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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ Hey Dakka,<br /> <br /> I'm looking at building a new army and was thinking of Daemons. I have not purchased any models yet so am completely open to change on this list. I'm looking for combined firepower + close combat. This list also has 6 troops (<span class="glossaryitem" onmouseover='gp(308);'>MSU</span>) as I beleive it to be important for taking objectives. <br /> <br /> BloodThirster Blessing of the Blood god <br /> <br /> Flamers of Tzeentch x5 <br /> Flamers of Tzeentch x5 <br /> Flamers of Tzeentch x5 <br /> <br /> Pink Horrors  x5 Changeling <br /> Pink Horrors  x5<br /> Pink Horrors  x5<br /> Pink Horrors  x5<br /> Bloodletters  x7<br /> Bloodletters  x7<br /> <br /> Daemon Prince Wings Mark Khorne Blessing of the Blood God<br /> Daemon Prince Wings Mark Khorne Blessing of the Blood God <br /> <br /> 1499<br /> <br /> I beleive this list could handle most things except flyers....I have no clue how Daemons handle flyers at all really. I can't see much in their codex without using allies (open to suggestions there as well).<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 04:48:37]]> GMT</pubDate>
				<author><![CDATA[ Slagmar]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ The way to handle Flyers with Daemons is through Vector Strikes and fly bys with Screamers.<br /> <br /> The real core of the new Daemons <span class="glossaryitem" onmouseover='gp(72);'>imo</span> are the Heralds, who make all your units much better.  I would bring along 1 Herald of Tzeetch per units of Flamers so you can distribute wounds, upgrade to a Pyromancer to eat challenges (or keep the Flamers alive in a pinch).<br /> <br /> The Daemon Princes are a bit underwhelming <span class="glossaryitem" onmouseover='gp(72);'>imo</span> for what you have there, I think they are going to be crushed.  Also, Bloodletters are overpriced for what they do now - I would swap them to Daemonettes or more Pink Horrors.]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 13:14:54]]> GMT</pubDate>
				<author><![CDATA[ calypso2ts]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ Agree with all the above. Run princes like this<br /> <br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> - Wings, Hide = 170 + specialization if ya feel like it<br /> <br /> <span class="glossaryitem" onmouseover='gp(630);'>FMC</span> are the new cheese, so many flyby attacks and hammer of wraths its silly. I spammed 6 <span class="glossaryitem" onmouseover='gp(630);'>fmc</span> yesterday against <span class="glossaryitem" onmouseover='gp(27);'>DE</span>. They took down one off the bat but they other 5 wrecked face!<br /> <br /> Calypso - can you please explain the pyrocaster for me? I see no use for it. As well, shouldnt we be sticking to the <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> 3x rule for the flamers? It seems since the new white dwarf theyre have been a ton of changes in the flamers role in the army. <br /> <br /> Also please explain more about the Tz Herald ideas... =]]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 15:35:48]]> GMT</pubDate>
				<author><![CDATA[ xSoulgrinderx]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ Thanks for the feedback.<br /> <br /> I went back and took a second look at heralds, they just seem overpriced for what they can do. I guess you can distribute one wound away but your pay more then twice the cost of a flamer to do so with half the firepower. I also see your points about being challenged but really how often do units of flamers get charged? They are probably the best unit for overwatch fire that I can think of i can't see too many opponents charging them versus trying to shoot them down.<br /> <br /> What worries me about daemons is flyers, especially if they have to rely on vector strikes and screamers as your basically looking at few hits where you need to roll 5 or 6 to just get a single glance. Maybe just the Daemons codex is too old to deal with flyers right now but its too bad their codex update only added chariots (which dont seem that great to me) and did nothing for flyer killing support. <br /> <br /> Also, how did you get 6 <span class="glossaryitem" onmouseover='gp(630);'>fmc</span> into an army? Was it double <span class="glossaryitem" onmouseover='gp(187);'>foc</span>? or allies with chaos? I can see 3 from heavy and 2 from <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> from a single <span class="glossaryitem" onmouseover='gp(187);'>foc</span>.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 16:45:29]]> GMT</pubDate>
				<author><![CDATA[ Slagmar]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ I think it's great seeing more players using daemons. Firstly: Don't give the bloodthirster blessing of the blood god since it really only works well against psychic powers and there are some armies that don't use that many psychic powers, so it is not worth the points. I like the idea of getting a bloodthirster since they look epic. The units of flamers are definitely worth getting except you should get them in units of 3. Perhaps you could replace one of your bloodletter units with 7 plaguebearers. Your daemon prince shouldn't really be khorne since tzeentch and nurgle are the faction that works the best with daemon princes. If you do that then it is definitely worth upgrading the princes and then you could take out another unit of blood letters so you can upgrade your daemon prince and maybe get another daemon prince with the same upgrades. It's very important that you monstrous creatures stay together to make it harder for you opponent to pick a target and since they are flying monstrous creatures,  vector strikes + monstrous creature upgrades = pwnage]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 17:44:22]]> GMT</pubDate>
