75 pts <br /> Troops: Plaguebearers of Nurgle (5#, 75 pts)<br />    5 Plaguebearers of Nurgle @ 75 pts <br /> Troops: Plaguebearers of Nurgle (5#, 75 pts)<br />    5 Plaguebearers of Nurgle @ 75 pts <br /> <br /> <br /> <br /> Total Roster Cost: 985<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Jun 2010 20:19:30]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ The point is I want to have army of Tzeentch-Slaanesh only, I have no interest in Khorne and Nurgle at all.]]></description>
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				<pubDate><![CDATA[Mon, 7 Jun 2010 20:31:23]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Oh. Well then do whatever you want. <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.]]></description>
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				<pubDate><![CDATA[Mon, 7 Jun 2010 22:07:42]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Herald of Tzeentch (1#, 110 pts) <br /> 1 Herald of Tzeentch @ 110 pts Unit Type: Infantry; Unit Type: Jetbikes; rDG: Daemonic Gaze; DGT: Master of Sorcery; DGT: We Are Legion; rDGT: Bolt of Tzeentch; <span class="glossaryitem" onmouseover='gp(471);'>DS</span>: Chariot of Tzeentch; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors) <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Herald of Tzeentch (1#, 110 pts) <br /> 1 Herald of Tzeentch @ 110 pts Unit Type: Infantry; Unit Type: Jetbikes; rDG: Daemonic Gaze; DGT: Master of Sorcery; DGT: We Are Legion; rDGT: Bolt of Tzeentch; <span class="glossaryitem" onmouseover='gp(471);'>DS</span>: Chariot of Tzeentch; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors) <br /> <br /> Elite: Fiends of Slaanesh (6#, 180 pts) <br /> 6 Fiends of Slaanesh @ 180 pts <br /> Elite: Fiends of Slaanesh (6#, 180 pts) <br /> 6 Fiends of Slaanesh @ 180 pts <br /> Elite: Fiends of Slaanesh (6#, 180 pts) <br /> 6 Fiends of Slaanesh @ 180 pts <br /> Troops: Plaguebearers of Nurgle (5#, 75 pts) <br /> 5 Plaguebearers of Nurgle @ 75 pts <br /> Troops: Plaguebearers of Nurgle (5#, 75 pts) <br /> 5 Plaguebearers of Nurgle @ 75 pts <br /> Troops: Plaguebearers of Nurgle (5#, 75 pts) <br /> 5 Plaguebearers of Nurgle @ 75 pts <br /> <br /> <br /> <br /> <br /> This list is actually very good, you should try it.<br /> <br /> but since you don't want the nurgle switch the bearers for deamonettes, 5 points saved on each unit so 15 extra points add on the 15 you had already your at 30, drop fiends down to 5 man, <br /> 18 at a thousand will kill everything, but deamonettes need numbers to be good. this gives you 90+ 30, 120<br /> <br /> not quite what we need so drop we are legion on the heralds (honestly 3 shots at a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad ain't that scary,)<br /> 140pts<br /> 10 more deamonettes so the list should look like this now<br /> <br /> 2xHeraldoTzeentch,<span class="glossaryitem" onmouseover='gp(101);'>MoS</span>,<span class="glossaryitem" onmouseover='gp(800);'>BoC</span>,Chariot.<br /> 3x5 Fiends <br /> <br /> 2x 8 Deamonettes<br /> 1x 9 Deamonettes <br /> 1000pts. <br /> <br /> <br /> yeah, that should beat face at just about everything you can run into 1000pts, and it keeps to your theme.<br /> Fear Landraiders and Flamers! <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jun 2010 02:06:28]]> GMT</pubDate>
				<author><![CDATA[ Sarnath666]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ Either get 3x Soul Grinders (or 2x at 1k points) or none at all.  Also, it seems like every list I see you posting only has 1 troop choice (maybe I am reading them wrong) but Fiends are Elites not troops...<br /> <br /> If you field Daemonettes run them in squads of at least 12 (which is good for fluff too!) and maybe 14.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jun 2010 16:02:05]]> GMT</pubDate>
				<author><![CDATA[ calypso2ts]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ personally i would never field grinders, at any points level people bring meltaguns, so every game expect it to down fairly fast]]></description>
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				<pubDate><![CDATA[Tue, 8 Jun 2010 17:10:27]]> GMT</pubDate>
				<author><![CDATA[ Sarnath666]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Agreed with Sarnath. I wouldn't field Grinders ever. Daemon Princes are far greater in all aspects. Given your god restriction, I'm not sure if it would be better for you to use Horrors or Daemonettes. Horrors have Jump Packs which gives them mobility, they also have a 4+ save which gives them a slight edge in terms of survivability. You really don't want either of your troops to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as they will swiftly get overwhelmed by almost any <span class="glossaryitem" onmouseover='gp(19);'>CC</span> dedicated unit. Because of this Horrors can stay out of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> easier and can grab objectives a whole lot quicker. I know Horrors cost more, but seeing how you can't get Plague Bearers, I would probably go with Horrors. Just so you know, never ever use Screamers. They really suck that bad. ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jun 2010 18:07:35]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Well, with luck Soulgrinder can deal some damage, but against with luck, yes. So one more question - how big should be the horrors squads to both be powerful and not be let down easily. Where I play we play on kill points most time and squads of minimum number - 5 - does no good.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jun 2010 19:20:33]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ I would run 10 man squads, but that is just me. Definitely play test and find what works best for you. However, I would suggest 10 at a minimum and remember, you won't your guys to stay out of combat and really just hold objectives. Move them around to keep them out of trouble and don't be afraid to send them to ground if they are already in cover for that nice 3+ cover. Once things get close light them up with their shooting attacks. The Fiend Squads should definitely beat the living tar out of any foot units at that points level. ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jun 2010 19:38:07]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ "Horrors have Jump Packs which gives them mobility"<br /> <br /> matthc read your codex before giving advice to other players...<br /> <br /> <br /> on top of them not having jump packs, they are expensive as hell, go with the deamonettes..they also give you a nice punch against tyranids.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jun 2010 23:13:52]]> GMT</pubDate>
