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		<title><![CDATA[Latest posts for the thread "I want to start a Daemons army!"]]></title>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ I really wanna start a Tzeentch themed Daemons army, But What should I get FIrst?]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 19:53:17]]> GMT</pubDate>
				<author><![CDATA[ Tyranidcrusher]]></author>
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				<title>Re:I want to start a Daemons army!</title>
				<description><![CDATA[ Pink Horrors and a lord of change are safe bets.  Heralds would be good as well.  After that I would say Soul Grinders, and then fill in with flamers and screamers.  <br /> <br /> Exalted Flamers are still garbage as I do not believe they have been FAQed yet.  <br /> <br /> As far as special characters pretty sure they are all pretty bad except for Fateweaver who is awesome/mediocre depending on who you talk to.  ]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 20:42:57]]> GMT</pubDate>
				<author><![CDATA[ Kohala]]></author>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ So pink horrors would Be a good First unit?]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 20:44:18]]> GMT</pubDate>
				<author><![CDATA[ Tyranidcrusher]]></author>
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				<title>Re:I want to start a Daemons army!</title>
				<description><![CDATA[ Well if you are going with a Mono-Tzeentch army, they are your only choice for your compulsory troops, so yah...  And then you need a Lord of Change/Fateweaver for an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> or Heralds of Tzeentch.  ]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 20:48:52]]> GMT</pubDate>
				<author><![CDATA[ Kohala]]></author>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ Pink horrors are great troops, and you need a minimum of troops anyway.<br /> <br /> Lord of change makes a fantastic <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, and is a good first one, though heralds can help. Don't bother with the official models though if you don't really love the official heralds, i'd get burning chariots instead, because not only will they surely be <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d to be better (Right now they are usable, but need an <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> when they will become very good, if a little fragile)  but you also get a free herald model with it. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Fateweaver...eh, his warlord trait is great, his shooting is great...but he isn't resillient, and if he get's into assault, thats it, he is toast. For 300 points, that's not a good thing in my book. <br /> <br /> So yeah.<br /> <br /> Lot's of pink horrors (I'd say minimum 40)<br /> Lord of change is always good. <br /> IF you want heralds (Which are really good for big horror squads) then i'd go with the burning chariot box, get the heralds from those, and use the burning chariot's, but await a needed <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>.<br /> <br /> Flamers, are great, not as great against marines as they are against non-marine books, but still pretty damn good reguardless.<br /> <br /> Screamers, give you some super-fast anti-tank, but if you take herald's with horrors, they should deal with all but the heaviest tanks. <br /> <br /> Tzeentch soulgrinders are not all that great, and horrors make better anti-tank platforms with a herald giving them rerolls to hit and strength 6 shots.<br /> <br /> Not much else to say really, other than Tzeentch daemons rock. I run them for the most part, as:<br /> <br /> Lord of change, 2 gifts, and full psyker level<br /> <br /> 2x20 horrors, each with a herald for the locus of conjuration and prescience. Also a portalglyph for extra scoring.<br /> <br /> 2x6 flamers<br /> <br /> 1x6 screamers (In case of heavy tank)<br /> <br /> Nurgle soulgrinder (Armour 13 with 3+ cover? Yes please)<br /> Burning chariot (My friends allow me to play it "As intended" untill the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> officially clarifies things)<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 21:04:53]]> GMT</pubDate>
				<author><![CDATA[ Evileyes]]></author>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ The burning chariot isn't /that/ bad. It's a suicide 100 pt unit you turbo boost first turn, a vehicle version of a regular flamer. Turbo it in then roast a unit or put d3 antitank shots into something.<br /> But yeah it's better to get the box for all the bits, you can make 2 heralds, 2 discs, 2 screamers, 3 horrors and scads of extra bits. It's a bargain for the price, relatively speaking.]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 21:20:14]]> GMT</pubDate>
				<author><![CDATA[ Badablack]]></author>
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				<title>Re:I want to start a Daemons army!</title>
