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				<title>1850 Non-Fateweaver Deamons</title>
				<description><![CDATA[ Daemons without fatey, cos we want a Hellturkey instead of a Big Bird!<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Herald of Khorne<br /> --Lesser, Greater Locus of Fury, Juggernaut<br /> Herald of Khorne<br /> --Lesser, Greater Locus of Fury, Juggernaut<br /> Herald of Tzeentch<br /> --ML3, Disc, Exalted, Locus of Conjuration<br /> Herald of Tzeentch<br /> --ML3, Disc, Exalted<br /> <br /> <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Sorcerer<br /> <br /> Troops<br /> 11 Horrors<br /> --Irridescent Horror<br /> 11 Horrors<br /> --Irridescent Horror<br /> 10 Cultists<br /> <br /> Fast<br /> 18 Hounds<br /> 18 Hounds<br /> 8 Screamers<br /> Heldrake<br /> <br /> Am I dumb or could this work since it is slightly less reliant on the grim going off?<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 22 Apr 2014 18:03:31]]> GMT</pubDate>
				<author><![CDATA[ astro_nomicon]]></author>
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				<title>1850 Non-Fateweaver Deamons</title>
				<description><![CDATA[ In my opinion it won't work for these reasons;<br /> 1) as you said not reliant on the grimoire, but still bad if it fails <br /> 2) 2 tzeentch heralds is not enough to get forewarning reliably<br /> <br /> But nonetheless it has potential, all of the hounds scouting and then charging in. Also if you get forewarning and the grimoire off, on the screamercouncil, it can work. But this is highly unlikely. Also you put the locus of conjuration on a herald, meaning your only going to roll 4 times on divination and take flickering fire on both heralds.<br /> <br /> If you want a list without fateweaver (and without realying on the grimoire), then these combos work;<br /> - belakor invisis 9 screamers, giving them a 2+ re-rollable cover<br /> - 60 flesh hounds, or as many as you can fit in, with a few khorne heralds using the scout <span class="glossaryitem" onmouseover='gp(136);'>USR</span> to make your opponent get very hot under the collar from turn 1]]></description>
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				<pubDate><![CDATA[Tue, 22 Apr 2014 19:17:21]]> GMT</pubDate>
				<author><![CDATA[ Minimanj]]></author>
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				<title>1850 Non-Fateweaver Deamons</title>
				<description><![CDATA[ Yeah I guess I kind of knew that, but hell it could be fun. I've thought about the 60 hound list. Could be fun once I get enough. I've really wanted to incorporate a tough as nails nurgle bike squad into a similar list too. What about something like this:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Herald of Khorne<br /> --Lesser, Greater, Greater Locus of Fury, Juggernaut<br /> Herald of Khorne<br /> --Exalted, Greater Locus of Fury, Juggernaut <br /> Nurlge Lord<br /> --Bike, <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(651);'>SoC</span>, Blight Grenades<br /> <br /> Troops:<br /> 11 Horrors<br /> --Irridescent Horror<br /> 11 Horrors<br /> --Irridescent Horror<br /> 11 Horrors<br /> --Irridescent Horror<br /> 10 Cultists <br /> <br /> Fast<br /> 20 Hounds<br /> 18 Hounds <br /> 14 Hounds<br /> 6 Chaos Bikers<br /> <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, 2x Melta<br /> <br /> 1850 on the dot<br /> <br /> So that's 104 T4 5++ wounds in their deployment zone turn one accompanied by 2 really killy heralds and quickly followed by T6 bikers and a killy Lord. Just maybe?]]></description>
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				<pubDate><![CDATA[Tue, 22 Apr 2014 22:25:01]]> GMT</pubDate>
				<author><![CDATA[ astro_nomicon]]></author>
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				<title>1850 Non-Fateweaver Deamons</title>
				<description><![CDATA[ Why not run khorne bikers and an Axe lord. It fits a little better]]></description>
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				<pubDate><![CDATA[Wed, 23 Apr 2014 02:03:58]]> GMT</pubDate>
				<author><![CDATA[ the GOAT 765]]></author>
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				<title>1850 Non-Fateweaver Deamons</title>
				<description><![CDATA[ It's a good list, but nurgle bikers are expensive, even for T6 marines. Here's my version of your list:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Herald of Khorne, Lesser Reward, Greater Locus of Fury, Juggernaut<br /> Herald of Khorne, Exalted Reward, Greater Locus of Fury, Juggernaut<br /> Sorcerer, 2 Additional Mastery Levels, Bike, Blight grenades, Daemonheart, Mark of Nurgle, Sigil of corruption, Spell familiar, Power Armour, Bolt Pistol, Force Weapon<br /> <br /> Troops:<br /> <br /> 11x Pink Horrors, Iridescent Horror<br /> 11x Pink Horrors, Iridescent Horror<br /> 10x Chaos Cultists<br /> <br /> Fast Attack:<br /> <br /> 19x Flesh Hounds<br /> 19x Flesh Hounds<br /> 19x Flesh Hounds<br /> 5x Spawn, Mark of Nurgle<br /> <br /> It is a little light on troops, but has great destructive capabilities. I personally prefer nurgle sorcerers on bikes, over lords, just on the basis that I can roll iron arm. Nurgle spawn to accompany the sorcerer, much better than nurgle bikers. Daemon heart, gives the sorcerer a 2+ and <span class="glossaryitem" onmouseover='gp(681);'>IWND</span>. Also not forgetting the 3 units of 19 flesh hounds and 2 heralds.]]></description>
