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Retooling my daemons


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My current list for 2,000 points is this

 

HQs- 550

Bloodthirster with might and blessing (275)

Skulltaker (140)

Herald of khorne on juggernaut w/ might, fury, blessing (135)

 

Elites- 405

3 fiends w/ might (100)

3 Flamers (105)

4 bloodcrushers w/ icon, instrument, fury (200)

 

Troops- 830

10 bloodletters w/ icon & instrument (190)

15 daemonettes w/ icon & instrument (240)

5 plaguebearers (75)

5 horrors w/ icon, bolt, instrument (125)

5 horrors w/ bolt, instrument (100)

5 horrors w/ bolt instrument (100)

 

Heavy support- 215

Daemon prince w/ MoN, iron hide, flight, cloud of flies, noxious touch (215)

 

550+405+830+215=2,000 so no wiggle room here. If something is added, somethings gotta go. This list has been good in the past against space marines, CSMs, and other elites but has been not as successful against blob armies such as Orc boyz lists or IG infantry lists. Need to retool it so that it works against hoards as well. Been debating dropping 2 horror squads for nurglings to tie up hoard units with a ton of wounds, allow my units to attack other soft units needed to support the blobs. I have to count on my opponent fielding 120 plus models in many of the hoards I face off on.

 

Any suggestions, or just a shift on playing style?

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If you're having trouble with horde, I might suggest making a smaller daemonette squad and taking a few more horrors to shoot hordies with? I just picked up the codex so I'm not the most reliable for suggestions but it seems like you should be able to take a fair few out with your shooting. Your DP looks like it's already pretty anti-horde (don't have my codex on me so I can't check).

1) I would consider dropping the 2 Heralds for another 'Thirster. I know which one I'd be more afraid of. If you aren't interested in that, I would then drop 1 Herald and free up those points to be used elsewhere.

2) Drop the fiends squad as 3 is too few to do much of anything really. Replace with another squad of Flamers.

3) Remove the instruments from the troop squads, they are pretty useless and eating up points you need elsewhere. This gives you more then enough points to do #2.

4) Drop some horrors for more plaguebearers. Against most horde armies you are being wounded on 6's with a 5++ and FnP save. This is enough to slowly kill off a blob/mob or hold them in place long enough for something nasty to come crashing in for support.

1) I would consider dropping the 2 Heralds for another 'Thirster. I know which one I'd be more afraid of. If you aren't interested in that, I would then drop 1 Herald and free up those points to be used elsewhere.

2) Drop the fiends squad as 3 is too few to do much of anything really. Replace with another squad of Flamers.

3) Remove the instruments from the troop squads, they are pretty useless and eating up points you need elsewhere. This gives you more then enough points to do #2.

4) Drop some horrors for more plaguebearers. Against most horde armies you are being wounded on 6's with a 5++ and FnP save. This is enough to slowly kill off a blob/mob or hold them in place long enough for something nasty to come crashing in for support.

1- debated dropping the heralds for another greater daemon. Don't have another thirster but I do have a keeper. Might swap him in, he's about as nasty and a whole lot faster in combat with assault grenades to boot.

2- yeah the fiends I have been using as box poppers to get to the crunchy marine filling. But they have been hit or miss. Often I find them getting wasted early to no effect.

3- the instruments are in for 2 reasons. 1 I assembled them that way and this way i am WYSIWYG compliant and 2- when the squads start getting small they work. May drop them from the horrors.

4- yeah I was debating this. The horrors are fair at at the least drawing fire as an immediate threat from new players who don't say "oh crap, blood crushers!" but as I use the FW thirster, he draws a lot of fire as he is so friggin huge. Was torn between plague bearers and nurglings. Nurglings are cheap and while they don't have FnP they are a beat to bring down with stealth (3+ cover save anyone?) and can tie up units for a long time. Given, low toughness, no poison, but if tying up enemies is the goal I think they might do the trick and they move faster. Has anyone used nurglings? If so, to what result.

 

Overall, great suggestions minigun, will defineatley have to try them out. Thanks.

I like Plaguebearers over Nurglings simply because they count as scoring. Everything else is about the same overall but a non-scoring troop choice seems silly to me.

 

Only place I find Nurglings helpful is in "tally" lists as an alternative to Beasts.

 

Taking a KoS would be a smart move and save you some points. While not as obviously brutal as the 'Thirster, it is plenty tough and fast and those extra points can be used to bulk up your army elsewhere.

 

Fiends are a great unit, I actually prefer them over 'Crushers but with anything that is rending, I need quantity of attacks and 3 guys just doesn't bring enough. As for flamers, don't forget that 50% to glance a tank. Its not as useful for popping a transport but it can be used quite well to stop a tank from firing, plus against people who bubble wrap their armor you can hit both the infantry and the armor if you are placed properly.

Only place I find Nurglings helpful is in "tally" lists as an alternative to Beasts.

 

Beasts are nice cause they tend to scare some people off with the possibility of a 3 model unit rocking 18 attacks. In reality, the chance of those models rocking at least 12 total (4 each) is pretty good which is not too shabby. I like beasts and someday I'll run a tally list which will include beasts probably because they force attention to them.

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