				<description><![CDATA[ Don't think you can only use just the 25% that's actually Tzeentch in order to play a "proper" mono-Tzeentch army first off...  If there's another non-Tzeentch unit you really like,  (especially rules-wise!),  then think of how you can convert it to be a proper Tzeentchian looking contraption!<br /> <br /> For example,  my own mono-Tzeentch army includes;<br /> - Herald on Burning Alter of Tzeentch.<br /> This uses the rules for a Herald of Nurgle on Palanquin,  but is converted to look like a half-disc-half-sorceress pulpit sitting on part of the fiery base from the Burning Chariot kit.  Still looks completely Tzeentchian,  still feels fully changerific,  but adds another level of synergy to my force as now I have access to Biomancy for buffing my other Tzeentchian assaulters.<br /> <br /> - Firewyrms of Tzeentch.<br /> These are basically a kit-bash between the Exalted Flamer from the chariot kit with Chaos Spawn bitz and a few other odd bitz,  finished off with green stuff to fill in gaps etc...<br /> Game-wise,  they simply count as Beasts of Nurgle!  But now I can also better protect my large Horror units from enemy assaulters,  as even 2-3 Firewyrms(Beasts) are enough to lay a beat down on your basic assaulters like Ork Boyz or Assault Marines.<br /> <br /> - Changebringers of Tzeentch.<br /> Built using the disc itself from the chariot kit with a Flamer riding on top of it.  I use the rules for Plaguedrones in-game,  as the Plagueswords & Death's Head upgrade nicely represents the different types of magical flames the Flamers can burn/fling at enemies<br /> <br /> <br /> <br /> As for what to start with,  a Lord of Change is a good <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> once you're playing upwards of 1200+ pts,  otherwise he's a bit of a pts sink.<br /> <br /> Horrors are pretty much fully dependent on their Heralds to be worthwhile,  and need numbers to really achieve great things.  A Lv3 Herald w/2x Divination powers + Flickering fire + Exalted Locus,  leading a unit of 18-20 Horrors makes for a fearsome firebase!  Just don't aim them any unit that has decent psychic protection...<br /> Combined with Prescience,  that unit can even become a go-to for anti-flyer duty since S6 is enough to take down most flyers bar the Helturkey,  masses of Valkyries/Vendettas and Stormravens.<br /> <br /> Flamers are still pretty boss,  especially against all the Xenos forces.  Ap4 is still anti-everything not in power armour afterall,  and with 7-9 templates,  even <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> squads start dropping simply through sheer weight of dice.<br /> <br /> Screamers can be effective harassers with their D3/S4 hit per model fly-bys.  And with Prescience,  large squads can take down non-Storm Shield Termies.]]></description>
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				<pubDate><![CDATA[Wed, 15 May 2013 22:04:06]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ I think mostly the reason I want to play them is because of the Painting part, but they're sounding good play-wise.]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 17:18:36]]> GMT</pubDate>
				<author><![CDATA[ Tyranidcrusher]]></author>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ I think when people said fantastic and great ment either fluff or the models , tzeench is a lot worse then the other mono god armies. ]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 18:19:41]]> GMT</pubDate>
				<author><![CDATA[ Makumba]]></author>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/527321/5626433.page"><b>Makumba wrote:</b></a><br/>I think when people said fantastic and great ment either fluff or the models , tzeench is a lot worse then the other mono god armies. </div></blockquote><br /> <br /> I disagree. Tzeentch is fantastic, mono god or supporting another god. However, I will concede, that a "buffer unit" of assault dedicated units from another god, can help to protect your horrors. Fleshhounds are the best thing I can think of for this, and it would be quite easy to make a tzeentch hounds conversion. Just take chaos warriors dogs from the fantasy line, and paint them in the tzeentchian colours. Adding spare tentacles from your other tzeench kits would help too <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 18:30:38]]> GMT</pubDate>
				<author><![CDATA[ Evileyes]]></author>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ But if someone takes an eldar farseer or has <span class="glossaryitem" onmouseover='gp(124);'>SW</span> as ally all your troops stop working . ]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 18:33:31]]> GMT</pubDate>
				<author><![CDATA[ Makumba]]></author>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/527321/5626486.page"><b>Makumba wrote:</b></a><br/>But if someone takes an eldar farseer or has <span class="glossaryitem" onmouseover='gp(124);'>SW</span> as ally all your troops stop working . </div></blockquote><br /> <br /> And if you play khorne, and they play terminators, your troops stop working, due to ap3 vs terminator armour<br /> And if you bring flying circus monstrous creatures, and they bring poisoned weapons, your army stops working due to your toughness counting for nothing. <br /> <br /> And so on. Every army has a hard counter, and im not saying tzeentch doesn't have one, but it's no excuse to write off an army, as every army out there, has a hard counter.<br /> <br /> In the event of encountering your hard counter like that, all you can do is put every effort into taking out the cause of it, namely, finding a way to kill off that farseer/priest/whatever without using your troops to do it. Flamers, for example. ]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 18:44:01]]> GMT</pubDate>
				<author><![CDATA[ Evileyes]]></author>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ Starting a Tzeentch Daemons army?  What to get first?<br /> <br /> A different army.]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 19:13:19]]> GMT</pubDate>
				<author><![CDATA[ Chumbalaya]]></author>
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				<title>I want to start a Daemons army!</title>
				<description><![CDATA[ ouch.]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 19:41:44]]> GMT</pubDate>
				<author><![CDATA[ Tyranidcrusher]]></author>
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				<title>Re:I want to start a Daemons army!</title>
