Jump to content

FMC Daemons return from Adepticon!


SkizO

Recommended Posts

+++Scroll down to see more events, I'm reusing my post rather then posting a new one when I go to tournaments!+++

 

 

Back from NOVA where I took Daemons and had a lot of fun and amazing games.  You can read a bathroom-reading format of my 8 games here:

 

http://hellfirepainting.blogspot.ca/2014/09/the-nova-open-part-2.html

 

Hope you enjoy!

Link to comment
https://bolterandchainsword.com/topic/296228-fmc-daemons-return-from-adepticon/
Share on other sites

Really enjoyed your write up. Looks like you had some great games (bar that one guy...). Any chance you could give us more insight into how you used the list? The GUO in particular: did you DS him? Did you feel the FMCs had enough damage output? Did you keep them in glide mode mostly?

 

I'd love to hear some detailed thoughts on it. The reason I'm asking is that I ran nurgle FMCs a bit in 6th but haven't had chance to try them in 7th and I was wondering how they fared.

I roll on Malefic for the Horrors everytime, and usually with the GUO too.  Maybe in straight KPs games I would roll on Bio for the GUO, but usually rolling for cursed earth sounds better.

 

For the princes, it's a little more tricky, and depends on the matchup and scenario.  VS most armies, Id roll 1 time on telepathy for Invis, if not invis, id swap for psychic shriek and roll on bio after.   This is great vs Eldar Jetbikes and other daemon armies as its no save and no cover.  When facing armies that have high Ld or no fun troops to blast, or when you got invis/shriek, roll on Bio.  If the mission calls for lots of troops, denying units, shield units and whatnots, roll on Malefic, as casting a bunch of spells while flying allows you to score/contest without landing.   This is really the tricky part of the army as you need to figure out the way the games gonna go down based on the scenario and your opponents list alone.

 

I find that the princes do well, the real punch of the army is from what you want to summon, so you can always pick the right tool for the job, sort of.

 

Hope this is what you were looking for, if you have anymore questions please ask.

Yeah, missions had 6 objectives,  I score points for controlling them through the game, he scored points for having them at the end.   The fact that I failed so many summonning early meant that I couldnt "replace" the warp dice that his knights killed or spam the board with denying whatevers, and thus score a lot of points  really early on.  It was not really a great game, I rolled poorly and then was forced to bait him out of objectives as my army had very limited means of damaging the Knights.  

 

And I don't mean this to take away the fact that he beat me fair and square, just that I'm sure he'd agree too that this game was more decided by chance than  by brillant manoevers. 

Just a couple more questions from me and then I promise I'll leave you alone ;)

 

Did Fateweaver pull his weight as more than a WC battery? Would you keep him or swap for be'lakor (for example)?

 

Roughly how many summoned units did you drop each turn (when the dice didn't completely desert you)?

 

What did you do with the GUO? Move him up behind and use him for buffing and summoning?

Fateweaver is a must, the Warlord trait and the reroll are worth it.  Also, his bunch of psychic shooting attacks are nice, he probably scored first blood in like 3  games.  

 

GUO sits on an objective/piece of terrain in your deployement zone, or movs slightly depending on what unit you want to grimoire.  Its the go to guys to cast spells because he doesnt really care about perils, whereas 1 wound on horrors also losses you a warp charge next turn.

 

Depending on how many buffs I needed cast, usually 1-2 units per turn, but some turns it went to like 4 units and 2 heralds and 2 cursed earth.  I think most missions ou won't need to spam spawning troops, but rather need a key 1 unit every other turn.

 

Don't think I'd change much.  Maybe run 13/17 horrors instead of 11/11/11 and add a level to the GUO.  One of the next tournament I'm attending is Da Boyz, where they have a heavy comp system, so if I run daemons, I'll have to switch some things up.

That's great, thanks for the tips and congrats again on a good showing. One more question from me (I lied before): how do you combat the eldar menace? It seems like they would be something of a hard counter with those damn serpent shields...

For pics, scroll through the blog, there a post about it, right before the tournament report.  It's a link to my facebook page.

