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Whispers from the Warp...


Bloodmange

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Compared to the space wolves you'll notice a few things that may seem fragile.

 

-No counter attack

-No multi-purpose potential outside heavy support and some HQ's (easy for opponent to guess what your plan is)

-Any units beside slaanesh units and some nurgle units hates charging into terrain (no frags in most the army)

-Melee oriented to be the powerhouse, so facing super melee armies it's hard to specialize for all types of melee armies

(specialize against marines = power weapons/rending, specialize against orks = attacks/range/durability/numbers etc)

 

Their strengths come with their super units (and I mean all of them, they all have potential) being available on the first turn with 50% of the army. Being prepared for everything can leave your top end power against a single thing hard to handle. Mechanized armies give us trouble more than orks, if not the most trouble right beside kroot armies.

 

 

Beyond all that, we can wipe entire units of tyranid warriors with instant death by bloodthirster(s). We can wipe entire units of marines in a single turn using equal points in models. We can savagely pound numberless armies with constant synergy between units. Like a daemonette unit weakening a unit, and having bloodletters finish it off - like charging into terrain. We could play the speed game with hit+run units and strike from 24" away into melee contact to stop firepower before closing in.

 

It takes practice, lurk around a large number of topics here and see how we do things with each unit. Daemons will give you quite a humble experience compared to being marines, and probably improve your game on marines by learning cautionary steps of power house units on par with being an eldar player.

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