				<author><![CDATA[ Sarnath666]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ Your opponent is really going to have to make tough choices  if you properly field the masque.  Do they shoot the masque, or the fiends that just munch'd a squad, the herald on chariot that is killing a chimera a turn, or any of the other threats in your army.  Drop 12 fiends and 12 seekers in 4 different units and see what's getting shot at.  10 lasguns, get 5 hits, 2 1/2 wounds, so it isn't even likely she will go down to one.  It takes a full round of rapid fire to take her down,  that's all firepower not being directed at your heavy hitter units.<br /> <br /> I would really recommend horror's over daemonettes.  The biggest reason being that they can sit on an objective and contribute to the fight, daemonettes holding an objective just sit there.  Plus horror's are really the only troop unit that can actually have a chance of taking out a tank trying to tank shock you off of the objective.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jun 2010 23:25:08]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ @ Sarnath<br /> <br /> My bad, I honestly don't know what I was thinking. I'm a plaguebearer user myself, I guess not using Horrors in forever is what threw me off. ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jun 2010 23:33:25]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ Im going to say this since i dont think anyone else has, but the chaos daemons codex was made to use all 4 of the chaos gods in a single list. Nurgle units give durability, khorne gives straight killing, tzeentch gives shooting and invulnerables, slaanesh has high initiative and sexy powers. Limiting yourself to only 2 of the gods makes the chaos daemons codex near useless. <br /> <br /> But if you wanna stick to just tzeentch and slaanesh then it becomes pretty cut and dry what units to use.<br /> <br /> Flamers and fiends are both good. Flamers are really good for killing terminators, sanguinary guard, and general tough units, as well as having strong anti-whorde abilities due to template and they have a 4++. Fiends are amazing anti-tank. The models are expensive but they are needed.<br /> <br /> Daemonettes have no survivability, they have a lot of attacks, rending, and good movement. But if they dont get the charge, they die quickly. <br /> <br /> Pink horrors also die fast. Not as fast as daemonettes but they are still toughness 3 with a 4++...not very good. The problem with these guys is they need to be within 18" to do anything. So if they are going to shoot, they are probably going to die. If they want to survive, they probably arent going to do anything. Only use is sitting on objectives, which plaguebearers do much better. <br /> <br /> Greater Daemons in a 1000 point list are a waste. They take up too many points and your list will suffer because of it. Take heralds or lower point special characters.<br /> <br /> The masque is always intriguing to pick, however she can easily die to a single lasgun. A 3++ looks really good on paper, but at Toughness 3 she is still going to die easily. A round of rapidfire from marines is 10x more than what is needed to kill her.<br /> <br /> Screamers are not a bad option, despite their crappy statline. They are basically flying melta bombs. Take a few and use their turbo-boost to your advantage.<br /> <br /> Seekers of slaanesh are a pretty good fast attack. 6" movement + fleet + 12" charge makes for a long assault range. Remember they are still very fragile.<br /> <br /> Daemon Princes are going to be your friend. I reccomend not using slaanesh ones. With the 4++ from mark of tzeentch you dont need the 3+ from iron hide, which saves on points. Monsterous creatures can fire 2 guns base, so give him daemonic gaze and bolt + wings for good fast moving shots. As well as a strong <span class="glossaryitem" onmouseover='gp(19);'>CC</span> ability. <br /> <br /> Tzeentch and Slaanesh have the weakest units in the Chaos Daemons Codex. Nurgle and Khorne are what balance them. This means your list is going to get slaughtered in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. <br /> <br /> The slaanesh units will be targeted first and shot from a distance, then the soft tzeentch units will be chopped to pieces in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, or also shot to death. Lists consisting of only tzeentch and slaanesh will be easily killed in shooting and <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Ive listed the benefits of all your units above so try and see what works for you.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jun 2010 23:47:52]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ The masque is much better suited for a plague style list, as you don't have the fast units to chase things, a tzeentch /slannesh list will never have a problem catching things though.<br /> <br /> Yes, horrors survive slightly better than deamonettes, but they are more expensive and can't survive being charged by ANYTHING, including firewarriors &gt;.&gt; not very efficent for holding an objective, <br /> <br /> Whereas deamonettes are able to take an objective, trash most things in combat (at 1000pts) go to ground for a 3+ save(making them just as survivable as horrors.) and move faster,<br /> <br /> Mr twitter all good advice, but please people stop trying to convince him to use nurgle/khorne units, he's said TWICE he doesn't want to...]]></description>
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				<pubDate><![CDATA[Wed, 9 Jun 2010 01:11:32]]> GMT</pubDate>