				<author><![CDATA[ guyvian]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/474240/4731204.page"><b>guyvian wrote:</b></a><br/>I think it's great seeing more players using daemons. Firstly: Don't give the bloodthirster blessing of the blood god since it really only works well against psychic powers and there are some armies that don't use that many psychic powers, so it is not worth the points. I like the idea of getting a bloodthirster since they look epic. The units of flamers are definitely worth getting except you should get them in units of 3. </div></blockquote><br /> <br /> I have to disagree with both of these statements.<br /> BotBG is 5 points well spent.  If you go to a tourney, expect to see a lot of psykers and a lot of grey knights.  Basically everything that the grey knights will throw your way, you can put a 2+ save against.<br /> <br /> Flamers are not really just a suicide unit anymore.  I know, this seems backwards, as they got cheaper, but they also got ALOT bettter.  Taking large units of flamers gives you a lot of utility. <br />   Have a pesky tank that you need to destroy?  Flamers.<br />   That blob of infantry peppering your <span class="glossaryitem" onmouseover='gp(630);'>FMCs</span> with shots?  Flamers.<br /> From playing in 6th, and from talking to others that have, I would have to say that flamers and screamers are probably the two best units in the Daemons codex at the moment.  <span class="glossaryitem" onmouseover='gp(630);'>FMCs</span> are nice, but a couple of lucky/unlucky rolls (depending on your pov) and those <span class="glossaryitem" onmouseover='gp(630);'>FMCs</span> are grounded and dead.]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 17:53:03]]> GMT</pubDate>
				<author><![CDATA[ nolzur]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ Flamers got a LOT better, but I still feel that bloodcrushers and fate are the best combo. Now with 6th ed I like to run this list, and it works like a charm.<br /> <br /> Fatecrusher (variants needed for opponents army) <br /> <br /> DEPLOYMENT: <br /> <br /> Warp Pad: (Skyshield Landing Pad) - 75 <br /> <br /> WAVE 1: <br /> Fateweaver - 333 <br /> Masque - 100 (Draw in squads to the crushers and flamers. DO NOT FORGET <span class="glossaryitem" onmouseover='gp(421);'>TO</span> BRING <span class="glossaryitem" onmouseover='gp(67);'>IC</span> AND <span class="glossaryitem" onmouseover='gp(598);'>Ch</span> MODELS <span class="glossaryitem" onmouseover='gp(421);'>TO</span> THE FRONT!) <br /> 3x Crushers - Fury - 130 (Rending for mech killing pwr, trust me... 4 attacks ST6 Rending? Yes please) <br /> 3x Crushers - Fury - 130 <br /> 3x Crushers - Fury - 130 <br /> 3x Crushers - Fury - 130 (4th squad variable for fiends! Also, consider more Flamers for troop heavy armies) <br /> 3x Flamers - 69 (new white dwaft rules w/ 2 wounds! Use these as suicide flamers, <span class="glossaryitem" onmouseover='gp(471);'>DS</span> in and flame away.) <br /> 3x Flamers - 69 <br /> <br /> <br /> WAVE 2: <br /> Soulgrinder - Phlegm - 160 (<span class="glossaryitem" onmouseover='gp(471);'>DS</span> on pad, raise shields for 4+ IV save) <br /> Soulgrinder - Phlegm - 160* <br /> 5x Horrors -Bolt - 95 (<span class="glossaryitem" onmouseover='gp(471);'>DS</span> near squishy units or the back of mechs) <br /> 5x Horrors -Bolt - 95 <br /> 5x Horrors -Bolt - 95 <br /> 5x Horrors -Bolt - 95 <br /> 7x Plagues - Icon - 130 (In case you get the wrong half. <span class="glossaryitem" onmouseover='gp(471);'>DS</span> in a far off objective if needed) <br /> <br /> *(sub one <span class="glossaryitem" onmouseover='gp(215);'>SG</span> and 1 horror squad for a decimator w/ conversion cannon and Butcher cannon) <br /> <br /> TOTAL: 1999 ]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 18:27:15]]> GMT</pubDate>
				<author><![CDATA[ xSoulgrinderx]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474240/4730725.page"><b>xSoulgrinderx wrote:</b></a><br/>Agree with all the above. Run princes like this<br /> <br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> - Wings, Hide = 170 + specialization if ya feel like it<br /> </div></blockquote><br /> <br /> I am starting to like this loadout as a way to deal with flyers<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474240/4730725.page"><b>xSoulgrinderx wrote:</b></a><br/><br /> <span class="glossaryitem" onmouseover='gp(630);'>FMC</span> are the new cheese, so many flyby attacks and hammer of wraths its silly. I spammed 6 <span class="glossaryitem" onmouseover='gp(630);'>fmc</span> yesterday against <span class="glossaryitem" onmouseover='gp(27);'>DE</span>. They took down one off the bat but they other 5 wrecked face!<br /> </div></blockquote><br /> <br /> Overall I think their damage output and ability to threaten on a broad scale is rather low - if they were 6 wounds like Tyranids we would be talking.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474240/4730725.page"><b>xSoulgrinderx wrote:</b></a><br/><br /> Calypso - can you please explain the pyrocaster for me? <br /> <br /> I see no use for it.