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				<title>Chaos Deamons</title>
				<description><![CDATA[ I am really confused about how to build a Chaos Deamon army.<br /> <br /> Does it work best to focus on a single God's army?<br /> <br /> Can they be mixed effectively?]]></description>
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				<pubDate><![CDATA[Tue, 31 Aug 2010 11:08:56]]> GMT</pubDate>
				<author><![CDATA[ phyrephly]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ Yes they can be single god for the sake of theme, but you really hamper the effectiveness of you army. So if you want to have a decent army, sadly, mono god wont be as good, (maybe khorne or Tzeentch, just barely effective) <br /> <br /> Mixing is definetly the way to go for an effective, reliable, and balanced list.<br /> <br /> The biggest bane of Daemons, is Mech (and <span class="glossaryitem" onmouseover='gp(30);'>DH</span> but seriously, who fields pure <span class="glossaryitem" onmouseover='gp(30);'>DH</span> to play anyway) So you want alot of Vehicle punching elements in your army, such as Princes with Bolt, Horrors, etc.<br /> <br /> And another thing, FIENDS FIENDS FIENDS. I always bring 2 Squads of 6 and a Blood crusher Squad for kicks. ]]></description>
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				<pubDate><![CDATA[Tue, 31 Aug 2010 11:14:11]]> GMT</pubDate>
				<author><![CDATA[ enmitee]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ Ok, baicly you can make the army how ever you want, 1 theme ( example: maybe a whole army of khorne or nurgle) or maybe 2 or 3  0r all of the themes.<br /> <br /> The thing about Chaos Daesmons are that each figure is good in a certain way.<br /> <br /> Are you thinking about doing Chaos or something?]]></description>
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				<pubDate><![CDATA[Tue, 31 Aug 2010 11:59:59]]> GMT</pubDate>
				<author><![CDATA[ Feforfar]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[    I am not a CD player myself but face them (semi)regularly. A few pointers.<br /> <br /> - Mix. The CD army really benefits from co-operation between Chaos gods. Mono power armies make for one-trick ponies. <br /> - Icons are a must. Since the army has a unique entry mode, you really must invest in enough Icons. The best working CD lists I have faced all used an "anvil and hammer" approach. The preferred first wave is Nurgle heavy with lots of Icons. Tzeentch/Khorne/Slaanesh heavy wave comes in second.]]></description>
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				<pubDate><![CDATA[Tue, 31 Aug 2010 12:15:08]]> GMT</pubDate>
				<author><![CDATA[ A-P]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>Feforfar wrote:</cite><br /> <br /> Are you thinking about doing Chaos or something?</div></blockquote><br /> <br /> I am currently playing a full Mech Eldar list, with no <span class="glossaryitem" onmouseover='gp(19);'>CC</span> elements. I want to play a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> heavy army, with little to no shooting. I have read the Ork and Tyranid codices and I just don't like the feel of either. So Chaos Deamons it is.<br /> <br /> I just need to figure out how to play them. Their units seem strange compared to the Eldar. I have read some Deamon tactica and have figured out which units "should" be in the list, but I would really like a full khorne/slaanesh army.]]></description>
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				<pubDate><![CDATA[Tue, 31 Aug 2010 12:39:11]]> GMT</pubDate>
				<author><![CDATA[ phyrephly]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ Than just simply talk to the people at <span class="glossaryitem" onmouseover='gp(50);'>GW</span> and ask them about it or unless you want us to answer that, if your going for Khorne and Slannesh army than get 10 blood letters and skulltaekr and some fiends, thats a good starting army!]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 04:23:33]]> GMT</pubDate>
				<author><![CDATA[ Feforfar]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>A-P wrote:</cite>   I am not a CD player myself but face them (semi)regularly. A few pointers.<br /> <br /> - Mix. The CD army really benefits from co-operation between Chaos gods. Mono power armies make for one-trick ponies. <br /> - Icons are a must. Since the army has a unique entry mode, you really must invest in enough Icons. The best working CD lists I have faced all used an "anvil and hammer" approach. The preferred first wave is Nurgle heavy with lots of Icons. Tzeentch/Khorne/Slaanesh heavy wave comes in second.</div></blockquote><br /> <br /> Icons are NOT a must.  They aren't terrible to have one, or MAYBE 2 (at really high point values)  But for the most part, they aren't worth the hefty points investment.  They cause your army to bunch up, make how you come in predictable, and force you to take bigger units than you really want too.  <br /> <br /> While there is something to be said in an unbalanced wave group, it means that an already gimped army is going to pretty much lose the 1/3 games where the main wave doesn't come in.  <br /> <br /> I will echo the sentiment that mono god armies are usually bad.  Here is a slot by slot break down of the unit choices.  Of course it reflects my personal bias, So <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span><br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:  lots of good choices, but it really comes down to how efficient and how badly the army needs heralds of slaanesh or tzentch.  Kairos works for some, and all of the greater daemons have their uses, but its the heralds that shine in efficiency and effectiveness.<br /> <br /> Elite:  People swear by flamers and bloodcrushers, but I've found them wanting outside of fateweaver lists.  The flamers are too suicide squad like, and bloodcrushers attract <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons so their superior save is often wasted (and they are slow when they land, more used as an anvil unit than an effective threat projection)  Fiends on the other hand hit hard, and move VERY fast.  Being the cheapest elite choice also helps their case.<br /> <br /> Troops:  Troops are for scoring, and being durable.  Plague bearers it is.  That being said, you don't need all slots with just these guys, in fact you don't need many in each unit.  So that leaves you the option of taking other troops, all of which have their niche they can fill.  