				<author><![CDATA[ Sarnath666]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ @Sarnath666 -  but he really should... Thats how the book was designed. These kind of lists are really only good for fluff and asking for tactical advice is really quite difficult with no wiggle room. <br /> <br /> And besides, if people keep telling him maybe he will try <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 9 Jun 2010 03:34:23]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote><div><cite>Sarnath666 wrote:</cite>The masque is much better suited for a plague style list, as you don't have the fast units to chase things, a tzeentch /slannesh list will never have a problem catching things though.<br /> <br /> Yes, horrors survive slightly better than deamonettes, but they are more expensive and can't survive being charged by ANYTHING, including firewarriors &gt;.&gt; not very efficent for holding an objective, <br /> <br /> Whereas deamonettes are able to take an objective, trash most things in combat (at 1000pts) go to ground for a 3+ save(making them just as survivable as horrors.) and move faster,<br /> <br /> Mr twitter all good advice, but please people stop trying to convince him to use nurgle/khorne units, he's said TWICE he doesn't want to...</div></blockquote><br /> <br /> It's not about catching things with the masque in a tzeentch/slaanesh list.  It's about pulling them out of cover.  A unit of horror's shooting at fire warriors out of cover = dead fire warriors.  Inside cover not so much.  And you would be suprised how often a unit of horrors with their 4+ invul will tie something up in <span class="glossaryitem" onmouseover='gp(58);'>hth</span>.  They rarely kill anything (my best one to date is putting 1 wound on a trygon and killing it, but that is such a stretch it's not funny) but every now and then that 4+ invul will lock someone down, until your fiends or someone else is available to kill it off.  Pulling things out of cover also helps fiends since they don't have assault grenades.  And being able to flip walkers to rear armor is nothing to laugh at.  It's also about pushing things away.  Dismounted thunder hammer terminators are always a good bet to push away from your forces, or for last turn objective grabs.]]></description>
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				<pubDate><![CDATA[Wed, 9 Jun 2010 03:52:24]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote><div><cite>Warmaster wrote:</cite><blockquote><div><cite>Sarnath666 wrote:</cite>The masque is much better suited for a plague style list, as you don't have the fast units to chase things, a tzeentch /slannesh list will never have a problem catching things though.<br /> <br /> Yes, horrors survive slightly better than deamonettes, but they are more expensive and can't survive being charged by ANYTHING, including firewarriors &gt;.&gt; not very efficent for holding an objective, <br /> <br /> Whereas deamonettes are able to take an objective, trash most things in combat (at 1000pts) go to ground for a 3+ save(making them just as survivable as horrors.) and move faster,<br /> <br /> Mr twitter all good advice, but please people stop trying to convince him to use nurgle/khorne units, he's said TWICE he doesn't want to...</div></blockquote><br /> <br /> It's not about catching things with the masque in a tzeentch/slaanesh list.  It's about pulling them out of cover.  A unit of horror's shooting at fire warriors out of cover = dead fire warriors.  Inside cover not so much.  And you would be suprised how often a unit of horrors with their 4+ invul will tie something up in <span class="glossaryitem" onmouseover='gp(58);'>hth</span>.  They rarely kill anything (my best one to date is putting 1 wound on a trygon and killing it, but that is such a stretch it's not funny) but every now and then that 4+ invul will lock someone down, until your fiends or someone else is available to kill it off.  Pulling things out of cover also helps fiends since they don't have assault grenades.  And being able to flip walkers to rear armor is nothing to laugh at.  It's also about pushing things away.  Dismounted thunder hammer terminators are always a good bet to push away from your forces, or for last turn objective grabs.</div></blockquote><br /> <br /> firewarriors in cover aren't scaring this list. charge a herald into them and be done with it.  Deamonettes will tie things up just as well because you have more, they will strike first and therefore damage the opponent =less attacks on them and most likley kill the unit (We ARE talking 1000pts here) they DO have assault grenades, and they can even hurt walkers &gt;.&gt; the masque tends to just be a waste of points in a list like this]]></description>
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				<pubDate><![CDATA[Wed, 9 Jun 2010 07:08:05]]> GMT</pubDate>
				<author><![CDATA[ Sarnath666]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote><div><cite>Sarnath666 wrote:</cite><br /> <br /> firewarriors in cover aren't scaring this list. charge a herald into them and be done with it.  Deamonettes will tie things up just as well because you have more, they will strike first and therefore damage the opponent =less attacks on them and most likley kill the unit (We ARE talking 1000pts here) they DO have assault grenades, and they can even hurt walkers &gt;.&gt; the masque tends to just be a waste of points in a list like this</div></blockquote><br /> <br /> 5 horror's vs. 6 daemonettes isn't a ton more.  The daemonettes aren't touching an av13 and can only glance an av12 which is still more than horror's can do but not by much.  The masque serves dual purpose between pulling units out of cover for fiends who do not have grenades, and pulling units or pushing units away from your horrors.  Thats just my own personal preference I like the supportive nature of the masque, plus I'm not above using the masque to tie down a dreadnaught either.]]></description>
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				<pubDate><![CDATA[Wed, 9 Jun 2010 15:07:18]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Mrtwitter - no wai!!! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> As for me, there is no pleasure in winning with the army you doesn't like at all. Now, I'm playing for fun and, despite I WANT to win, I stall have... principles, ideals and other stuff, you know. Warmaster, you've got the idea - let the opponent do not reach a 1' to hit everybody in my army]]></description>
