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				<title>Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ Here's my attempt at getting Fateweaver and Be'lakor together in a low points level list. Together they complement each other very well, although I fear the army may not prove offensive enough.<br /> <br /> Daemons:<br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></u><br /> Fateweaver<br /> <br /> 1 x Tzeentch herald - Grimmoie<br /> <br /> <u>TROOPS</u><br /> 11 x pink horrors<br /> 14 x pink horrors <br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Allies:<br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span> </u><br /> Be'lakor<br /> <br /> <u>TROOPS</u><br /> 10 x Cultists <br /> <br /> <u>1000 points</u><br /> <br /> I decided to get 3 more horrors instead of an icon for the herald, as most of the time the unit will be running or going to ground in an attempt to keep the grimmoire safe. <br /> Herald will probably roll on divination for prescience, although against hordes he may simply take the tzeentch primis power. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 04:57:47]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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				<title>Re:Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ eh....I dont see anyway to do this list at 1000 points. Your troops will sit in the open and get shot down, and your daemons will fly around and kill a few things while the rest of the opponents army completes the objective.]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 08:01:07]]> GMT</pubDate>
				<author><![CDATA[ changerofways]]></author>
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				<title>Re:Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ Most flying circus lists at higher points games often have around the same number of troop choices, and if you deploy cover favourably (and are not against markerlights) then they can be fairly durable, although not very offensive. <br /> <br /> The cultists would ideally hold the home objective if there is one, and stay out of harms way, going to ground in area terrain if they get in trouble.<br /> The larger squad would press the middle as best it can, so as to be in range for the herald to use the grimmoire. <br /> 1 of the horror squads can deep strike if needs be.<br /> <br /> I think this list would give most armies a run for their money, though hordes and <span class="glossaryitem" onmouseover='gp(308);'>msu</span> may be a problem. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 09:38:34]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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				<title>Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ Your grimoire-bearing herald is extremely vulnerable if your opponent wants to get rid of it (I'd assume you are using it on either Fateweaver or Bel'akor).  One round of shooting will pretty much take him out.  This means you have to use it on the unit of  Horrors for the first turn or two which kind of defeats the purpose of taking it.]]></description>
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				<pubDate><![CDATA[Thu, 26 Dec 2013 17:19:04]]> GMT</pubDate>
				<author><![CDATA[ ClassicCarraway]]></author>
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				<title>Re:Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ It's true, the grimmoire is more vulnerable than I would like, but both fateweaver and be'lakor benefit greatly from it, so I feel it is almost essential. <br /> <br /> Also a unit of 14 pink horrors is not so vulnerable if played correctly. <br /> <br /> Remember if they go to ground in area terrain they are getting a 3+ save that can re roll 1's, and can still use the grimmoire. Be'lakor could use invisibility on them if neither he or fatey need it that turn. The herald and and fateweaver could also get skills to boost survivability if they get lucky.<br /> <br /> Terrain is key, and if it is set up against you then certainly they will be easy to remove.<br /> <br /> In all honesty though, the only alternative I can think of is using the herald on a disk, and using his 24' turbo boost to get behind cover after using the grimmoire. ]]></description>
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				<pubDate><![CDATA[Fri, 27 Dec 2013 02:25:22]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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				<title>Re:Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(269);'>Id</span> recommend going khorne daemon prince with the axe of blind fury instead of belekor for your second daemon prince. Not only is the axe <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 and a daemon weapon, but <span class="glossaryitem" onmouseover='gp(123);'>str</span> 9 on the charge. I know that you don't get all the cool psychic powers but at the 1000 point range you don't need the pysicic powers as much as you need killing potential and the khorne daemon prince can chew through anything. Not to mention, it decked out is only 265 compared to belakor at 350. Granted he isn't a pysker but he has a gak ton more attacks and more damage output. You could even go with mastery level 3 tzeench prince with black mace decked out (wings, power armor, mastery level 3, gift of mutation, black mace) for 350 and it is better than belakor in my opinion. I have been extremely underwhelmed by belekor's survivability, for his point cost.]]></description>