Horrors for ranged ability (feeble as it is).  Letters for anti <span class="glossaryitem" onmouseover='gp(95);'>meq</span>, and daemonettes for assaulting into cover.<br /> <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span>:  Not much to choose from here.  Hounds are fast and hit hard (have issues attacking into cover).  Screamers are as specialized as you get (melta bombs are their only value).  Seekers move fast (and assault into cover), but lack durability and hitting power (though quantity of attacks and rending help).  Furies are worse than hounds, and can't fill the roles of the other units.  (and are the same cost, so draw a conclusion)<br /> <br /> Heavy:  <span class="glossaryitem" onmouseover='gp(262);'>DP</span> depends on build.  Can be a lean mean killing machine, or a bloated points sink unable to do anything.  Grinders:  their anti tank and infantry ability looks good, except they have <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3, and they must get into melta range to really hurt infantry.]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 04:59:15]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ How good are Fiends of Slaanesh at killing tanks now with the rending change?<br /> <br /> Also, the Fateweaver seems AMAZING. All those re-rolls. Can the points be justified at 1500?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> How about this for a starting <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Daemon army:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Masque - Idea is to move enemy units around so that I can get closer to charge in.<br /> <br /> Elite<br /> <br /> Fiends of Slaanesh x 5 Unholy Might<br /> Fiends of Slaanesh x 5 Unholy Might<br /> <br /> Blood Crushers x 4 Fury/Icon/Instrument<br /> Blood Crushers x 4 Fury/Icon/Instrument<br /> <br /> Troops<br /> Bloodletters x 10 Fury<br /> Bloodletters x 10 Fury<br /> Bloodletters x 10 Fury<br /> <br /> Heavy Support<br /> <br /> Daemon Prince Vanilla<br /> Daemon Prince Vanilla<br /> <br /> This comes to 1490, what do you think?<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 06:44:11]]> GMT</pubDate>
				<author><![CDATA[ phyrephly]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ Thats better, and what it mean 'Vanila"?]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 08:39:32]]> GMT</pubDate>
				<author><![CDATA[ Feforfar]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ Vanilla means no upgrades.]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 08:54:57]]> GMT</pubDate>
				<author><![CDATA[ phyrephly]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ Ah, right!]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 08:57:19]]> GMT</pubDate>
				<author><![CDATA[ Feforfar]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>phyrephly wrote:</cite>How good are Fiends of Slaanesh at killing tanks now with the rending change?<br /> <br /> Also, the Fateweaver seems AMAZING. All those re-rolls. Can the points be justified at 1500?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> How about this for a starting <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Daemon army:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Masque - Idea is to move enemy units around so that I can get closer to charge in.<br /> <br /> Elite<br /> <br /> Fiends of Slaanesh x 5 Unholy Might<br /> Fiends of Slaanesh x 5 Unholy Might<br /> <br /> Blood Crushers x 4 Fury/Icon/Instrument<br /> Blood Crushers x 4 Fury/Icon/Instrument<br /> <br /> Troops<br /> Bloodletters x 10 Fury<br /> Bloodletters x 10 Fury<br /> Bloodletters x 10 Fury<br /> <br /> Heavy Support<br /> <br /> Daemon Prince Vanilla<br /> Daemon Prince Vanilla<br /> <br /> This comes to 1490, what do you think?<br /> </div></blockquote><br /> <br /> Looks better except for the lack of legality....  Seriously, you ONLY get 3 elite slots.  Use them well.  <br /> <br /> Also not a big fan of rending on single models that already have power weapons.  Rending works best in units, since its pretty rare to actually get a rend.  With crushers and letters... You are S6 and S5 on the charge already, only tanks you can't really pen are <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 all around.  Why do you need rending?<br /> <br /> Your troops aren't really up to the task of living.  Sure, 30 guys is going to take a bit of effort to kill, but those guys are blood letters.  They are going to need to close (so rapid fire eating) and against smart players are going to have to assault into cover (take losses assaulting before getting to attack).  My personal feeling is that you start with a few units of plague bearers, work your way to maxing out the other slots, then come back to the troops slots and get some more offensive power.<br /> <br /> Masque is ok at what she does... But it struggles since people like to take mech lists these days.  Not as many targets that she can force to dance.  It can be helped if you take your <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> with bolt of tzeentch.  BS5 armor busting is pretty good, and it becomes a fire magnet (which is good, since it has a 4++)<br /> <br /> Fiends can still pen any tank in the game (yes, it requires upgraded strength to do it with them... but it is possible)  A S5 fiend will pen most vehicles n the game, has the movement to actually catch them (unlike crushers) and has a bunch of attacks on the charge to actually have a good chance of getting a rend.<br /> <br /> Some people squeeze fateweaver in at 1000... can it be justified?  Yes...  (using the <span class="glossaryitem" onmouseover='gp(186);'>def</span>: to show a satisfactory reason or excuse for something done.)  Some people have had success with fateweaver w/crushers.  It certainly looks like a formidable Unit O' Death.  And it is.  Any unit which costs well over 1/3 of you total points better be after all.  The problem it is it is slow.  Infantry movement without fleet?  Obvious target even with rerolls?  Since you take less army, more firepower is going to go into less units.  You WILL fail a good number of rolls against people who focus fire.  <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons?  a 5++ rerollable will still fail about 45 percent of the time.  Torrent of fire can put out the volume to even take wounds off of 3+ rerolls.  (I know this since I have played against it with <span class="glossaryitem" onmouseover='gp(121);'>SoB</span> and their bolter/flamer/melta spam)]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 12:14:22]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ I find the Daemon armies to be very difficult to balance. Its just, weird <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> How about the following:<br /> <br /> Fateweaver<br /> <br /> 3 X 6 Fiend Units<br /> <br /> 4 x 5 Plaguebeare units<br /> <br /> 2 x <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with Mark and Bolt of Tzeentch?]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 12:34:15]]> GMT</pubDate>