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				<pubDate><![CDATA[Wed, 9 Jun 2010 23:05:16]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote><div><cite>Warmaster wrote:</cite><blockquote><div><cite>Sarnath666 wrote:</cite><br /> <br /> firewarriors in cover aren't scaring this list. charge a herald into them and be done with it.  Deamonettes will tie things up just as well because you have more, they will strike first and therefore damage the opponent =less attacks on them and most likley kill the unit (We ARE talking 1000pts here) they DO have assault grenades, and they can even hurt walkers &gt;.&gt; the masque tends to just be a waste of points in a list like this</div></blockquote><br /> <br /> 5 horror's vs. 6 daemonettes isn't a ton more.  The daemonettes aren't touching an av13 and can only glance an av12 which is still more than horror's can do but not by much.  The masque serves dual purpose between pulling units out of cover for fiends who do not have grenades, and pulling units or pushing units away from your horrors.  Thats just my own personal preference I like the supportive nature of the masque, plus I'm not above using the masque to tie down a dreadnaught either.</div></blockquote><br /> <br /> The thing you forget is most vehicles are AV10 in the back. And since daemonettes can only use rending attacks in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> they are able to kill most vehicles. Its been a while since i have played <span class="glossaryitem" onmouseover='gp(69);'>IG</span> but i am fairly sure even Leman Russ's are AV10 or AV11 in the back. So the only things they cant kill are monoliths (which very few things can), and landraiders. Much better than horrors in all anti-tank respects. <br /> <br /> Also something to remember is the Masque takes up a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot, which, depending on your list, can be a very reliable spot. The masque's only use is her pavane which really isnt very effective. Moving a squad <span class="glossaryitem" onmouseover='gp(24);'>D6</span>" could very well mean 1", is that even worth it? Think of how easy it is to kill a space marine. Then make it easier as she is toughness 3. And she isnt in a squad. A very specialized model that can only be effectively used with the right list. And i agree that she doesnt belong here. She is all support, that should be saved for 1500 point lists where there are more things for the masque to support.]]></description>
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				<pubDate><![CDATA[Thu, 10 Jun 2010 00:16:20]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Mrtwitter - IF daemonettes survive long enough to get to Leman Russ from rear, while horrors can take less risks]]></description>
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				<pubDate><![CDATA[Thu, 10 Jun 2010 15:18:28]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ All they have to do is make base to base, units in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> automatically hit on back armor. Unless its a walker. With proper deepstrike and fleet, that really shouldnt be a problem.]]></description>
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				<pubDate><![CDATA[Thu, 10 Jun 2010 16:16:53]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote><div><cite>mrwittwer wrote:</cite>The thing you forget is most vehicles are AV10 in the back. And since daemonettes can only use rending attacks in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> they are able to kill most vehicles. Its been a while since i have played <span class="glossaryitem" onmouseover='gp(69);'>IG</span> but i am fairly sure even Leman Russ's are AV10 or AV11 in the back. So the only things they cant kill are monoliths (which very few things can), and landraiders. Much better than horrors in all anti-tank respects. <br /> <br /> Also something to remember is the Masque takes up a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot, which, depending on your list, can be a very reliable spot. The masque's only use is her pavane which really isnt very effective. Moving a squad <span class="glossaryitem" onmouseover='gp(24);'>D6</span>" could very well mean 1", is that even worth it? Think of how easy it is to kill a space marine. Then make it easier as she is toughness 3. And she isnt in a squad. A very specialized model that can only be effectively used with the right list. And i agree that she doesnt belong here. She is all support, that should be saved for 1500 point lists where there are more things for the masque to support.</div></blockquote><br /> <br /> So you can say that the daemonettes are better in all anti-tank aspects until you get a vehicle moving over 6 inch's a turn, tank shocking you off of an objective on the last turn.  This is the exact situation I'm talking about and if the other person is going second you are screwed, since tank shocks resolve at front armor you are going to have to roll a 6 followed by a 5-6 just to try to glance an av12, and thats what you are going to need to roll to penetrate av11.  The horror's odds are much better.  <br /> <br /> Also any vehicle going fast would look like this 40 attacks from 10 daemonettes, is about 6.5 hits,  you then should average 1 6, you then need a 3 or better, which means you have about 75% chance to get a pen, then needing another 5 or 6 to take out the vehicle.  Which means that overall your daemonettes have about a 25% chance of killing any av10 vehicle.  Now on the plus side you made that vehicle move fast so it's either not shooting or shooting at reduced effectiveness, still not good odds by any means.  Now the horror's taking their one bolt shot at an av11 vehicle only ends up at something like 12.5% but they get to do that from 24 inch's away, instead of right next to the vehicle, and it goes up to a little better than 25% if it tank shocks. <br /> <br /> About the masque.  