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		<title><![CDATA[Latest posts for the thread "Returning to WHFB, would like advice from Demon Players"]]></title>
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				<title>Returning to WHFB, would like advice from Demon Players</title>
				<description><![CDATA[ Hi, <br /> <br /> Ive just restarted playing <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> after a decade or so break. I have decided to play demons and would like to pick the brains of any demon players. <br /> <br /> My initial buy was :<br /> <br /> Lord of Change<br /> 40 Horrors<br /> 6 Flamers<br /> 5 Screamers <br /> Changeling<br /> <br /> I was originally going to go mono tzeentch but now am not so sure. <br /> <br /> I will need to expand on what i have bought so far, I was thinking some bloodletters because they seem too good.  <br /> <br /> My opponents will be playing empire or undead. Any advice or wisdom would be greatly appreciated. ]]></description>
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				<pubDate><![CDATA[Tue, 31 Jan 2012 10:04:26]]> GMT</pubDate>
				<author><![CDATA[ lighterthief]]></author>
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				<title>Returning to WHFB, would like advice from Demon Players</title>
				<description><![CDATA[ With what you have you'll be able to hurt stuff at range, but once it closes in, your going to hurt.<br /> <br /> Flamers are real good, so keep them for sure. <br /> <br /> Horrors and changeling. I have used a 40 bus before with skulltaker and a herald in the unit. It works but it only and anvil unit, however the lore you take on the herald will have good augments to make that unit better. My recomendations are Life, Light, and beasts. <br /> <br /> Currently Im my 2k, 2200, 2250 builds I am using about 19-21 horrors with 1 herald at 2k and 2 at 2200,2250 (Life as <span class="glossaryitem" onmouseover='gp(174);'>bsb</span>, light as solo) (Use a bloodthirster as lord)<br /> <br /> Lord of change.<br /> <br /> I've used one, and it's ok. But I've found that a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4 isn't always needed. 2-3 <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2's work pretty well. Also if you have a lvl4 than you will not likely have a lot of dice to use horrors spells. Yeah you can always 1 dice flickering fire. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 31 Jan 2012 14:43:27]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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				<title>Re:Returning to WHFB, would like advice from Demon Players</title>
				<description><![CDATA[ First off, playing mono daemons in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> is an extreme uphill battle. While not impossible, it is much harder to play effectively in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> than it is in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. I would recommend not going mono till you have a few more games under your belt. <br /> <br /> Bloodletters are one of the best units in the whole game. I always run a horde of them anywhere from 40 to 50. This may seem like a lot but it has yet to fail me in countless games. You can of course get away with less and still make them work wonderfully. <br /> <br /> A good bonus with your horrors is to run a herald of tzeentch with master of sorcery. This gives you a loremaster with any of the book lores and your horrors a 4++ ward save for extremely cheap. I usually run him with lore of life and regen my units back up. <br /> <br /> Flamers are always good and great multiple use models. Don't discount 2 wounds and their toughness. I have gotten them stuck in combat at the right time to hold up other units and win games.<br /> <br /> I would fill out with some more bloodletters to get your core up, then look into some fiends or bloodcrushers. You need a little more hitty power and either will do nicely. This will give you two solid blocks of core, some good shooting in flamers, characters, harassers in screamers, and some good hitty power. Not a bad start. ]]></description>
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				<pubDate><![CDATA[Thu, 2 Feb 2012 07:37:58]]> GMT</pubDate>
				<author><![CDATA[ zentdiam]]></author>
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				<title>Returning to WHFB, would like advice from Demon Players</title>
				<description><![CDATA[ Get some Bloodletters. Bloodcrushers are about 10 pts over priced. Get some hounds too, choas warhounds can work.]]></description>
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				<pubDate><![CDATA[Mon, 6 Feb 2012 00:42:20]]> GMT</pubDate>
				<author><![CDATA[ w3rm]]></author>