				<author><![CDATA[ phyrephly]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ I like that last list, though i would find points for another prince. Im not liking 4 <span class="glossaryitem" onmouseover='gp(718);'>PB</span> units, 3 would be sufficient.<br /> <br /> @notabot<br /> You want rending on the bloodcrushers for wound allocation, that way, every crusher with an upgrade takes a wound first before actually taking out a crusher model.]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 13:57:35]]> GMT</pubDate>
				<author><![CDATA[ enmitee]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>enmitee wrote:</cite>I like that last list, though i would find points for another prince. Im not liking 4 <span class="glossaryitem" onmouseover='gp(718);'>PB</span> units, 3 would be sufficient.<br /> <br /> @notabot<br /> You want rending on the bloodcrushers for wound allocation, that way, every crusher with an upgrade takes a wound first before actually taking out a crusher model.</div></blockquote><br /> <br /> Not worth the points.  At least when you do it with nob bikers and maybe crisis suites you are getting a worth while upgrade out of it.]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 16:01:04]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>notabot187 wrote:</cite><br /> <br /> Icons are NOT a must.  They aren't terrible to have one, or MAYBE 2 (at really high point values)  But for the most part, they aren't worth the hefty points investment.  <br /> </div></blockquote><br /> <br />    I beg to differ. Nothing is more annoying than non-scattering flamer units coming via <span class="glossaryitem" onmouseover='gp(471);'>DS</span> to burn/glance your units to death. Icons are well worth their point cost.  ]]></description>
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				<pubDate><![CDATA[Wed, 1 Sep 2010 21:09:27]]> GMT</pubDate>
				<author><![CDATA[ A-P]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ @notabot<br /> I think itw very well worth the point, its actually like getting another crusher in terms of durability. Sure Nob bikers get it, and crisis get it as well, but they are instagimped by <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> and las cannons. Which is most likely going their way.]]></description>
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				<pubDate><![CDATA[Thu, 2 Sep 2010 05:14:48]]> GMT</pubDate>
				<author><![CDATA[ enmitee]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>enmitee wrote:</cite>I like that last list, though i would find points for another prince. Im not liking 4 <span class="glossaryitem" onmouseover='gp(718);'>PB</span> units, 3 would be sufficient.<br /> </div></blockquote><br /> <br /> So maybe dropping the <span class="glossaryitem" onmouseover='gp(718);'>PB</span> units to 3 and getting some better upgrades for the <span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s?<br /> <br /> Ironhide?<br /> Demonic Flight?<br /> Unholy Might?]]></description>
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				<pubDate><![CDATA[Thu, 2 Sep 2010 06:45:57]]> GMT</pubDate>
				<author><![CDATA[ phyrephly]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ take out 1 fiend from each squad, and add a 3rd <span class="glossaryitem" onmouseover='gp(262);'>dp</span> with the same upgrades. Or if you cant count on the 4+, keep the fiends and jsut give the 2 prince's armor.]]></description>
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				<pubDate><![CDATA[Thu, 2 Sep 2010 07:12:49]]> GMT</pubDate>
				<author><![CDATA[ enmitee]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ Cool I'll try that thanks.<br /> <br /> Are there any non-shooting but still good upgrades for the <span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s?]]></description>
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				<pubDate><![CDATA[Thu, 2 Sep 2010 09:54:18]]> GMT</pubDate>
				<author><![CDATA[ phyrephly]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ I'm not really sure why people suggest the armor upgrade for the princes.  How much better is a 3+ save which you don't get against the typical anti tank weapons sent towards <span class="glossaryitem" onmouseover='gp(262);'>DPs</span>?  Why not just take mark of tzeentch for the save that you always get except against some random <span class="glossaryitem" onmouseover='gp(305);'>GK</span> and Ctan weapons?<br /> <br /> Ok, maybe that was a bit too specific, for non tzeentch princes it isn't bad.   Saves you against small arms and <span class="glossaryitem" onmouseover='gp(19);'>CC</span>  But honestly <span class="glossaryitem" onmouseover='gp(19);'>CC</span> princes aren't the greatest due to a variety of reasons, mostly how expensive wings are, and how slow they are without them.  So I were to make a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> meant for something other than shooting, I would build the following:<br /> <br /> Generic prince: iron hide, wings. ~ 170<br /> This build is relatively cheap, same cost as a tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with bolt and breath.<br /> <br /> Slaanesh: Iron hide, wings, <span class="glossaryitem" onmouseover='gp(101);'>MoS</span>, aura, musk ~ 205<br /> This build is a bit more expensive, but gains hit and run, Initiative, and grenades.<br /> <br /> Khorne: Iron hide, wings, <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> ~ 185<br /> Slight increase in ability over generic prince (+1 attack) other than their really isn't anything else good to take.<br /> <br /> Nurgal: Iron hide, wings, <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, cloud ~ 205<br /> Ability to assault into cover, boosted toughness.<br /> <br /> The basic problem with <span class="glossaryitem" onmouseover='gp(262);'>DP</span> upgrades is they cost so much, often for very little increase in ability.  