<br /> </div></blockquote><br /> <br /> Pyrocaster provides a 4+ Look Out Sir! roll for the flamers - that means you can pop wounds onto any model in the unit within 6".  For a large unit of 6 or 7 Flamers, that makes it (assuming you pass your Look Out Sir!) 6 or 7 wounds until you lose a model.  I think 5 points is worth the trade off on wounds and the extra Flame Templates it leaves behind.<br /> <br /> If they do happen to eat an assault, the Pyrocaster can either Challenge to isolate a dangerous character (how much worse is Abaddon when he can at most deal 2 wounds) or the Pyrocaster can protect your Herald from a challenge until a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit can bail out the flamers.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474240/4730725.page"><b>xSoulgrinderx wrote:</b></a><br/><br />  As well, shouldnt we be sticking to the <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> 3x rule for the flamers? It seems since the new white dwarf theyre have been a ton of changes in the flamers role in the army. <br /> </div></blockquote><br /> <br /> The Elites slot is the best slot in the Daemon Codex (in my opinion).  It has the most staying power, the killyest, most durable and fastest units (Fiends, Crushers, Flamers are ALL still good although crushers took a SLIGHT hit with <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 weapons now).  3x Flamers is a waste of that slot - the new Wall of Death makes you want a larger unit of flamers to discourage them from being charged - something we never could do anything about before.  They are much cheaper and strip hull points like champs - so you want more of them.  With units not being able to assault out of a vehicle (in most cases) they will survive the following turn without being in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> much of the time.  <br /> <br /> Those are all reasons we avoided large flamer units before - along with the cost of flamers in general.  The new ones have more wounds, T4, a 5++ (downgraded but potential allocation to keep models on the board) a decreased cost and the mishap table is essentially a 2+ save against being destroyed.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474240/4730725.page"><b>xSoulgrinderx wrote:</b></a><br/><br /> Also please explain more about the Tz Herald ideas... =]<br /> </div></blockquote><br /> <br /> Going to 2 wounds a piece is the first reason to take a Herald in a Flamer unit.  If you put him/her in front they can pass wounds onto models on a 2+, and in that 1 in 6 chance to have to take a save has a 4+ lined up against it.  On 20 Bolter shots Flamers take 13 hits, 6 wounds and the Herald eats 0.5 wounds while passing off 5 to the Flamers who take another 4 spread out across different models.  The Flamers still remain combat effective at this point, losing no hitting power.<br /> <br /> Another reason to take the Herald is it is a great place to throw Bolt - which is still good for taking down vehicles and can fire at a different target than the Flamers with We Are Legion.  Gaze provides the same utility which lets a single unit drop down blow up some devastators, take a shot at a vehicle and burn the snot out of another target.  On top of that, the base for a Herald of Tzeetch on a Disc is a large flying base - which lets you stack more flamers up against one another in the case of an aggressive drop so you can have more than 3 templates pop out - I have had opportunities to throw down 5 templates when crowding around that base.  All this for the cost of about 100 points fully kitted out - and 45 points cheaper if you decide to leave Bolt, We Are Legion and Master of Sorcery at home.<br /> <br /> Heralds of Slaanesh, Tzeetch and Khorne are the new black.  Slaanesh provides full wound allocation for a unit of Fiends, and gives Hit and Run to Daemonettes or Seekers - while pushing casualties being pulled to the back rank rather than the front.  Khorne Heralds do the same for Blood Crushers and Bloodletters (although I would argue Daemonettes are superior to Bloodletters overall now).]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 18:30:55]]> GMT</pubDate>
				<author><![CDATA[ calypso2ts]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ <blockquote class="uncited"><div><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474240/4730725.page"><b>xSoulgrinderx wrote:</b></a><br/>Agree with all the above. Run princes like this<br /> <br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> - Wings, Hide = 170 + specialization if ya feel like it<br /> </div></blockquote><br /> <br /> I am starting to like this loadout as a way to deal with flyers</div></blockquote><br /> <br /> indubitably. I just ran 6 <span class="glossaryitem" onmouseover='gp(630);'>fmc</span> at 2k and it was HILARIOUS. <br /> <br /> <blockquote class="uncited"><div><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474240/4730725.page"><b>xSoulgrinderx wrote:</b></a><br/><br /> <span class="glossaryitem" onmouseover='gp(630);'>FMC</span> are the new cheese, so many flyby attacks and hammer of wraths its silly. I spammed 6 <span class="glossaryitem" onmouseover='gp(630);'>fmc</span> yesterday against <span class="glossaryitem" onmouseover='gp(27);'>DE</span>. They took down one off the bat but they other 5 wrecked face!