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				<pubDate><![CDATA[Wed, 23 Apr 2014 06:23:33]]> GMT</pubDate>
				<author><![CDATA[ Minimanj]]></author>
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				<title>1850 Non-Fateweaver Deamons</title>
				<description><![CDATA[ <blockquote><div><cite>the GOAT 765 wrote:</cite>Why not run khorne bikers and an Axe lord. It fits a little better</div></blockquote><br /> <br /> The axe is awesome to be sure, but it will almost guarnteed overkill whatever it tears into. I'd like at least the chance of using them tactically and killing off a squad in the enemies assault phase so I can hide from shooting for a turn. That and I like the added toughness to make sure I can get there. Granted, it would be good thematically and I might try it some time.<br /> <br /> <blockquote><div><cite>Minimanj wrote:</cite>It's a good list, but nurgle bikers are expensive, even for T6 marines. Here's my version of your list:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Herald of Khorne, Lesser Reward, Greater Locus of Fury, Juggernaut<br /> Herald of Khorne, Exalted Reward, Greater Locus of Fury, Juggernaut<br /> Sorcerer, 2 Additional Mastery Levels, Bike, Blight grenades, Daemonheart, Mark of Nurgle, Sigil of corruption, Spell familiar, Power Armour, Bolt Pistol, Force Weapon<br /> <br /> Troops:<br /> <br /> 11x Pink Horrors, Iridescent Horror<br /> 11x Pink Horrors, Iridescent Horror<br /> 10x Chaos Cultists<br /> <br /> Fast Attack:<br /> <br /> 19x Flesh Hounds<br /> 19x Flesh Hounds<br /> 19x Flesh Hounds<br /> 5x Spawn, Mark of Nurgle<br /> <br /> It is a little light on troops, but has great destructive capabilities. I personally prefer nurgle sorcerers on bikes, over lords, just on the basis that I can roll iron arm. Nurgle spawn to accompany the sorcerer, much better than nurgle bikers. Daemon heart, gives the sorcerer a 2+ and <span class="glossaryitem" onmouseover='gp(681);'>IWND</span>. Also not forgetting the 3 units of 19 flesh hounds and 2 heralds.</div></blockquote><br /> <br /> Thanks for the ideas. I really need to get the Crimson Slaughter supplement as I know there are some nifty pieces of wargear in there. What about the Balestar? Does that grant the Sorcerer access to Div? Prescienced dogs and the possibility for Forewarning and Misfortune would be pretty sweet. <br /> <br /> Also I see you have an Exalted reward in there as well, but I was wondering if it might not be better to say hell with the grimoire altogether.  Having a big squad of dogs with a 6+ save would really suck and there's a 1 in 3 chance that happens. With 57 hounds it seems like you can pretty well rely on "weight of doge" (as I like to call it) to get to the enemy lines with enough strength left to lay down the hurt. Possibly keep the exalted reward but just go for the portalglyph instead?<br /> <br /> EDIT: Stopped dilly-dallying and got Crimson Slaughter. I definitely think I'd go for the Balestar on the Sorcerer over a Spell Familiar.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 23 Apr 2014 16:08:05]]> GMT</pubDate>
				<author><![CDATA[ astro_nomicon]]></author>
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				<title>1850 Non-Fateweaver Deamons</title>
				<description><![CDATA[ Yeah the crimson slaughter supplement is really good, I'd personally take it over the regular codex every day, unless I wanted the black mace. The balestar does give access to divination, but the sorcerer + unit lose any bonuses to deny the witch roll, eg mastery levels, but still worth it. I took the spell familiar really as a safety net, just to make sure I get the spells off every time almost.<br /> <br /> I put the exalted reward in there because of the small number of troops, so a portalglyph. But against screamercouncil, seer council and other armies that rely on psykers, a doomstone, all friendly and enemy psykers within 6" must take a leadership, if they fail they suffer perils of the warp (or something like that).<br /> And if you can't think of anything to get roll on the table, or just take the grimoire anyway, but obviously it's not necessary.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 06:44:17]]> GMT</pubDate>
				<author><![CDATA[ Minimanj]]></author>
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				<title>1850 Non-Fateweaver Deamons</title>
				<description><![CDATA[ Balestar lets you re-roll psychic tests too.<br /> <br /> And yeah I totally agree with your choices. Too bad the exalted table sucks compared to the greater table. MAKES PERFECT SENSE <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 16:53:21]]> GMT</pubDate>
				<author><![CDATA[ astro_nomicon]]></author>
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