They still move like infantry, so if they have a bad deepstrike, or the opponent brings a mobile list... they can have issue getting in close.  So that makes <span class="glossaryitem" onmouseover='gp(19);'>CC</span> <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> almost require wings (sure you can usually still find targets, but with wings you can pick and choose your targets).  Iron hide is needed for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> princes since they are more likely to have to weather a fair number of wounds (being in <span class="glossaryitem" onmouseover='gp(319);'>RF</span> range and in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> does that)<br /> <br /> As for my recommended build? :<br /> <br /> Tzeentch: <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, bolt, breath ~ 170<br /> Good universal save (4++) two weapons at least marginally effective on vehicles (and bolt being very effective) while breath is potentially devastating against any infantry type.  While unlikely it is going to find <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, it does happen if you get close to a transport and pop it.  While not the greatest <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit, it still is a <span class="glossaryitem" onmouseover='gp(262);'>DP</span>.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 2 Sep 2010 16:08:09]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ Thanks for the in-depth view notabot.<br /> <br /> It is always hard to attempt to remove an element (which is integral to the basics) from a game. In my specific situation, the shooting phase. It looks like I should probably take at least a small amount of shooting capability. That said, would the Soul Grinders not be better than <span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s if they are going to end up shooting anyway?]]></description>
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				<pubDate><![CDATA[Fri, 3 Sep 2010 06:39:50]]> GMT</pubDate>
				<author><![CDATA[ phyrephly]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ I'm not a fan of soul grinders.  They have poor <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, which makes their weapons do less than hoped.  Being the only <span class="glossaryitem" onmouseover='gp(9);'>AV</span> unit in the army, they will attract pretty much all the heavy weapons fire that would be going towards <span class="glossaryitem" onmouseover='gp(262);'>DPs</span>... but grinders can be destroyed with a single lucky shot.  Or almost as bad, have the mawcannon detroyed (which <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> destroys all upgrades for it...)  <br /> <br /> Grinders have the fleet special rule, and a good number of attacks (for a dred) so really if you run them a vanilla one with just vomit and harvester is enough...  Remember though, with walker units it is better to be in assault than to be standing at melta range of something after shooting.  (and dreds rarely kill off a unit in just one combat round)]]></description>
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				<pubDate><![CDATA[Fri, 3 Sep 2010 15:51:35]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ I have played Daemons in allot of tournaments and won most of them.  I used to play mono nurgle witch is a solid attrition list and allot of fun, but if you want a really really hard hitting list fate crusher is it, here is both of my event winning 1500 lists.<br /> <br /> First is fate crusher <br /> <br /> Fateweaver<br /> Bloodthirstier no upgrades<br /> 10 bloodletters <br /> 10 bloodletters <br /> 4 bloodcrushers full upgrades<br /> 4 bloodcrushers full upgrades<br /> 4 bloodcrushers icon and fury<br /> <br /> Nurgle <br /> <br /> <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> with Cloud of flies<br /> Epidemius <br /> 6 nurglings <br /> 7 nurglings <br /> 7 plaguebeaers <br /> 7 plaguebeaers <br /> 7 pleagebeaers with icon<br /> 7 pleagebeaers with icon<br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> mark of nurgle armer wings COF NT<br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> mark of nurgle armer wings COF NT<br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> mark of nurgle armer COF NT<br /> <br /> The first list keep fate and the thirster holding hands and watch them walk through almost anything the bloodcrushers are there to be the tanks.  Every thing hits hard as can be and some times when I want to get nasty and I dont see many orcs comming to the event I will run the bloodletters in size of 8 and run scarbrand. <br /> <br /> The nurgle the key is to have the tallyman sit in cover with the 6 nurglings and have them away from the battle and taking ground.  yea thats a 2+ cover save.<br /> <br /> The lists are solid and are allot of fun.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Sep 2010 16:19:41]]> GMT</pubDate>
				<author><![CDATA[ the chaos guy]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ You can play Soul Grinders, you just have to use them right.<br /> <br /> Ideally they come on in a first wave, and you drop them far from the enemy. Give them the Phlegm upgrade and they can actually be dropping Battlecannon pie plates on the enemy. Then when the rest of the boys show up they can move in for the kill.<br /> <br /> You really don't want to get them close unsupported because they will get meltad into oblivion. ]]></description>
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				<pubDate><![CDATA[Fri, 3 Sep 2010 16:47:12]]> GMT</pubDate>
				<author><![CDATA[ eNvY]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ I wouldn't necessarily say put the grinders always in the first wave.  I give my grinders both upgrades to up their utility.<br /> <br /> As an example I played a game this week against a Tau army.  He had 2 piranha's, 2; hammerheads, and 2 broadsides that could actually hurt my grinders.  He put the piranha's in reserve and everything else started on the table.  Since there was so much str10 stuff out there I elected to drop my 3 tzeentch heralds instead of the 3 grinders.  By the time the grinder's came in (on turn 3) they shook one hammer head, one of the chariot's had ripped the gun off of the other hammerhead, and my fiends had made it into combat with his broadsides.  Since I kept my grinders more than 18 inch's from his side of the table he effective had nothing that could hurt the grinders.<br /> The other two grinders killed off 3 crisis battle suits between the two of them.<br /> <br /> Putting grinders in the second wave gives you an opportunity to eliminate anti-tank and then watch the grinder's run rampant through armies.<br /> <br /> Now if I'm playing against someone that has no long ranged anti-tank, then I will drop the grinders first in the middile to back of the board to entice them to come towards me so the fiends can eat them.]]></description>