<br /> </div></blockquote><br /> <br /> Overall I think their damage output and ability to threaten on a broad scale is rather low - if they were 6 wounds like Tyranids we would be talking.<br /> </div></blockquote><br /> <br /> Theyre cheap, flying, vehicle killed, ST10 when ya smash. Sure, they soak up TONS of fire, but think about it. For their points their absorb 2x as much in shooting. Tanks usually try to shoot these down, and they cost avg 160.<br /> <br /> <blockquote class="uncited"><div><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474240/4730725.page"><b>xSoulgrinderx wrote:</b></a><br/><br /> Calypso - can you please explain the pyrocaster for me? <br /> <br /> I see no use for it.<br /> </div></blockquote><br /> <br /> Pyrocaster provides a 4+ Look Out Sir! roll for the flamers -<font color='red'> that means you can pop wounds onto any model in the unit within 6"</font>.  For a large unit of 6 or 7 Flamers, that makes it (assuming you pass your Look Out Sir!) 6 or 7 wounds until you lose a model.  I think 5 points is worth the trade off on wounds and the <font color='red'>extra Flame Templates</font> it leaves behind.<br /> <br /> If they do happen to eat an assault, the Pyrocaster can either Challenge to isolate a dangerous character (how much worse is Abaddon when he can at most deal 2 wounds) or the Pyrocaster can protect your Herald from a challenge until a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit can bail out the flamers.</div></blockquote><br /> <br /> Please explain the 2 red areas, flamers get more tempates?<br /> .<br /> <br /> <blockquote class="uncited"><div><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc9030ba8350a5fe07fcceeb590a472c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474240/4730725.page"><b>xSoulgrinderx wrote:</b></a><br/><br /> Also please explain more about the Tz Herald ideas... =]<br /> </div></blockquote><br /> <br /> Going to 2 wounds a piece is the first reason to take a Herald in a Flamer unit.  <font color='red'>If you put him/her in front they can pass wounds onto models on a 2+</font>, and in that 1 in 6 chance to have to take a save has a 4+ lined up against it.  On 20 Bolter shots Flamers take 13 hits, 6 wounds and the Herald eats 0.5 wounds while passing off 5 to the Flamers who take another 4 spread out across different models.  The Flamers still remain combat effective at this point, losing no hitting power.<br /> <br /> Another reason to take the Herald is it is a great place to throw Bolt - which is still good for taking down vehicles and can fire at a different target than the Flamers with We Are Legion.  Gaze provides the same utility which lets a single unit drop down blow up some devastators, take a shot at a vehicle and burn the snot out of another target.  On top of that, the base for a Herald of Tzeetch on a Disc is a large flying base - which lets you stack more flamers up against one another in the case of an aggressive drop so you can have more than 3 templates pop out - I have had opportunities to throw down 5 templates when crowding around that base.  All this for the cost of about 100 points fully kitted out - and 45 points cheaper if you decide to leave Bolt, We Are Legion and Master of Sorcery at home.<br /> <br /> Heralds of Slaanesh, Tzeetch and Khorne are the new black.  <font color='red'> Slaanesh provides full wound allocation for a unit of Fiends, and gives Hit and Run to Daemonettes or Seekers - while pushing casualties being pulled to the back rank rather than the front.  Khorne Heralds do the same for Blood Crushers and Bloodletters (although I would argue Daemonettes are superior to Bloodletters overall now)</font>.</div></blockquote><br /> <br /> How? Explain this nonsense! <br /> <br /> <br /> EDIT: Caly - we should sit down and make a 6th ed daemon tactica for dakka. The current one is outdated and these new tactics could be useful. ]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 19:16:44]]> GMT</pubDate>
				<author><![CDATA[ xSoulgrinderx]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ The rules for shooting at a unit is you allocate the wound to the closest model.  If you place a Character in the front of the unit - then the Character is likely to be the closest model (an opponent can work around this, one great way Daemons have to do so is Pavane of Slaanesh).<br /> <br /> Since a wound is allocated to the Character you can attempt to Lookout Sir! the wound.  This succeeds on a 4+ for an upgrade character and a 2+ for an independent character.<br /> <br /> Lookout Sir! allows you to assign the wound to another model within 6" of the character - choose an unwounded model to assign the wound to.  Roll your saves, if you fail you lose 1 wound of 2 (or 3 or 4 how you like it).  Rinse and repeat until your <span class="glossaryitem" onmouseover='gp(67);'>IC</span> fails enough Lookout Sir! attempts and saves to die, you run out of unwounded models or you run out of wounds.<br /> <br /> The extra flame templates refers to the plethora of 1 wound models floating around the place who can still shoot, where normally you would have been removing models from the front rank.<br /> <br /> Some <span class="glossaryitem" onmouseover='gp(136);'>USR</span> (Fearless, Counter Attack, Preferred Enemy) are transferred to the squad now from an <span class="glossaryitem" onmouseover='gp(67);'>IC</span>.  Soporofic Musk on a Slaanesh Herald gives the unit it joins Hit and Run (Daemonettes, Seekers specifically).<br /> <br /> Edit: Someone please correct me if I am reading this rule incorrectly - it seems to be at the heart of the new allocation tricks used by Nob Bikers who are all Characters and pass wounds out on a 4+ and by Paladins, and by the Harliestar with Vect and that 2+ Eternal Warrior Phoenix Lord.]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 19:35:31]]> GMT</pubDate>