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				<title>Returning to WHFB, would like advice from Demon Players</title>
				<description><![CDATA[ If I were you I'd take a herald that is kitted with either lore of beasts, shadows, or life, that way he can buff your horrors in a big way making them into a super anvil or even a marginally hurty unit. <br /> <br /> The herald can also take nice banner that will make your army last longer, such as the stubborn banner, it'll make your horrors be able to take heavier losses without issue and make your flamers capable of holding up much larger units. ]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 06:55:05]]> GMT</pubDate>
				<author><![CDATA[ Ferrum]]></author>
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				<title>Returning to WHFB, would like advice from Demon Players</title>
				<description><![CDATA[ Light works really well with horrors. 3 of the spells takes them from average combat stats to sweet. You add 2 of them it's super awesome. <br /> <br /> Pha's -1 to hit, it's cheap to bubble as well, keepks dudes alive longer, and if they whiff their fear test then they need 6's to hit. Also works nicely vs war machines.<br /> <br /> Speed of battle- <span class="glossaryitem" onmouseover='gp(149);'>ws</span> 10, I 10- pretty cheap to solo cast, a little harder to bubble, makes non ws5 units need 5's to hit you. Makes you hit almost anything on 3's CAn bubble if needed. <br /> <br /> Birona's - +1 A, <span class="glossaryitem" onmouseover='gp(474);'>ASF</span>, Double movement. In certain situations casting this spell bubled is a game winner. <br /> <br /> Other's in this lore.<br /> <br /> Net= can be a good spell, on a low s unit, maybe annoy his death stars, works good on s3 and lower.<br /> <br /> Light of battle = auto pass <span class="glossaryitem" onmouseover='gp(82);'>LD</span> tests &gt; Stubborn any day.<br /> <br /> 2 magic missles, plus the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> from the horrors, gives good options for turn 1 and 2.  ]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 14:48:26]]> GMT</pubDate>
				<author><![CDATA[ Acardia]]></author>
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				<title>Re:Returning to WHFB, would like advice from Demon Players</title>
				<description><![CDATA[ I love the idea of mono god builds but in reality they don’t really work.  One of the biggest advantages for a daemon army is the different capabilities the different units in your army can give you.  Flamers have great shooting, horrors can be really resilient with the 4+ ward, but daemonettes have a huge number of attacks and bloodletter hordes hit like a ton of bricks.  Plaguebearers are also a great choice but the loss of a ward save and regen has hit some daemon players harder than it should, it is one of the only units that is toughness 4.<br /> <br /> If you are playing empire some cav would be good to nullify some artillery as early as you can, but other than that all I can say is to avoid mortars as much as you can, they will rip through your tough 3 troops. <span class="glossaryitem" onmouseover='gp(138);'>VC</span> shouldn’t be a problem as you should hit really hard and throw up a crap load of attacks.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 15:47:40]]> GMT</pubDate>
				<author><![CDATA[ praetorian_aak]]></author>
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				<title>Returning to WHFB, would like advice from Demon Players</title>
				<description><![CDATA[ 6 Flamers can muff up artillery quite quickly.]]></description>
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				<pubDate><![CDATA[Tue, 14 Feb 2012 01:29:49]]> GMT</pubDate>
				<author><![CDATA[ w3rm]]></author>
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				<title>Re:Returning to WHFB, would like advice from Demon Players</title>
				<description><![CDATA[ I've had trouble getting deamonettes to work well. They are all so frail that even the heralds tend to die easily.  Wounding is also hard to do without magic buff.<br /> <br /> A big unit of horrors can actually fight well, espcially if you get one spell off to help them.  I like to have 2 heralds in the unit just in case and for magic variety.  <br /> If you have a lord of change though, that may not be necessary.<br /> <br /> Horde of bloodletters is always good.<br /> <br /> They have several good <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> banners too.]]></description>
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				<pubDate><![CDATA[Tue, 14 Feb 2012 16:20:26]]> GMT</pubDate>
				<author><![CDATA[ buckero0]]></author>
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