So if you have the masque, a squad of fiends, and 2 squads of flamers, not to mention 3 chariot heralds in the backfield, what are you going to shoot at?  Who is the biggest threat?  The masque survives through the use of <span class="glossaryitem" onmouseover='gp(85);'>los</span> block terrain or target saturation.  You basically just need to have higher threat targets than the masque around.  And 1 inch can mean the difference between a dead squad of marines and one that's laughing at you.  3 tzeentch chariot heralds generate on average around 6 <span class="glossaryitem" onmouseover='gp(95);'>meq</span> wounds, if in cover you only kill 3, if they go to ground you kill 2, pull them off of the cover and you just killed 6, which is a combat squad.  Or take an assault squad, stick it in cover and dare the unit of fiends to assault it you will lose 1 to 2 fiends before they get to hit, the masque can pull it out of cover and give you the initiative for the assault.  The masque can also spin dreadnaughts so you can take rear armor shots instead of their front 12 or 13.  This to me is huge with the new blood angel's blood talon dreads, those things are just nasty.<br /> <br /> I'm not saying every list should have horror's and every list should have the masque.  I actually do like to see daemonettes in scarbrand lists (although usually that's about it).  It also comes down to play style some people will just be more comfortable with daemonettes or horrors and thus those units will be more usefull. ]]></description>
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				<pubDate><![CDATA[Thu, 10 Jun 2010 16:36:57]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote><div><cite>Warmaster wrote:</cite><br /> <br /> So you can say that the daemonettes are better in all anti-tank aspects until you get a vehicle moving over 6 inch's a turn, tank shocking you off of an objective on the last turn.  This is the exact situation I'm talking about and if the other person is going second you are screwed, since tank shocks resolve at front armor you are going to have to roll a 6 followed by a 5-6 just to try to glance an av12, and thats what you are going to need to roll to penetrate av11.  The horror's odds are much better.  <br /> <br /> Also any vehicle going fast would look like this 40 attacks from 10 daemonettes, is about 6.5 hits,  you then should average 1 6, you then need a 3 or better, which means you have about 75% chance to get a pen, then needing another 5 or 6 to take out the vehicle.  Which means that overall your daemonettes have about a 25% chance of killing any av10 vehicle.  Now on the plus side you made that vehicle move fast so it's either not shooting or shooting at reduced effectiveness, still not good odds by any means.  Now the horror's taking their one bolt shot at an av11 vehicle only ends up at something like 12.5% but they get to do that from 24 inch's away, instead of right next to the vehicle, and it goes up to a little better than 25% if it tank shocks. <br /> <br /> About the masque.  So if you have the masque, a squad of fiends, and 2 squads of flamers, not to mention 3 chariot heralds in the backfield, what are you going to shoot at?  Who is the biggest threat?  The masque survives through the use of <span class="glossaryitem" onmouseover='gp(85);'>los</span> block terrain or target saturation.  You basically just need to have higher threat targets than the masque around.  And 1 inch can mean the difference between a dead squad of marines and one that's laughing at you.  3 tzeentch chariot heralds generate on average around 6 <span class="glossaryitem" onmouseover='gp(95);'>meq</span> wounds, if in cover you only kill 3, if they go to ground you kill 2, pull them off of the cover and you just killed 6, which is a combat squad.  Or take an assault squad, stick it in cover and dare the unit of fiends to assault it you will lose 1 to 2 fiends before they get to hit, the masque can pull it out of cover and give you the initiative for the assault.  The masque can also spin dreadnaughts so you can take rear armor shots instead of their front 12 or 13.  This to me is huge with the new blood angel's blood talon dreads, those things are just nasty.<br /> <br /> I'm not saying every list should have horror's and every list should have the masque.  I actually do like to see daemonettes in scarbrand lists (although usually that's about it).  It also comes down to play style some people will just be more comfortable with daemonettes or horrors and thus those units will be more usefull. </div></blockquote><br /> <br /> Im not advocating that daemonettes are the best anti-tank, but they are better than 1 bolt from a squad of horrors, especially since its a 50% chance they miss. Daemons lack overall in the anti-tank department, so take what you can get.<br /> <br /> The problem with he masque is that it only takes a small amount to kill her. Thats what i dont like. Sure there are better targets however she is an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> which means in <span class="glossaryitem" onmouseover='gp(316);'>KP</span> missions or various other scenarios she is worth killing. What im going to do, is allocate a few of my light weapons to kill her. It doesnt take big weapons to kill her and there is no need to waste that. I dont know about your lists, but mine have anti-whorde and anti-tank/monster. My big guns are going to kill the heralds and fiends while all my anti-whorde guns are going to gun her down lickity-split. I have tried to use her several times and she always dies very quickly. ]]></description>