				<author><![CDATA[ calypso2ts]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ Hows this for a reworked list? The heralds are expensive so i had to drop some nice things (like the bloodthirster). <br /> <br /> The Masque (goes with Daemonettes)<br /> Herald of Tzeentch Disc, Bolt, Legion, Master of Sorcery (1 with each flamer unit)<br /> Herald of Tzeentch Disc, Bolt, Legion, Master of Sorcery <br /> <br /> Flamers of Tzeentch x6,Pyrocaster<br /> Flamers of Tzeentch x6,Pyrocaster<br /> <br /> Pink Horrors x5 Changeling <br /> Pink Horrors  x5<br /> Pink Horrors  x5<br /> Pink Horrors  x5<br /> Pink Horrors  x5<br /> Daemonettes x10<br /> <br /> Screamers x6<br /> <br /> Daemon Prince Wings Hide <br /> <br /> 1496<br /> <br /> Is this list now too weak if I get assaulted?]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 23:03:24]]> GMT</pubDate>
				<author><![CDATA[ Slagmar]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ The Masque is not an <span class="glossaryitem" onmouseover='gp(67);'>IC</span>, so she canto join the Daemonettes - also 10 is too few, might as well grab some more screamers]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2012 23:38:19]]> GMT</pubDate>
				<author><![CDATA[ calypso2ts]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ I'm coming to the conclusion that <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> for daemons is not the most effective way to go.  It seems like it gives you the ability to contest/hold more objectives, but those units are really too weak to do so.  I've been operating pretty comfortably with 3 troops at 1850, with all the troops being fairly resilient.<br /> <br /> I'm also becoming a huge fan of maxed out flamers and screamers, as opposed to multiple smaller squads.  ]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 00:10:49]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ Hmm..so i should remove the Masque then? I dont see how having a T3 model worth 100 points out on its own is a very good idea. Seems like an easy kill. I liked the idea of being able to push other units around but it doesn't seem viable anymore. Anyone had luck with this model?]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 02:23:53]]> GMT</pubDate>
				<author><![CDATA[ Slagmar]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ I actually think <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> is the way to go. I've been fairly successful with <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> lists as I hide my daemonettes until they are meeded late game. I agree that we max out on screamers and flamers, use heralds and I see no reason to take a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> when Screamers do more for less. <br /> <br /> Well you need troops. Some troops to grab objectives are required. Daemon troops clearly suck. So I want them cheap. I want them <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> as well. I need four troops at 1500-1750 and five at 2000 as a rule of thumb. <br /> <br /> I have three choices that I feel viable in 6ed ... <br /> Nurglings - only placeholders. I will win by decimating my opponet (first blood, slay the warlord, etc) and contest everything else. <br /> Deamonettes - Well they aren't strong but they are fast. So hide them until you need them. They will not likely be prioritized if you load up on good elites and fast attack. <br /> Plaguebearers - They are durable but often never get to the objective, If they scatter to far you are running them all game to get them to an objective. Still a squad can be useful. <br /> <br /> So what are we afraid of? Warp quake and Night Scythe spam head the list. We can mitigate warp quake with Fateweaver rolls. The only durable squad vs. Night Scythes are Bloodcrushers which are feasible at 1500 but better at 1750+. <br /> <br /> What are the best codex options? <br /> Fateweaver - At 1500+ try very hard to include him. <br /> Flamers - Led by Blue Scribes and/or Heralds these guys are simply excellent. Fit in as many as you can. <br /> Screamers - Yep. As many as you can again. <br /> Bloodcrushers - As mentioned - do you see <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and Necron lists out there a lot? <br /> <br /> Below 1500 you can experiment a bit with Soulgrinders or <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> as they are a lot more difficult to deal with at lower point levels. At 1500+ Screamers are simply better at killing things. <br /> <br /> <br /> I've been running a hybrid Fatecrusher with good results ... <br /> <br /> Kairos Fateweaver 333 <br /> Blue Scribes of Tzeentch 130 <br /> <br /> 2x 6 Flamers of Tzeentch (Pyrocaster) 286<br /> 1x 7 Flamers of Tzeentch (Pyrocaster) 166<br /> <br /> 5 Plaguebearers of Nurgle 75<br /> 3x 5 Deamonettes of Slaanesh 210<br /> <br /> 2x 6 Screamers of Tzeentch 300<br /> <br /> -1500-<br /> <br /> 1750:<br /> - drop the large flamer squad -166<br /> - add skulltaker and 6 bloodcrushers +415<br /> <br /> 2000: <br /> - add 5 Plaguebearers of Nurgle 75<br /> - add 7 Screamers of Tzeentch 175<br /> <br /> At 1500 Skulltaker and Crushers are debatable and expensive - they are resiliant against Necron scythe spam - a main weakness we have playing daemons. I also like to use escalating lists.  