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				<pubDate><![CDATA[Fri, 3 Sep 2010 17:50:56]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>the chaos guy wrote:</cite>I have played Daemons in allot of tournaments and won most of them.  I used to play mono nurgle witch is a solid attrition list and allot of fun, but if you want a really really hard hitting list fate crusher is it, here is both of my event winning 1500 lists.<br /> <br /> First is fate crusher <br /> <br /> Fateweaver<br /> Bloodthirstier no upgrades<br /> 10 bloodletters <br /> 10 bloodletters <br /> 4 bloodcrushers full upgrades<br /> 4 bloodcrushers full upgrades<br /> 4 bloodcrushers icon and fury<br /> <br /> Nurgle <br /> <br /> <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> with Cloud of flies<br /> Epidemius <br /> 6 nurglings <br /> 7 nurglings <br /> 7 plaguebeaers <br /> 7 plaguebeaers <br /> 7 pleagebeaers with icon<br /> 7 pleagebeaers with icon<br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> mark of nurgle armer wings COF NT<br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> mark of nurgle armer wings COF NT<br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> mark of nurgle armer COF NT<br /> <br /> The first list keep fate and the thirster holding hands and watch them walk through almost anything the bloodcrushers are there to be the tanks.  Every thing hits hard as can be and some times when I want to get nasty and I dont see many orcs comming to the event I will run the bloodletters in size of 8 and run scarbrand. <br /> <br /> The nurgle the key is to have the tallyman sit in cover with the 6 nurglings and have them away from the battle and taking ground.  yea thats a 2+ cover save.<br /> <br /> The lists are solid and are allot of fun.<br /> </div></blockquote><br /> <br /> I doubt that you would win any tournaments with those lists unless you were extremely lucky, or were playing against beginners. You will lose 2/3 of all games with the first list, as any experienced player will immediately kill your bloodletters. And sure, crushers kill stuff, but good luck getting them into combat as you have nothing to pin enemy units with to let the crushers catch up, and practically no antitank. Seriously, any mech army, which is the most common type of army youll face in 5th ed, especially in tourneys, will just run rings around you.<br /> <br /> On the second list...  if epi doesnt show up on turn 1, youre f*****. Simple as that really.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Sep 2010 20:31:26]]> GMT</pubDate>
				<author><![CDATA[ Jabbdo]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>phyrephly wrote:</cite>How good are Fiends of Slaanesh at killing tanks now with the rending change?<br /> <br /> Also, the Fateweaver seems AMAZING. All those re-rolls. Can the points be justified at 1500?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> How about this for a starting <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Daemon army:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Masque - Idea is to move enemy units around so that I can get closer to charge in.<br /> <br /> Elite<br /> <br /> Fiends of Slaanesh x 5 Unholy Might<br /> Fiends of Slaanesh x 5 Unholy Might<br /> <br /> Blood Crushers x 4 Fury/Icon/Instrument<br /> Blood Crushers x 4 Fury/Icon/Instrument<br /> <br /> Troops<br /> Bloodletters x 10 Fury<br /> Bloodletters x 10 Fury<br /> Bloodletters x 10 Fury<br /> <br /> Heavy Support<br /> <br /> Daemon Prince Vanilla<br /> Daemon Prince Vanilla<br /> <br /> This comes to 1490, what do you think?<br /> </div></blockquote><br /> <br /> Masque is a 2-wound T3 non-<span class="glossaryitem" onmouseover='gp(67);'>IC</span>.  And she can't benefit from cover.  Don't count on her lasting, even with her 3++.<br /> <br /> <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> need some upgrade to saves and/or toughness.  T5 with a 5++ doesn't last very long, even with a decent number of wounds.<br /> <br /> You definitely could always use some anti-tank shooting.  <span class="glossaryitem" onmouseover='gp(262);'>DP</span> and <span class="glossaryitem" onmouseover='gp(215);'>SG</span> both have things going for them; <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> with Bolt can pretty reliably take out rhinos and such.  <span class="glossaryitem" onmouseover='gp(215);'>SGs</span> have a chance of actually taking out <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> that haven't inexplicably decided to go 6" or less, which no other unit is really any good at.  (Yes, a lucky Bolt can do it.  That's a 1/36 chance, if you hit in the first place.)  So it really comes down to which one you'd rather not be able to deal with.]]></description>
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				<pubDate><![CDATA[Fri, 3 Sep 2010 22:03:08]]> GMT</pubDate>
				<author><![CDATA[ DaveL]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ Would any of you fine gentlemen mind taking a look at this list for me?<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/314818.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/314818.page</a>]]></description>
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				<pubDate><![CDATA[Fri, 3 Sep 2010 22:39:58]]> GMT</pubDate>
				<author><![CDATA[ Claypool]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ I actually thing you hit it on the head earlier.<br /> <br /> At 1500 points it's really good to just run the following except I'd drop Fateweaver and replace him with a couple of heralds of tzeentch with bolt and chariot. With 5 wounds and a 4+ invul they survive and function fairly well as mobile bolt platforms.<br /> <br /> 3xTzeentch Heralds <br /> <br /> 3x 6 man fiend units<br /> <br /> 4 x 5 man Plaguebearer units<br /> <br /> 2 x <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with Mark and Bolt of Tzeentch<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 4 Sep 2010 01:31:43]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>matthc wrote:</cite>I actually thing you hit it on the head earlier.<br /> <br /> At 1500 points it's really good to just run the following except I'd drop Fateweaver and replace him with a couple of heralds of tzeentch with bolt and chariot. With 5 wounds and a 4+ invul they survive and function fairly well as mobile bolt platforms.<br /> <br /> 3xTzeentch Heralds <br /> <br /> 3x 6 man fiend units<br /> <br /> 4 x 5 man Plaguebearer units<br /> <br /> 2 x <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with Mark and Bolt of Tzeentch<br /> </div></blockquote><br /> This list is pretty good for what daemons can do already.]]></description>