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				<pubDate><![CDATA[Thu, 10 Jun 2010 18:39:30]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote><div><cite>mrwittwer wrote:</cite>Much better than horrors in all anti-tank respects. </div></blockquote><br /> Not against fast vehicles, or vehicles that can shoot like fast vehicles (<span class="glossaryitem" onmouseover='gp(87);'>LRs</span>, Tau tanks), or vehicles that don't need to shoot (rhinos).  Vehicles moving over 6" are a major headache for <span class="glossaryitem" onmouseover='gp(58);'>HTH</span>-centered forces to deal with.  Admittedly, 'nettes do at least have 4 attacks on the charge... but it's still not really enough.<br /> <br /> Also, if they go to ground in cover to keep from getting slaughtered by shooting, they can't charge anything the next turn.  Horrors, with their 4++, can shoot, not go to ground, and still have a halfway decent chance at surviving until they can shoot again even without any cover.  'Nettes can't do that.  (Which is not to say horrors are really that great, honestly.  I mean, <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3?  <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4?  I feel like my guys went to the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> Imperial Stormtrooper Marksmanship Academy and were handed weapons that were intended to be almost but not quite useful.)  But, yeah... having tried both daemonettes and horrors, my horrors almost always get to do something.  My 'nettes rarely do<br /> <br /> Back to the original issues - I'd agree that Slaanesh <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> aren't a good idea.  I've run one multiple times, and he never survived very long.  He makes a great target to distract your opponent from other targets... but only because he's expensive, killy, and fragile, which makes him something you really don't want your opponent shooting at.]]></description>
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				<pubDate><![CDATA[Fri, 11 Jun 2010 22:24:51]]> GMT</pubDate>
				<author><![CDATA[ DaveL]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Slaanesh's <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is cheaper, or 1 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is enough for 1000 points? Is 130 points too expensive for luring attacks on him?]]></description>
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				<pubDate><![CDATA[Sat, 12 Jun 2010 01:12:39]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ I run a Slaanesh list so I use 2x Slaanesh <span class="glossaryitem" onmouseover='gp(262);'>DP</span>.  You really need Iron Hide on her, plus Unholy Strength is a preference of mine too.  I like to give them Musk because it helps wiht mobility and I have recently started cutting wings for Pavane.  I actually really like Pavane a lot so far, and I am considering adding the Masque.  What both units let you do is <span class="glossaryitem" onmouseover='gp(471);'>DS</span> a little further back to make sure you are not taking as much Lagun and Bolter fire.<br /> <br /> With that load out a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> comes in around 160 before Pavane which I think is worth it.  A Nurgle or Tzeetch prince is definitely a 'better' choice but that does not make the Slaanesh ones  bad.  Running 1 prince at 1000 is reasonable, otherwise someone will field a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and you will have no chance to kill it!]]></description>
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				<pubDate><![CDATA[Sun, 13 Jun 2010 02:10:12]]> GMT</pubDate>
				<author><![CDATA[ calypso2ts]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ And how 2 <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> helps to deal with <span class="glossaryitem" onmouseover='gp(87);'>LR</span>? I don't get the point. And what's 'bout a full-Tzeentch army-list? Will it be survivable?]]></description>
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				<pubDate><![CDATA[Sun, 13 Jun 2010 11:50:00]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Probably not. Without Fiends you really have no close combat potential. It's worth a shot if you want to try to run an all tzenntch army list, but I don't think it is nearly as good as a mixed god list. If you were going to run an all Tzeentch list I would reccomend lots of flamers, fateweaver, tons of troops and maxed out <span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s. ]]></description>
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				<pubDate><![CDATA[Sun, 13 Jun 2010 17:19:22]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote><div><cite>Bisturi wrote:</cite>And how 2 <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> helps to deal with <span class="glossaryitem" onmouseover='gp(87);'>LR</span>? I don't get the point. And what's 'bout a full-Tzeentch army-list? Will it be survivable?</div></blockquote><br /> <br /> They have 5 attacks on the charge and roll <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> for armor penetration.  Each hit gets a damage result about 1/3 of the time.  The next best thing to is <span class="glossaryitem" onmouseover='gp(800);'>BoC</span>, which misses 50% of the time and can only glance on a 6.]]></description>
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				<pubDate><![CDATA[Sun, 13 Jun 2010 18:05:28]]> GMT</pubDate>
				<author><![CDATA[ calypso2ts]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ The problem is that fiends don't survive long enough to get to <span class="glossaryitem" onmouseover='gp(58);'>HtH</span>, and within 1000 points it is difficult to take 2 full squads without cutting down horrors or getting rid of Soul grinder AND <span class="glossaryitem" onmouseover='gp(262);'>DP</span>]]></description>
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				<pubDate><![CDATA[Sun, 13 Jun 2010 18:26:30]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ @ Bisturi<br /> <br /> I understand, I'm just saying that I personally thing you are better going with fiends than Soul Grinders, especially at lower points levels where every lascannon and melta is going into your grinders. That's why I think <span class="glossaryitem" onmouseover='gp(262);'>DP</span> are better at all point levels.