So bBlue Scribes only a 1500 and at 1750 the list starts to shine when skulltakers and crushers are added in. <br /> <br /> The Masque just does not cut it. Take the Scribes for your flamers.  <br /> <br /> I will note that at Nova the list that made the finals had <span class="glossaryitem" onmouseover='gp(262);'>DPs</span>. But he lost because he did not have a durable enough squad against <span class="glossaryitem" onmouseover='gp(69);'>IG</span> dakka. Weaver/Crusher/Herald are just that. That said it was a great result. <br /> <br /> <br /> <i>edited for clarification</i>]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 02:37:41]]> GMT</pubDate>
				<author><![CDATA[ felixcat]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/474240/4732860.page"><b>Slagmar wrote:</b></a><br/>Hmm..so i should remove the Masque then? I dont see how having a T3 model worth 100 points out on its own is a very good idea. Seems like an easy kill. I liked the idea of being able to push other units around but it doesn't seem viable anymore. Anyone had luck with this model?</div></blockquote><br /> <br /> I have, but it really only works with an <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> list.  This isn't really a contradiction - I agree that <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> can work, I just think that its not the best way to do so.<br /> <br /> But if you want a pavane, take the Bluescribes.  <br /> <br /> Daemon troops have really one purpose: holding objectives.  Anything else they can do is just gravy on top, which is why I've been running mainly horrors with a large block of daemonettes.  The horrors can stand off and shoot, contributing that way, while the daemonettes, in the right circumstances, are surprisingly resilient.  <br /> <br /> Vs. Night Scythes, massed horrors can actually do a half-decent job of swatting them out of the sky.  But your best bet against flyers, for now, is vector striking blood thirsters.  ]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 02:52:42]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ Just curious - why is fateweaver in so many lists? I get that he's a flyer and gives a reroll bubble but one failed reroll and a failed ld9 check and he's gone. It seems very risky to use him for how much he costs.<br /> <br /> On paper it seems pink horrors are one of the best troops units. Getting 3 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 shots for 17 points is decent for a troop plus you can throw in a bolt for cheap if you want to.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 03:16:51]]> GMT</pubDate>
				<author><![CDATA[ Slagmar]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ Fateweaver is a ridiculous force multiplier in a Daemon list, because he helps keep your stuff alive.  Yes, he can die immediately...but his chance of dying to a single wound is less than 2% (1/54).  <br /> <br /> In 6th, he's just gotten better, because of the flying monstrous creature rules and smash.  ]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 03:39:06]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Vs. Night Scythes, massed horrors can actually do a half-decent job of swatting them out of the sky. But your best bet against flyers, for now, is vector striking blood thirsters. </div></blockquote><br /> Horrors have not swatted anything out of the sky for me yet. That is why i dropped them from my lists ... We need allies to swat flyers and I'm going to wait for the new daemon codex before adding them. I imagine lots of autocannons and a squad behind an <span class="glossaryitem" onmouseover='gp(516);'>AGL</span> w/ autocannons as well will do the trick. Then I'll drop the crushers. ]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 04:50:23]]> GMT</pubDate>
				<author><![CDATA[ felixcat]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ I would bulk up the horrors personally, I play tons of games with current list and I used to run 3 lots of 5 x Horrors, 1 x 5 Plaguebears (which was quite standard in 5th ed lists) and they just die, plaguebears might live if they dont assault. Now I play 2 x 8 Horrors and a 10 man Plaguebears squad, Horrors with mass fire power are scary! they have taken down a dark eldar flyer thing, munched a squad of necrons etc etc. That and they now survive a few shots and are still effective. Plaguebears again a big nice squad to go capture a relic or something is sweet, and in 5 turns its most unlikely they will die, unless really focussed on, in which case everything else will cause havoc.<br /> <br /> Im also still sticking to the idea of <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> for Flamers, purely based on alpha strike options, I use they as a suicide drop squad (Hell only 1's are bad on the table) and their firepower at 3 is enough in most cases to break a squad, If not two squads could deepstrike on either side.<br /> <br /> You can probably use anything you want in a daemons list at the right number, I think it would be a good idea for some clever clogs to make a handy dandy list like Daemonettes/Seekers take 15+ to be really effective or such like.<br /> <br /> Heres how i'm playing at the mo at 1500 for comparison.<br /> Kairos<br /> Bloodthrister - Blessing, Might<br /> <br /> 3 x Flamers<br /> 3 x Flamers<br /> <br /> 10 x Plaguebears<br /> 8 x Horrors - Bolt, Changling<br /> 8 x Horrors - Bolt<br /> <br /> 6 x Screamers<br /> <br /> 1 x Daemon Prince - <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, NT, <span class="glossaryitem" onmouseover='gp(445);'>IH</span><br /> <br /> My advice as a semi noobie myself is to go ahead and buy some units: Horrors, Plaguebears etc and have some games, just avoid Beasts of Nurgle <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. Im sure you'll find your sacred number]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 05:28:59]]> GMT</pubDate>