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				<pubDate><![CDATA[Sat, 4 Sep 2010 10:25:39]]> GMT</pubDate>
				<author><![CDATA[ enmitee]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>matthc wrote:</cite>I actually thing you hit it on the head earlier.<br /> <br /> At 1500 points it's really good to just run the following except I'd drop Fateweaver and replace him with a couple of heralds of tzeentch with bolt and chariot. With 5 wounds and a 4+ invul they survive and function fairly well as mobile bolt platforms.<br /> <br /> 3xTzeentch Heralds <br /> <br /> 3x 6 man fiend units<br /> <br /> 4 x 5 man Plaguebearer units<br /> <br /> 2 x <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with Mark and Bolt of Tzeentch<br /> </div></blockquote><br /> <br /> This list is about as min/maxed as you can get at 1500.  Shooting is actually decent enough to be a threat, you have durable troops, and your <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units can threaten anything in the game.<br /> <br /> I personally don't use shooting, so I go with a more assault army, which means Slaanesh heralds on chariots, and hounds instead of tzeentch princes and heralds.]]></description>
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				<pubDate><![CDATA[Sat, 4 Sep 2010 15:53:34]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ The fate crusher list has always done well vs mech because everything can destroy transports really well.   With <span class="glossaryitem" onmouseover='gp(397);'>FC</span> and lots of attacks they crush rear armer so easy.  VS land raiders there is nothing better in the game to hunt them than a scarbrand/ bloodthirstier. And yes they can kill the troops but if they do at 1500 they are letting the other daemons run free and I will almost always clear the table.  At 1500 two troops are enough.  This list just destroys mech.  The nurgle list yes its better when the tally man is on the board but sense it plays by attrition its offence is of less of the concern.  The daemon princes are one of the worst units in the game but with nurgle they are very good to get the tally up but even with the tally all the way up the list is still not that killy it is just very hard to kill anything. <br /> <br /> I assure you that I do not just play new players and yes I have won allot. <br /> <br /> The lists are very solid just deep strike safely and make your first run count.  ]]></description>
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				<pubDate><![CDATA[Sat, 4 Sep 2010 18:03:03]]> GMT</pubDate>
				<author><![CDATA[ the chaos guy]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>the chaos guy wrote:</cite>The fate crusher list has always done well vs mech because everything can destroy transports really well.   With <span class="glossaryitem" onmouseover='gp(397);'>FC</span> and lots of attacks they crush rear armer so easy.  VS land raiders there is nothing better in the game to hunt them than a scarbrand/ bloodthirstier. And yes they can kill the troops but if they do at 1500 they are letting the other daemons run free and I will almost always clear the table.  At 1500 two troops are enough.  This list just destroys mech.  The nurgle list yes its better when the tally man is on the board but sense it plays by attrition its offence is of less of the concern.  The daemon princes are one of the worst units in the game but with nurgle they are very good to get the tally up but even with the tally all the way up the list is still not that killy it is just very hard to kill anything. <br /> <br /> I assure you that I do not just play new players and yes I have won allot. <br /> <br /> The lists are very solid just deep strike safely and make your first run count.  </div></blockquote><br /> <br /> I'm not saying bloodcrushers cant kill vehicles, they can, but they cant catch them in the first place. You have exactly 1 bs5 bolt in your fatecrusher army. Your bloodcruhers move 6". How do you intend to catch anything??<br /> <br /> Killing 20 bloodletters really isnt too difficult <span class="glossaryitem" onmouseover='gp(17);'>btw</span>.]]></description>
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				<pubDate><![CDATA[Sat, 4 Sep 2010 18:58:05]]> GMT</pubDate>
				<author><![CDATA[ Jabbdo]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>notabot187 wrote:</cite><blockquote><div><cite>enmitee wrote:</cite>I like that last list, though i would find points for another prince. Im not liking 4 <span class="glossaryitem" onmouseover='gp(718);'>PB</span> units, 3 would be sufficient.<br /> <br /> @notabot<br /> You want rending on the bloodcrushers for wound allocation, that way, every crusher with an upgrade takes a wound first before actually taking out a crusher model.</div></blockquote><br /> <br /> Not worth the points.  At least when you do it with nob bikers and maybe crisis suites you are getting a worth while upgrade out of it.</div></blockquote><br /> <br /> Im a little late but it should be said that fury is well worth it on bloodcrushers. It serves a double purpose. One use being wound allocation, the other being insurance vs walkers. When a dread or a defiler charges into your squad of bloodcrushers you will be glad you have one of them that can kill it. Otherwise that unit is now officially tarpitted.]]></description>