<br /> <br /> @Calypso<br /> <br /> You forget thatmost of the time they require at least a 4+ to hit, reducing their attacks by half. When you face intelligent opponents, your attacks are reduced to 1/6. Assuming <span class="glossaryitem" onmouseover='gp(87);'>LR</span> that means that of all your attacks 5/6 hit, then you require a 10 among 2 dice to penetrate (assuming strength 5) the chances of you getting a 10 or more is (1/6) again. To do anything to a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> you need a 4,5,6 or (1/2). This gives you a total chance of (1/6) x (1/6) x (1/2) or (1/72) to do anything meaningful to a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>. When you say the next best thing, you are wrong, considering <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 your chances of hitting are (1/2) X (1/6) x (1/6), these results are actually the exact same. When your bolts are being fired by <span class="glossaryitem" onmouseover='gp(262);'>DP</span> or Heralds with their Higher <span class="glossaryitem" onmouseover='gp(14);'>BS</span> the chances increase even more. I know that cover can effect that, but that is a different story. <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I actually forgot about BOT being <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1. Which changes the chances of bolt from (1/2) x (1/6) x (1/3) or (1/36). Not assuming cover this is twice as good as <span class="glossaryitem" onmouseover='gp(262);'>DP</span>, considering a cover save of 4+ they are still exactly the same. The other difference that makes BOT better is that is has a 24 inc range as opposed to your princes that only have 6 inc charge and must get close to the enemy to even do anything.]]></description>
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				<pubDate><![CDATA[Sun, 13 Jun 2010 21:10:25]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ To be frank, daemons aren't a great codex against fast vehicles (especially heavy fast vehicles like <span class="glossaryitem" onmouseover='gp(87);'>LRs</span>), no matter what you do with them.  All-Tzeentch can work, for many definitions of the word "work."  You're probably better off with fiends than flamers, though.<br /> <br /> I suggest one or two Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DPs</span>, without wings, and with bolt (and maybe gaze).  They'll be relatively cheap, but nasty enough in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> that your opponent will need to think about what he's throwing at them, and they won't need those expensive wings to give them range.  And, if all else fails, they can still charge a vehicle and possibly take it out.  That's either 140 or 160 points, depending on whether you want gaze.  A Slaanesh <span class="glossaryitem" onmouseover='gp(262);'>DP</span> at 130 pts, with iron hide, doesn't have many <span class="glossaryitem" onmouseover='gp(19);'>CC</span> boosts... but if you've got a role in mind for one with just the basic stat block, by all means try it out.  One without iron hide will simply die - the difference between a 5++ and a 4++ is enormous.]]></description>
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				<pubDate><![CDATA[Mon, 14 Jun 2010 04:08:56]]> GMT</pubDate>
				<author><![CDATA[ DaveL]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Agreed on all points with Davel. ]]></description>
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				<pubDate><![CDATA[Mon, 14 Jun 2010 04:42:20]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ <blockquote><div><cite>matthc wrote:</cite>@ Bisturi<br /> @Calypso<br /> <br /> You forget thatmost of the time they require at least a 4+ to hit, reducing their attacks by half. When you face intelligent opponents, your attacks are reduced to 1/6. Assuming <span class="glossaryitem" onmouseover='gp(87);'>LR</span> that means that of all your attacks 5/6 hit, then you require a 10 among 2 dice to penetrate (assuming strength 5) the chances of you getting a 10 or more is (1/6) again. To do anything to a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> you need a 4,5,6 or (1/2). This gives you a total chance of (1/6) x (1/6) x (1/2) or (1/72) to do anything meaningful to a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>. When you say the next best thing, you are wrong, considering <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 your chances of hitting are (1/2) X (1/6) x (1/6), these results are actually the exact same. When your bolts are being fired by <span class="glossaryitem" onmouseover='gp(262);'>DP</span> or Heralds with their Higher <span class="glossaryitem" onmouseover='gp(14);'>BS</span> the chances increase even more. I know that cover can effect that, but that is a different story. <br /> </div></blockquote><br /> <br /> Equipping the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with Bolt and making it a Tzeetch prince is a good idea to boost its armor kill capability, I am not arguing against using Bolt.  I am just mentioning that <span class="glossaryitem" onmouseover='gp(262);'>DP</span> help shore up a weakness in the rest of the army - killing vehicles.  Also, against a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> (in our example) the best you can do is glance it.  What you really want to do is get a Destroyed result if you are not fielding a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> that can take advantage of the auto hits on it, so that requires a 6 with <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 to do so.  Even assuming an Immobilized result is good enough - The odds for bolt on Horrors (which wastes the rest of the horror's shooting) is:<br /> <br /> Hit - 50%<br /> Glance - 16.7%<br /> Wreck - 33%<br /> <br /> 2.8% chance to wreck/immobilize<br /> <br /> This happens regardless of the speed moved and assumes no cover saves.  For a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> on a Flat Out Vehicle (w/o unholy strength):<br /> Hit - 16.7%<br /> -Glance - 11.1%<br /> -Immobilize - 16.7%<br /> --Damage Result - 0.3%/attack<br /> <br /> -Penetrate - 16.7%<br /> -Immobilize, Wreck, Explode - 50%<br /> --Damage Result - 1.39%/attack<br /> <br /> This is an aggregate 1.7%/attack to yield a damage result.  The chance to not damage the vehicle in this case is (100%-1.7%)^5 = 90%, versus 97.2% for cases with Bolt on Horrors.<br /> <br /> This also does not count the times when a Stunned or Immobilized result will enable the prince to literally tear apart the vehicle in the next phase.  Bolt is certainly a great way to take down vehicles, but on <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 a 'Melta' effect to add that extra <span class="glossaryitem" onmouseover='gp(24);'>d6</span> is really good to have around.  Either way these are not 'good' answers to the problem but at least a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> forces vehicles that want to live to move.<br /> <br /> I agree with Davel for loadout and you do need Iron Hide on a Slaanesh Prince.  At the end of the day though, a Tzeetch Prince with Bolt, and Gaze with some aggressive <span class="glossaryitem" onmouseover='gp(471);'>DS</span>'ing will have the best chance to take down heavy Vehicles and will do really well against lighter ones that Bolt can penetrate more easily.]]></description>