				<description><![CDATA[ <blockquote class="uncited"><div>And if you play khorne, and they play terminators, your troops stop working, due to ap3 vs terminator armour<br /> And if you bring flying circus monstrous creatures, and they bring poisoned weapons, your army stops working due to your toughness counting for nothing. </div></blockquote><br /> Yes , but there is a small difference between having a bad match up against one army and having problems in most games. <span class="glossaryitem" onmouseover='gp(124);'>SW</span> rune priests are run by most imperial armies that can battle brother them and eldar are run by tau and <span class="glossaryitem" onmouseover='gp(27);'>DE</span>. That is a lot more armies then khorn sucking against terminator armies and mono khorn even has an anwser to those <span class="glossaryitem" onmouseover='gp(412);'>DW</span> armies , runing 4 or 5 flying <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> . Tzeench armies can do nothing about good psychic protection , but even if somehow they faced an army without anti psyker tech and that army would be hurt by psykers a lot  and somehow there was someone who wanted to play such an army in a psyker heavy edition , the shoting can still be stoped by deny the witch rolls. ]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 20:48:28]]> GMT</pubDate>
				<author><![CDATA[ Makumba]]></author>
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				<title>Re:I want to start a Daemons army!</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/527321/5627103.page"><b>Makumba wrote:</b></a><br/><blockquote class="uncited"><div>And if you play khorne, and they play terminators, your troops stop working, due to ap3 vs terminator armour<br /> And if you bring flying circus monstrous creatures, and they bring poisoned weapons, your army stops working due to your toughness counting for nothing. </div></blockquote><br /> Yes , but there is a small difference between having a bad match up against one army and having problems in most games. <span class="glossaryitem" onmouseover='gp(124);'>SW</span> rune priests are run by most imperial armies that can battle brother them and eldar are run by tau and <span class="glossaryitem" onmouseover='gp(27);'>DE</span>. That is a lot more armies then khorn sucking against terminator armies and mono khorn even has an anwser to those <span class="glossaryitem" onmouseover='gp(412);'>DW</span> armies , runing 4 or 5 flying <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> . Tzeench armies can do nothing about good psychic protection , but even if somehow they faced an army without anti psyker tech and that army would be hurt by psykers a lot  and somehow there was someone who wanted to play such an army in a psyker heavy edition , the shoting can still be stoped by deny the witch rolls. </div></blockquote><br /> <br /> a) Rune Priests are easy to om-nom,  even for a pure Tzeentch list...  Lord of Change pounding him flat with Bangstick/Eternal Blade/Spawn-factory blade,  Princes,  Flamers,  Screamers & the Soul Grinder all can get at him pretty easily,  and none of that that requires psychic shinanigans.<br /> Hell,  that entire list with the exception of the Soul Grinder can move at least 12" a turn,  so good luck out running all that!<br /> <br /> b) All Tzeentch psykers are Ld10 when casting their powers,  making Runes of Win slightly less painful than it is to most other armies in the game.  (as the average roll on <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> is 10,  meaning a better pass rate than all those Ld8/9 psykers out there)<br /> <br /> c) A 6+ Deny the Witch is nothing to write home about and at most is annoying.  Most units that have psychic protection will routinely need 5's to deny,  while only Horrors themselves really tend to suffer since they can only ever be Mastery Lv1.<br /> And if you do face an army with lots of psykers?  Outside of Grey Knights,  all those av10-12 vehicles are sitting ducks for that S6 Flickering Fire shooting from your Horrors...  Hell,  give them Prescience,  (because why the feth wouldn't you?!),  and with S6 + re-rolls,  those Horrors suddenly become decent threats to most fliers as well!]]></description>
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				<pubDate><![CDATA[Thu, 16 May 2013 21:06:05]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>Re:I want to start a Daemons army!</title>
				<description><![CDATA[ <blockquote class="uncited"><div>as the average roll on <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> is 10, </div></blockquote><br /> its 10.5 , so to get 10 you have to roll under the avarge. <br /> <br /> <blockquote class="uncited"><div><br /> Rune Priests are easy to om-nom, even for a pure Tzeentch list... Lord of Change pounding him flat with Bangstick/Eternal Blade/Spawn-factory blade, Princes, Flamers, Screamers & the Soul Grinder all can get at him pretty easily, and none of that that requires psychic shinanigans.<br /> Hell, that entire list with the exception of the Soul Grinder can move at least 12" a turn, so good luck out running all that!</div></blockquote><br /> I Rune priest or Eldar seers were always taken alone and where runing alone on the table , then yeah it would be easy to kill them. It is not so easy to kill them in unit of <span class="glossaryitem" onmouseover='gp(390);'>GH</span> and 12"move maybe nice , but staff has a 24" range and eldar runes work on the whole table. <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 17 May 2013 04:58:01]]> GMT</pubDate>
				<author><![CDATA[ Makumba]]></author>
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