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				<pubDate><![CDATA[Sat, 4 Sep 2010 20:08:36]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ Bloodcrushers have a very large deapstrike foot print and can run the first turn they land so if you land lets say 14 inches away from your target you place the first one and the others closeer then run them  on average lets say 4 inches the next turn the tank moves 12 inches away your still in charge range yes you will need 6s but with 16 attacks, and rerolls if you ran skar thats 4 to 8 hits then with <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 that is really good odds of stopping that tank.  Now your right that if they are fast transports moving 24 inches a turn like eldar your going to have a tough time but to think that bloodcrushers have a hard time with mech its simply not true.  now I will say some times it takes a turn or 2 to get o the target but that is the same with any assault base army.  I have screamers and I dont think those fast troops can kill like bloodletters or bloodcrushers except Raiders of course but that is bloodthirster bait. Mech like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> or any merc army is easy bait for me the tough fights are orcs or bugs.    ]]></description>
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				<pubDate><![CDATA[Sun, 5 Sep 2010 02:59:52]]> GMT</pubDate>
				<author><![CDATA[ the chaos guy]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>the chaos guy wrote:</cite>Bloodcrushers have a very large deapstrike foot print and can run the first turn they land so if you land lets say 14 inches away from your target you place the first one and the others closeer then run them  on average lets say 4 inches the next turn the tank moves 12 inches away your still in charge range yes you will need 6s but with 16 attacks, and rerolls if you ran skar thats 4 to 8 hits then with <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 that is really good odds of stopping that tank.  Now your right that if they are fast transports moving 24 inches a turn like eldar your going to have a tough time but to think that bloodcrushers have a hard time with mech its simply not true.  now I will say some times it takes a turn or 2 to get o the target but that is the same with any assault base army.  I have screamers and I dont think those fast troops can kill like bloodletters or bloodcrushers except Raiders of course but that is bloodthirster bait. Mech like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> or any merc army is easy bait for me the tough fights are orcs or bugs.    </div></blockquote><br /> <br /> I don't mean to be abrasive but I completely disagree with your advice. Bloodcrushers are nice fire magnets and can kill most non dedicated assault units with ease, yet they really do lack mobility. If you are managing to drop your crushers 14 inches from your target your opponent isn't properly setting up deep strike defense or you are just extremely lucky. Even in the scenario you mentioned you forget that you still need to roll to hit so a smart opponent who notices your lucky drop is going to move counter units into position to prevent you from doing any real damage or is just going to move over 6 inches and you won't hit enough to do any real damage. We can debate the more specific points later, but right now I'm inebriated. ]]></description>
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				<pubDate><![CDATA[Sun, 5 Sep 2010 03:53:36]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>the chaos guy wrote:</cite>Bloodcrushers have a very large deapstrike foot print and can run the first turn they land so if you land lets say 14 inches away from your target you place the first one and the others closeer then run them  on average lets say 4 inches the next turn the tank moves 12 inches away your still in charge range yes you will need 6s but with 16 attacks, and rerolls if you ran skar thats 4 to 8 hits then with <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 that is really good odds of stopping that tank.  Now your right that if they are fast transports moving 24 inches a turn like eldar your going to have a tough time but to think that bloodcrushers have a hard time with mech its simply not true.  now I will say some times it takes a turn or 2 to get o the target but that is the same with any assault base army.  I have screamers and I dont think those fast troops can kill like bloodletters or bloodcrushers except Raiders of course but that is bloodthirster bait. Mech like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> or any merc army is easy bait for me the tough fights are orcs or bugs.    </div></blockquote><br /> <br /> Ok, you deep strike so you are really close to the enemy.  Lets say 2 inches away.  You run to just one inch away.  Tank moves 12 away from you.  How do you assault?  Pro tip:  You don't.  Blood crushers at their FASTEST (which is assault move or a 6 on a run) which is the same as a tank.  Which means you never catch tanks that aren't otherwise pinned in place.  Sure, that means that the tank isn't shooting, unless its a skimmer... but you are the one with the 160+ cost unit chasing what is probably a cheap transport or support tank.<br /> <br /> I also want to address the post someone made on fury against walkers, about being insurance.  To damage a typical <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 walker your one model with its 3 attacks has to roll a 6 to rend.  Then it needs to roll a 3+ to pen.  <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> it comes out to about 5 percent chance to destroy a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> dred when the dred gets the assault.  Rending is good when a unit gets it.  Rending is bad when you have to pay points for it on a single model.]]></description>
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				<pubDate><![CDATA[Sun, 5 Sep 2010 07:40:15]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Chaos Deamons</title>
				<description><![CDATA[ ive seen this daemons army used to rather crazy effectivness by a guy at my <span class="glossaryitem" onmouseover='gp(38);'>flgs</span>. not sure on the exact upgrades, just the models.<br /> <br /> 2x greater nurgle deamons<br /> <br /> 2-3x max units of bloodletters<br /> 3x soul grinders (with max upgrade i believe)<br /> a unit of roughly 5 fiends<br /> <br /> points vary around 1850-2k. generally the greater dameons and soul grinders show up first, with the greater daemons showing up in the middle of enemy lines  where they start puking on things and the letters and fiends come in second. ive also seen nurgle lesser daemons fielded in this list at higher points.every time ive played against it ive had my butt royally handed to me, although the last time i gave him a good run for the money.]]></description>
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				<pubDate><![CDATA[Sun, 5 Sep 2010 08:37:29]]> GMT</pubDate>