				<author><![CDATA[ Stifflersthedog]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ 1) Masques - Purpose: move <span class="glossaryitem" onmouseover='gp(598);'>Ch</span> and <span class="glossaryitem" onmouseover='gp(67);'>IC</span> to front. Bonus: 3+ Iv w/ reroll near fate. Soaks up firepower. At least 2x points worth<br /> <br /> 2) Fateweaver is well worth the risk<br /> <br /> 3) Flamers+ Pyrocaster+ Blue Scribes = BANNANNANANANANANAS]]></description>
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				<pubDate><![CDATA[Wed, 5 Sep 2012 14:44:06]]> GMT</pubDate>
				<author><![CDATA[ xSoulgrinderx]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ thanks all, i think I'll try out a tzeentch list and see how that goes. This is the list I will give a shot at first and am now curious what type of armies or units I might struggle against? (aside from Grey Knights as I think all Daemons struggle against). Also not sure whereto put the last 14 points.<br /> <br /> Lord of Change<br /> Herald of Tzeentch  Disc Bolt Legion Master of Sorcery <br /> Herald of Tzeentch  Disc Bolt Legion Master of Sorcery <br /> <br /> Flamers of Tzeentch  x6,Pyrocaster<br /> Flamers of Tzeentch  x6,Pyrocaster<br /> <br /> Pink Horrors x5 Changeling<br /> Pink Horrors x5<br /> Pink Horrors x5<br /> Pink Horrors x5<br /> Pink Horrors x5<br /> <br /> Screamers  x6<br /> Screamers  x6<br /> <br /> 1486]]></description>
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				<pubDate><![CDATA[Fri, 7 Sep 2012 22:45:45]]> GMT</pubDate>
				<author><![CDATA[ Slagmar]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/474240/4744210.page"><b>Slagmar wrote:</b></a><br/>thanks all, i think I'll try out a tzeentch list and see how that goes. This is the list I will give a shot at first and am now curious what type of armies or units I might struggle against? (aside from Grey Knights as I think all Daemons struggle against). Also not sure whereto put the last 14 points.<br /> <br /> Lord of Change<br /> Herald of Tzeentch  Disc Bolt Legion Master of Sorcery <br /> Herald of Tzeentch  Disc Bolt Legion Master of Sorcery <br /> <br /> Flamers of Tzeentch  x6,Pyrocaster<br /> Flamers of Tzeentch  x6,Pyrocaster<br /> <br /> Pink Horrors x5 Changeling<br /> Pink Horrors x5<br /> Pink Horrors x5<br /> Pink Horrors x5<br /> Pink Horrors x5<br /> <br /> Screamers  x6<br /> Screamers  x6<br /> <br /> 1486</div></blockquote><br /> <br /> Looks like a good tzeentch list man, good luck <span class="glossaryitem" onmouseover='gp(387);'>wth</span> it. I think its got a good amount of killy stuff and 5 scoring units with 4+ invuls at 1500 should serve you well. Be careful with <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> now though, as wounds allocated by <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> with the <span class="glossaryitem" onmouseover='gp(36);'>faq</span> require the wound to be allocated to the model nearest the character instead of any within 6". If you juggle the wounded guys to the back it might still be worth it, but if folk pour fire on a unit over one turn you'll start losing flamers quicker than before the <span class="glossaryitem" onmouseover='gp(36);'>faq</span>. That said, the amount of 2 wound units you have should encourage your opponents to split their fire, and you should be able to weather enough fire to get off a strong second turn assault/flame. How are you splitting your waves?<br /> <br /> Lists you might struggle against are those who put out large amount of lower strength fire - I find my 5+ save units like screamers and flamers do not like massed bolter fire, as you will eventually fail those saves. However, I think you will munch terminators easily with all those flamers and screamers. Close combat armies will really struggle against this army, and even carparks should get munched if your army survives the initial round of shooting, which I believe it should.]]></description>
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				<pubDate><![CDATA[Sat, 8 Sep 2012 02:36:30]]> GMT</pubDate>