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				<pubDate><![CDATA[Fri, 27 Dec 2013 10:03:10]]> GMT</pubDate>
				<author><![CDATA[ Thousanth Son]]></author>
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				<title>Re:Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ Sorry but khorne have by far the worst daemon princes, by a long way. Having the axe is pretty pointless, as you already ignore armour by being a monstrous creature, and can go up to <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 attacks by using smash if you need to.<br /> Sure you get more melee attacks, but all this does is make it more likely that a unit will be wiped on the turn you charge, so you can be focused whilst you are on the ground in their next shooting phase. That is, if you even get to attack due to using a daemon weapon. <br /> <br /> Be'lakor brings much more to the table, and that includes killing power. Puppet master, terrify, invisibility and hallucination can all be game changers. If you can't keep him alive, try using grimmoire or invis on him to get a 2+ save. <br /> <br /> If I didn't use Be'lakor, then I wouldn't use <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>. <br />  <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 27 Dec 2013 12:21:50]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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				<title>Re:Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ I guess]]></description>
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				<pubDate><![CDATA[Fri, 27 Dec 2013 16:03:33]]> GMT</pubDate>
				<author><![CDATA[ Thousanth Son]]></author>
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				<title>Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ If dude takes any AV13/14 vehicles, you might be in trouble, or Fliers.<br /> <br /> Think Necrons:<br /> Surfboard Lord, 3 annihilation barges, 2x5 Warriors in NightScythes.<br /> <br /> That's going to put a lot of pain on your stuffs.<br /> <br /> Edit:  90pts to spare, surfboard lord can get <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>, 2+, 3++, and have 15 pts leftover.]]></description>
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				<pubDate><![CDATA[Fri, 27 Dec 2013 16:13:13]]> GMT</pubDate>
				<author><![CDATA[ loreweaver]]></author>
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				<title>Re:Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/75ae2db8519dec356597412dae470de8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/569976/6376516.page"><b>Big Blind Bill wrote:</b></a><br/>It's true, the grimmoire is more vulnerable than I would like, but both fateweaver and be'lakor benefit greatly from it, so I feel it is almost essential. <br /> <br /> Also a unit of 14 pink horrors is not so vulnerable if played correctly. <br /> <br /> Remember if they go to ground in area terrain they are getting a 3+ save that can re roll 1's, and can still use the grimmoire. Be'lakor could use invisibility on them if neither he or fatey need it that turn. The herald and and fateweaver could also get skills to boost survivability if they get lucky.<br /> <br /> Terrain is key, and if it is set up against you then certainly they will be easy to remove.<br /> <br /> In all honesty though, the only alternative I can think of is using the herald on a disk, and using his 24' turbo boost to get behind cover after using the grimmoire. </div></blockquote><br /> <br /> While going to ground is all well and good, too many armies have access to cheap Ignores Cover weaponry.  Eldar have Wave Serpents (of which there will be many), Marines have whirlwinds and <span class="glossaryitem" onmouseover='gp(420);'>TFCs</span>, Tau have Markerlight support, <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> have heldrakes.  This also limits the range your <span class="glossaryitem" onmouseover='gp(630);'>FMC</span> have since they have to keep within 24" of Horrors that have now <span class="glossaryitem" onmouseover='gp(315);'>GtG</span>.]]></description>
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				<pubDate><![CDATA[Fri, 27 Dec 2013 21:14:30]]> GMT</pubDate>
				<author><![CDATA[ ClassicCarraway]]></author>
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				<title>Re:Chaos Daemons + CSM - 1000 points </title>
				<description><![CDATA[ Yeah you are right of course about going to ground limiting the effective range of the army. I suppose its just not mean to be at 1000 points.<br /> <br /> Guess I'd just go with a mono daemons list then, something like this should suffice:<br /> <br /> Daemons: <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br /> Fateweaver <br /> <br /> Slaanesh Daemon Prince, armour wings, and lash<br /> <br /> TROOPS <br /> 10 x pink horrors <br /> 10 x pink horrors <br /> <br /> HEAVY SUPPORT<br /> Tzeentch Daemon Prince, armour, wings, grimmoire, ML1 (for some kind of witchfire power) ]]></description>
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				<pubDate><![CDATA[Sat, 28 Dec 2013 04:10:35]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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