				<author><![CDATA[ DarthSpader]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>notabot187 wrote:</cite><blockquote><div><cite>the chaos guy wrote:</cite>Bloodcrushers have a very large deapstrike foot print and can run the first turn they land so if you land lets say 14 inches away from your target you place the first one and the others closeer then run them  on average lets say 4 inches the next turn the tank moves 12 inches away your still in charge range yes you will need 6s but with 16 attacks, and rerolls if you ran skar thats 4 to 8 hits then with <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 that is really good odds of stopping that tank.  Now your right that if they are fast transports moving 24 inches a turn like eldar your going to have a tough time but to think that bloodcrushers have a hard time with mech its simply not true.  now I will say some times it takes a turn or 2 to get o the target but that is the same with any assault base army.  I have screamers and I dont think those fast troops can kill like bloodletters or bloodcrushers except Raiders of course but that is bloodthirster bait. Mech like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> or any merc army is easy bait for me the tough fights are orcs or bugs.    </div></blockquote><br /> <br /> Ok, you deep strike so you are really close to the enemy.  Lets say 2 inches away.  You run to just one inch away.  Tank moves 12 away from you.  How do you assault?  Pro tip:  You don't.  Blood crushers at their FASTEST (which is assault move or a 6 on a run) which is the same as a tank.  Which means you never catch tanks that aren't otherwise pinned in place.  Sure, that means that the tank isn't shooting, unless its a skimmer... but you are the one with the 160+ cost unit chasing what is probably a cheap transport or support tank.<br /> <br /> I also want to address the post someone made on fury against walkers, about being insurance.  To damage a typical <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 walker your one model with its 3 attacks has to roll a 6 to rend.  Then it needs to roll a 3+ to pen.  <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> it comes out to about 5 percent chance to destroy a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> dred when the dred gets the assault.  Rending is good when a unit gets it.  Rending is bad when you have to pay points for it on a single model.</div></blockquote><br /> <br /> You also need to note that 2 inches is really really darn close. If you are deepstriking 2 inches away from your opponent you probably don't need our advice as the dice gods are smiling upon you. ]]></description>
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				<pubDate><![CDATA[Sun, 5 Sep 2010 15:13:02]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ In regards to whether it's better to go for a Single-God Army; I'd say so. It's much more Themed and Focussed as an Army. My pick would be Nurgle. Epidemius, <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>, Plaguebearers, Nurglings, BoNs and you're set.]]></description>
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				<pubDate><![CDATA[Sun, 5 Sep 2010 15:36:22]]> GMT</pubDate>
				<author><![CDATA[ Popsicle]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ "Better" in what sense?  I love my Tzeentchian guys (with occasional help from a Slaanesh unit), but if I wanted to win more often I'd do more mixing.<br /> <br /> And no, mono Nurgle isn't the best.  They are lacking good ways of dealing with vehicles, even more than other daemon lists.]]></description>
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				<pubDate><![CDATA[Sun, 5 Sep 2010 16:10:40]]> GMT</pubDate>
				<author><![CDATA[ DaveL]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>matthc wrote:</cite> You also need to note that 2 inches is really really darn close. If you are deepstriking 2 inches away from your opponent you probably don't need our advice as the dice gods are smiling upon you. </div></blockquote><br /> <br /> I was just illustrating that even in the luckiest deep strike you can't actually catch a mobile opponent.<br /> <br /> Also...  You know how 1/3 of the time you are on target, then when you scatter, you only scatter towards the opponent like half of the time, and even then not always directly towards them?  Also how the average scatter distance is 7 inches, and most tanks and infantry units are not 7 inches in depth.  If you scatter toward the enemy, if you start your deep strike close, you have good chance of ending up on the other side of him.  If you scatter away, the worst you end up is 14 inches away (assuming a 2 inch away deep strike attempt)  If you are on target, you are right in his face.  So the only time you have issues is if you both roll below average, and you scatter towards the unit you are landing next to.  Now if your opponent is deployed well, then you still might scatter onto other units...  But that is the problem with deep striking isn't it?<br /> <br /> If your opponent castles up, going for the super close deep strike is a powerful move.  Especially if you do it on all fronts, as it denies his ability to break out of the pocket.  Against a daemon army, a non mobile enemy is a dead enemy.  <br /> <br /> Now if your opponent is smart, he will move to spread out, putting his unts about 7 inches apart...  Then he will give you a nice big open space to safely deep strike into...  This nice open space is also known as the killing zone...  So then the option is to take the bait, and hope you can weather the fire... land on a flank outside of the zone and hope to roll it (while the other flank has the chance to play keep away) or to play the risky game of landing inside his army  (which can screw you, or make a mess of his best laid plans)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 5 Sep 2010 17:46:01]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Re:Chaos Deamons</title>
				<description><![CDATA[ I was agreeing with you. I was just highlighting the fact that you were indeed referring to "the luckiest" you could be get except for a direct hit. Plus it's not like crushers really do that much anyways if it's against mech. With 6s to hit and then at least another 4+ to glance you really aren't going to do that much.]]></description>
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				<pubDate><![CDATA[Mon, 6 Sep 2010 03:38:29]]> GMT</pubDate>
				<author><![CDATA[ matthc]]></author>
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