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				<pubDate><![CDATA[Mon, 14 Jun 2010 15:03:10]]> GMT</pubDate>
				<author><![CDATA[ calypso2ts]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ I guess we were arguing the same thing, the only difference being I thought you were advocating the concepts of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Princes over Shooty Princes. You really don't need to destroy a vehicle with your bolt you just need to immobilize it as you said you can then tear it apart with your <span class="glossaryitem" onmouseover='gp(19);'>CC</span> creatures.]]></description>
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				<pubDate><![CDATA[Mon, 14 Jun 2010 16:08:12]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ Well, <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>, there not very much players using <span class="glossaryitem" onmouseover='gp(87);'>LR</span> in 1000 points games. Also, who says that <span class="glossaryitem" onmouseover='gp(262);'>DP</span> cannot get to <span class="glossaryitem" onmouseover='gp(19);'>CC</span> after shooting the bolt? I have some questions - 1) is it reasonable to get 2 <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> in in 1000k army? 2) Are Bluescribes worth their price?]]></description>
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				<pubDate><![CDATA[Mon, 14 Jun 2010 18:36:31]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ No one says that you cannot get Princes into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. It is just that a lot of people prefer to kit out their prince with a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> focus relying on their <span class="glossaryitem" onmouseover='gp(19);'>CC</span> to kill vehicles, while the Tzeentch Prince can do that and still shoot( He usually doesn't get in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as often with vehicles as he has no wings as they are a waste of points). I would first worry on maxing fiend squads before I looked into Daemon Princes. I also wouldn't go with Bluescribes.<br /> <br /> I would run<br /> Tzeentch Herald on Chariot (Maybe 2 of these)<br /> 3 squads of fiends (6 each )<br /> Your troops<br /> Tzeentch Princes<br /> <br /> I would normally recommend Fast attack choice of hounds but this doesn't fit in your fluff restriction. ]]></description>
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				<pubDate><![CDATA[Mon, 14 Jun 2010 19:10:21]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ Sorry for the confusion, I was advocating them in general as the way to take down armor.  I run mine as Slaanesh but that is more theme than anything.  They would be MUCH better as Tzeetch but alas...<br /> <br /> Blue Scribes are a bit expensive but can be fun.  Getting two Princes in 1k is reasonable but you would need to shave down points on Elites/<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.  I think for the cost 1 Prince is fine for 1000 points, especially if you are running Tzeetch Heralds.  Personally I like a Slaanesh Herald a bit better, but that is a preference.]]></description>
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				<pubDate><![CDATA[Mon, 14 Jun 2010 19:23:47]]> GMT</pubDate>
				<author><![CDATA[ calypso2ts]]></author>
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				<title>Chaos Daemons 1000 points</title>
				<description><![CDATA[ 1 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is fine at 1k.  Two wouldn't be crazy, but one is fine as long as you have a good number of fiends and/or models with bolt to take care of some vehicles.<br /> <br /> I've never used the Blue Scribes.  They seem like they'd be useful and fun... at a guess, I'd say that their points value is probably about right, in that it's a difficult to figure out whether or not they're worth the points.  Essentially, if you want to be able to use pavane semi-reliably without a <span class="glossaryitem" onmouseover='gp(234);'>KoS</span> and without using a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> (both reasonable goals), they could be worth it.  But remember, if they're attached to a squad and they pavane an enemy squad out of cover, the squad attached to them won't be able to shoot at the enemy squad after they're out of cover.<br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>, something to keep in mind for your next few battles: my basic assumptions here are that you're not having trouble against foot <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, footdar, big-bug 'nids, etc.  A normal daemon army has little trouble against elite infantry; they have a harder time against vehicles, and sometimes hordes.  If you find yourself having a hard time against elite infantry on foot, then I may be overemphasizing my advice.]]></description>
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				<pubDate><![CDATA[Mon, 14 Jun 2010 19:58:47]]> GMT</pubDate>
				<author><![CDATA[ DaveL]]></author>
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				<title>Re:Chaos Daemons 1000 points</title>
				<description><![CDATA[ No problems with elites, I should say. The problem is lots of dice 1 enemy unit can throw, like eldar Warwalkers in squadrons. That's real headache]]></description>
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				<pubDate><![CDATA[Mon, 14 Jun 2010 22:42:52]]> GMT</pubDate>
				<author><![CDATA[ Bisturi]]></author>
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