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Daemons

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Daemons

Postby Daimyo52 » Wed Nov 11, 2009 9:30 pm

Now that I have just about finished my CSM army I am thinking of making Daemons my next choice............

thinking about minimum HQ cost to add a good mix of units and targets

Herald of Khorne.......... Hide / Fury 95pts

8 PB........................120pts
7 PB........................105pts
7 PB........................105pts

10 Flesh Hounds.........160pts

6 Fiends........ Might 190pts
6 Fiends........ Might 190pts
5 Crushers..... Fury 210pts

DP...Flight / HIde / Instrument 170pts
DP...Flight / HIde / Instrument 170pts

total 1500pts


comments appreciated
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Re: Daemons

Postby killmaimburn » Wed Nov 11, 2009 9:57 pm

Daimyo52 wrote:
Herald of Khorne.......... Hide / Fury 95pts

8 PB........................120pts
7 PB........................105pts
7 PB........................105pts

Drop odd plaguebearer.. rejig khorne to Fury of Khorne ,Chariot.Unholy Might. He comes with a lot more for a lot less..Check it out..
Bit rushed will look at the rest later :D
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Re: Daemons

Postby KInG » Wed Nov 11, 2009 10:19 pm

I prefer the Soul Grinders to the DPs I'm afraid, but then I play an all Khorne list, so they need some shootyness from somewhere.

IMAG0521.jpg


ignore the 2 big beasties, they aint in my 1500 points list would you believe ;)
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Re: Daemons

Postby lostandthedamned » Wed Nov 11, 2009 11:35 pm

Daimyo52 wrote:Herald of Khorne.......... Hide / Fury 95pts
8 PB........................120pts
7 PB........................105pts
7 PB........................105pts
10 Flesh Hounds.........160pts
6 Fiends........ Might 190pts
6 Fiends........ Might 190pts
5 Crushers..... Fury 210pts
DP...Flight / HIde / Instrument 170pts
DP...Flight / HIde / Instrument 170pts
total 1500pts
comments appreciated


Minimum HQ, though the idea sounds nice the the choice of a Khorne herald on foot confuses me. He'll be wasted joining the PB's as they shouldn't ever see combat. If he is going to strike out on his own the consider the chariot option cause it'll give him more wounds than a GD or DP. Along with the hide save it makes him great.
PB troops - awesome at 2 things, holding objectives and scaring wraithlords. Don't expect them to do anything else. It may take 5 turns for a tactical sqaud to kill them but you'll do very little back in return. The only time these become combat potent is in the tallyman list.
Fleshhounds - kill these with fire. Every other choice in the slot works out better. even the much maligned Screamers. They are one of the best units in fantasy but with no PW and only one model able to get rending they cover no bases in a force. You are already taking fiends and Winged DP's which can redeploy after dodgy deepstrikes and both have other advantages over the hounds. The points can be spent better.
FIends - Good choice. The biggest mistake people make is to take small units of these. Rending only goes so far but with 36 attacks on the charge you can do a decent amount of damage. Remember to hit & run at the right time.
Crushers - My 2nd favorite. You may need to consider taking the other two upgrades for the unit. The ability to play the wound allocation game makes them very nasty, and they become a very safe place to have an icon in the army.
DP's - Get rid of the instruments. If you need one to win the combat with a DP then somethings gone wrong. These guys need Might like no tomorrow. Wounding on 3's against marines just doesn't cut it.

Overall you have even less anti-tank than a daemon force normally does.
The only things in you army than can hurt a Land Raider are the DP's (ignoring lucky 6's to glace from the fiends) even then 2d6 + 5 will only do the job if it's sat still the previous turn. This is another reason to take Might on them.

If you are set on using heralds then maybe try a Chariot Tzeentch Herald with Bolt & Master of Sorcery. 4 good anti MEQ shots that also have decent speed to get in rear armor with S8 AP1 can work really well.

Though at the moment you haven't got the elite slot for it i'd like to introduce my favorite Daemon unit. Something that strike fear into any player.
A Flamerbomb
3 Flamers 105pts

Very simply an artillery strike. You deep strike bravely into the face of the enemy and with a little luck do hideous damage. Taking more than 3 wastes them as not all can be positioned to use breath of chaos in the first round. This is all I expect them to live for as most opponents make killing them a priority moments later.
The first time you drop 2" from a sternguard unit , hit them 24 times and wipe them out feels great.
Normally i'll target a point about 4" from their target. In nearly 28 months of playing like this I have only lost them through mishap twice.
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Re: Daemons

Postby Daimyo52 » Sun Nov 15, 2009 7:33 pm

The fleshounds were there to give a cheap unit to soak up some fire but couldn't be completely ignored due to the potential of 40 attacks on the charge.

Would it be better to use these points to bump the herald up into a thirster

LotD

I like the flamer bomb idea but dunno which unit I would drop to put them into the list?

Are units of 6 PB enough to hold pbjectives?


gerry
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Re: Daemons

Postby KInG » Sun Nov 15, 2009 8:38 pm

Flesh hounds compared directly to fiends... u get more for ur money with the fiends
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Re: Daemons

Postby lostandthedamned » Sun Nov 15, 2009 8:40 pm

Daimyo52 wrote:The fleshounds were there to give a cheap unit to soak up some fire but couldn't be completely ignored due to the potential of 40 attacks on the charge.

Sadly they only get 30 on the charge, and still at WS4 S4. Exactly the same points gives you 10 Bloodletters, which have the same toughness & save, WS5 Power Weapons and Furious Charge. Hounds only advantage is they have 6+d6 inches further radius. However seeing as the Bloodletters have 12+2d6 to start with it only comes into play in the case of really bad strikes or mishaps.

Would it be better to use these points to bump the herald up into a thirster

Could be. He isn't as unbeatable as in fantasy and quite unflexible. My favorite GD at the moment is the Keeper of Secrets. He makes people think twice when they realise that the only benefit of them charging will be that I get 1 less attack. Still i'm going first with 6 WS8 S7 attacks. It can also move enemy units units around with Pavanne of slannesh (see later) and the hit and run if it feels like it. I10 is also great for sweeping advances. Nothing depresses a Chaos marine player that they mathematically cannot get away if you break them.
LotD

I like the flamer bomb idea but dunno which unit I would drop to put them into the list?

Personally I take Crushers, Fiends and Flamers, with the fiends the first to get dropped against marines and the Flamers first to go against guard.
At the moment if I am taking a Flamerbomb then I try to include at least on Pavanne of Slannesh in my army. The two together become even more sickening. With the ability to move a unit d6" I don't have to be quite as agressive with the flamers DS and even if they are on target I can move the unit into a better Template Shaped formation. This can increase the number of hits from 9 to 30 if lucky.
Are units of 6 PB enough to hold pbjectives?

Sometimes.
Objectives in cover maybe. It can work if the pb's come down late and then make a dash. However they then have a 1 in 3 chance of showing up at the start of the game and if they are your only scoring units they then either have to be very sneaky or hope that everything else is a good enough distraction. Numbers make an early arrival a little more survivable.
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