				<author><![CDATA[ amasokka88]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ Well with the the new <span class="glossaryitem" onmouseover='gp(36);'>FaQ</span> things have changed pretty radically. First <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> is not nearly as effective as it was. I don't f need to take heralds or scribes to front my flamers as they are not as effective anymore. I'll take the Pyrocaster just for my initial <span class="glossaryitem" onmouseover='gp(471);'>DS</span>. The good news is we can now skyfire and don't need allies. Kind of lovks us in to Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> ... So I would rather have a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> than two heralds. <br /> Daemon Prince, Daemonic Flight, Mark of Tzeentch, Bolt of Tzeentch, Breath of Chaos, Master of Sorcery 240<br /> Master of Soercery is your ten point , I can fire twice and vector strike upgrade. <br /> Flamers, Screamers - still effective. <br /> Horrors are unchanged but do we need bolts as much now on them? If I'm running breath, bolt <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> ( Fateweaver and one heavy) I think 'bearers are better. I would take one squad of horrors though w/changeling. <br /> So for your list ... no changes really needed except maybe a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> over the heralds. This assuming your Horrors have a bolt each - no? <br /> <br /> I'll be playing my 1500 list a bit differently but hey - yours should work fine. I'm now revamping my list to accommodate the <span class="glossaryitem" onmouseover='gp(36);'>FaQ</span>. ]]></description>
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				<pubDate><![CDATA[Sat, 8 Sep 2012 03:37:26]]> GMT</pubDate>
				<author><![CDATA[ felixcat]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ <blockquote><div><cite>felixcat wrote:</cite>Well with the the new <span class="glossaryitem" onmouseover='gp(36);'>FaQ</span> things have changed pretty radically. First <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> is not nearly as effective as it was. I don't f need to take heralds or scribes to front my flamers as they are not as effective anymore. I'll take the Pyrocaster just for my initial <span class="glossaryitem" onmouseover='gp(471);'>DS</span>. The good news is we can now skyfire and don't need allies. Kind of lovks us in to Tzeentch <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> ... So I would rather have a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> than two heralds. <br /> Daemon Prince, Daemonic Flight, Mark of Tzeentch, Bolt of Tzeentch, Breath of Chaos, Master of Sorcery 240<br /> Master of Soercery is your ten point , I can fire twice and vector strike upgrade. </div></blockquote><br /> <br /> Master of Sorcery is probably unnecessary.  I think that you're going to be happy firing two weapons a turn.  Without We Are Legion, you're not going to get opportunities to fire all three weapons as often as you'd like.<br /> <br /> <blockquote><div><cite>felixcat wrote:</cite>Horrors are unchanged but do we need bolts as much now on them? If I'm running breath, bolt <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> ( Fateweaver and one heavy) I think 'bearers are better. I would take one squad of horrors though w/changeling.</div></blockquote><br /> <br /> I think its a nice option, for only 10 points.  If there's something else to be bought, I think you can live without them, but it gives your squad some flexibility.  ]]></description>
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				<pubDate><![CDATA[Sat, 8 Sep 2012 04:37:40]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Re:1500 Daemons first try CC welcome</title>
				<description><![CDATA[ I actually posted that list before seeing the new <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'s so now that I have I can't see taking heralds anymore which has been stated. Now that <span class="glossaryitem" onmouseover='gp(630);'>FMC</span> can skyfire it makes adding the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> more attractive for sure. Time to go back to the drawing board on my list <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.]]></description>
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				<pubDate><![CDATA[Sat, 8 Sep 2012 05:13:56]]> GMT</pubDate>
				<author><![CDATA[ Slagmar]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ <br /> Master of Sorcery allows you to vector strike and fire two weapons. It's pretty cheap at the cost but not necessary. Vector strike and skyfire is what your flying <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> should be doing all game. So I would add it but it's a choice. What three weapons are you firing, <span class="glossaryitem" onmouseover='gp(17);'>btw</span>? I fire two - breath and bolt. ]]></description>
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				<pubDate><![CDATA[Sat, 8 Sep 2012 12:09:38]]> GMT</pubDate>
				<author><![CDATA[ felixcat]]></author>
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				<title>1500 Daemons first try CC welcome</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/39d8c9d6f8263e4cb41ec3b71805a4ab.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/474240/4745992.page"><b>felixcat wrote:</b></a><br/><br /> Master of Sorcery allows you to vector strike and fire two weapons. It's pretty cheap at the cost but not necessary. Vector strike and skyfire is what your flying <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> should be doing all game. So I would add it but it's a choice. What three weapons are you firing, <span class="glossaryitem" onmouseover='gp(17);'>btw</span>? I fire two - breath and bolt. </div></blockquote><br /> <br /> Ah, I see.  My point was that you rarely get a chance to fire three weapons.  Didn't think about vector strike + 2 weapons.<br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 8 Sep 2012 13:40:50]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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