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		<title><![CDATA[Latest posts for the thread "Looking into starting Daemons."]]></title>
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				<title>Looking into starting Daemons.</title>
				<description><![CDATA[ I havnt touched fantasy in years, not since sixth edition, so im quite well out of the loop at this point. I've been looking at the daemon stuff, and im considering making them my re-entry into the system. Im not quite sure how to go about it though, I want to use a <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, but at what points level do the greater deamons become viable? Are Daemonettes good for core, and what would be the best way of running them? Any other advice anyone could give?]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 01:40:05]]> GMT</pubDate>
				<author><![CDATA[ stratassj]]></author>
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				<title>Looking into starting Daemons.</title>
				<description><![CDATA[ Thus far many will suggest a mix of khorne/tzeencth if you want to be on the more competitive side. Also theres characters like fateweaver that cause eyes to roll. <span class="glossaryitem" onmouseover='gp(84);'>lol</span> Last tourney I was at fate, masque etc werent allowed. Flamers, crushers, letters, horrors, <span class="glossaryitem" onmouseover='gp(235);'>LoC</span> and Thrister are all still very solid stuff though. Im sure you could run some slaanesh stuff though. They made the book to emphasize using a bit of everything.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 02:38:55]]> GMT</pubDate>
				<author><![CDATA[ Draigo]]></author>
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				<title>Looking into starting Daemons.</title>
				<description><![CDATA[ Lords are viable as soon as they are available.  That said, the further forward you move, the less viable they are (<span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>).  Because there's a lot more stuff that can handle them.  Like a bloodthirster with armor can fit into a 1900pt game.  There is basically nothing anyone is going to field that can stand up to it, other than specific war machines, lucky spells, or a whooole lot of guys (or another crazy special character, which he'll likely smush).  At 4K points, there's just too many roadblocks, diverters, etc. to slow him down and it's an awful lot of points in 1 guy.<br /> <br /> I agree with above that Khorne/TZ have by far the best units.  Masque, Skulltaker are also really good named heroes.  Even Changeling can be annoying for how few points he is.  And blue scribes can be a nice mana battery.<br /> <br /> But really it boils down to having lotsa bloodletters, one of the best infantry units in the game.  A herald of TZ with mastery of sorcery (which will annoy people, but it's just so damn good).  Flamers, which are the best elite shooters in the entire game.  Bloodcrushers which are the top 2 <span class="glossaryitem" onmouseover='gp(93);'>MC</span> in the game.<br /> <br /> The rest is fluff.  If you can fit in Fateweaver he can be really good, but he's crazy expensive.  The other generic Lords aren't quite as good unless you spend at least an extra 100 or so points.  Most people just stock up on Heralds.<br /> <br /> Some Slaanesh units can be okay to get flanks or chase war machines.  Unfortunately, not many Nurgle units are all that great <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.  Their main trick is regeneration, which is negated quite often.  So they end up being overcosted, understatted daemons.<br /> <br /> You can bunker your Herald of TZ in some Horrors and they become pretty hard to hurt.  Though they aren't especially good, <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.  Most of their spells are Magic Missiles and if they get engaged they can't cast.  So then they become reduced to a big anvil unit, that's kind of expensive.  Though they do get flaming attacks.<br /> <br /> OH, Keeer of Secrets is...okay.  But she's a 450pt character that's a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 caster.  If you give her a Spirit Swallower (100pts) you can make her impossibly hard to kill.  I just think you're kind of losing a bit vs. a Bloodthirster.  Okay, she <span class="glossaryitem" onmouseover='gp(474);'>ASF</span>.  Big deal, she has I10 to begin with and Blood has 9.  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>.  Big deal, she has 6 <span class="glossaryitem" onmouseover='gp(123);'>str</span>.  Very little would get an armor save to begin with.  She doesn't have Fly or <span class="glossaryitem" onmouseover='gp(408);'>MR</span>.  And spells are a cheapo way to hurt it.  Moreover, she can't get armor other than Daemonic Robes, which are really only cannon protection, and not that great.  Bloodthirster's Obsidian Armor or Armor of Khorne are really nice to keep away the plinkers.  But like I said, if you get Spirit Swallower and get her stuck in vs. nearly any infantry block, she will never die.  (I also just don't like the model as much.)]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 04:20:29]]> GMT</pubDate>
				<author><![CDATA[ DukeRustfield]]></author>
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				<title>Looking into starting Daemons.</title>
				<description><![CDATA[ If you really really want to run a <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> then consider using beasts for your Herald, it's a super combo. ]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 14:41:07]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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				<title>Looking into starting Daemons.</title>
				<description><![CDATA[ So i take it that the general thought is that the Bloodthurster is the better Daemon in game terms between the two? I'll admit its the model mostly that appeals to me, So im wondering, would anyone have an issue if i took a <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, added armor too it and used the rules of a BloodThurster?]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 16:16:46]]> GMT</pubDate>
				<author><![CDATA[ stratassj]]></author>
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				<title>Looking into starting Daemons.</title>
				<description><![CDATA[ Well different roles really. They are both fast, and can dish out hurt. The bloodthirster sculpt appeals to me so I went that route. Even if you are not building her as a caster the channel should help once a game, and their can be a good spell in the role off. <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2012 16:40:39]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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				<title>Looking into starting Daemons.</title>
				<description><![CDATA[ I say the <span class="glossaryitem" onmouseover='gp(234);'>KoS</span> is the better one because of the soul reaper sword (cannot remember the name right now) pretty much makes her unable to be killed. Daemonettes are nice but should only be supplimental core as they need to hit specific targets to do well, where as Bloodletters (with a herald and maybe a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>) should be your big block core unit. Two units of Flamersx6 is almost a must and using units of fiends (in units of one) are great warmachine hunters or redirectors. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Jan 2012 14:38:03]]> GMT</pubDate>
				<author><![CDATA[ Rivet]]></author>
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				<title>Re:Looking into starting Daemons.</title>
				<description><![CDATA[ Whilst no-one plays to lose it's worth considering how much you're prepared to trade off mini-maxing for fluff. A Slaaneshi themed army may not be the most powerful but that's not to say it's no good either. An army built around a <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>, Masque, a block of Daemonettes with the -2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> banner, and some Seekers is far from the most efficient build but it can win games. Add units of Flamers, Flesh Hounds and Horrors and you've got a solid army.  The most powerful build is around Bloodletters, Horrors, Flesh Hounds, Fiends, Flamers and a <span class="glossaryitem" onmouseover='gp(15);'>BT</span> or <span class="glossaryitem" onmouseover='gp(235);'>LoC</span>. It's not the friend-losing beast it was in 7th but it's still amongst the better builds in the game. <br /> <br /> The <span class="glossaryitem" onmouseover='gp(538);'>DoC</span> doesn't suit a mono-list for any god, there just aren't enough troops available to you to make it viable. An alternative is to run a <span class="glossaryitem" onmouseover='gp(538);'>DoC</span> army and add some <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> and/or Beastmen to give you the option of also running a mono-Chaos Horde using the rules from Tamurkhan. ]]></description>
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				<pubDate><![CDATA[Sat, 4 Feb 2012 16:37:23]]> GMT</pubDate>
				<author><![CDATA[ redben]]></author>
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