 

Vs eldar, the best thing is ignoring wave serpents until you can gangbang on one with multiple prince, usually landing in turn 4, so when the eldar pushes for objectives in turn 5, you get your charge in and blows stuff up.

 

Psychic shriek and the Nurgle Primaris ap3 flamer work great vs eldar jetbikes and their "shock troops"  of warpspiders and swooping hawks that you see in most lists,  so he can't be very aggressive with them or you get to punish him hard by removing those threats.

  • 4 weeks later...
  • 3 weeks later...

Hey guys!

 

I'm back from a team tournament that was held locally where I once again took the Daemons to crussh fools!   You can read it here:

 

http://hellfirepainting.blogspot.ca/2014/09/chaos-ludik-part-1.html

 

http://hellfirepainting.blogspot.ca/2014/10/chaos-ludik-part-2.html

 

Hope you enjoy!

Thanks for the reports again. You still liking the flying circus? Bad matchup against Eldar there; how have your FMCs fared against them in "normal" games? I seem to have a complete nightmare against Eldar (although that's not just my flying circus tbf).

 

Edit: also, the army looks great btw. Have you got any pics of the bastion you used? Looking for some conversion/painting tips for my own.

I'm still liking the circus.

 

The Eldar matchup is not that bad, I've mentionned before, in "normal" games, plating 2nd and stopping the eldar from claiming objectives on last turn is not that hard.  It's not the best matchup, but it's far better than the Adamantium Lance Matchup.   Fielding a Knight in my army is probably the next thing I'll do, if I keep the daemons until Adepticon.  We lost the team match to Eldar because the scenario was turn by turn control, any MSU Transports army would've won that game, not just eldars.

 

Here are a couple of pictures from the army, which I retook because I didn't like the 1st batch.  The bunker is somewhere in there

 

http://hellfirepainting.blogspot.ca/2014/10/the-circus-is-in-town.html

  • 1 month later...
Me and a bunch of frenchies headed over Canandaigua Rochester last weekend for Da Boyz.  This wil probably be the last time I rock the Daemons for a while.  As much I I like the army, it is really tricky to play and know which spells you should go after every game, and since I don't have much time to play outside of events for the time being, I feel it is not the army for me, for the time being.

 

Here's how it went down, hope you enojy!

 


 


 


 

The Daemons are only in part 3 of the whole tournament report if you want to skip ahead ( Part 2 is nids, part 1 is drinking ).   Here's the list I used, mostly out of lazyness in using what I already have and didn't have enough time to paint a nastier army to my taste.

 

Fateweaver,

GUO, Level 2, Exalted Reward

4 Nurglings

13 Horrors

17 Horrors

Nurgle Daemon Prince, Wings, Armor, 2 Greater Rewards, Level 3

Nurgle Daemon Prince, Wings, Armor, 2 Greater Rewards, Level 3

CSM:

Sorceror, Level 3, Spell Familiar

10 Cultists

Mauler Fiend

I usually play the Maulerfiend from reserves, so he never was the 1st blood. This usually gives me time to force something else to be a threat and/or dodge melta-filled drop pods.  I played it only for the model, but really liked it.  I would probably play 3 of them if I ran CSM

 

Within the comp rules at rochester, my ideal list would be something like:

Fateweaver,

2 Heralds of Tzeench ( or the Blue scribes, i think they're funny )

2 Flying Tz Princes, one with exalted/greater, the other with 2 greater and a lesser, both level 3

Screamers

Skyshield Landing Pad

Fill the points with horrors

 

Not in the same flavor kind of list, but the stuff you summon is not affected by the comp rules, so you get to spam whetever you feel like.

 

Without these comp rules, I would play something like:

Weaver,

GUO with exalted

3x 11 Horrors

Flying Nurgle Dp, level 3, 2 greater rewards

Flying Nurgle Dp, level 3, 2 greater rewards

 

1 imperial Knight.

 

Fighting fire with fire, the knight brings a lot of firepower in some matchups where you'd otherwise have to rely solely on not loosing all your models by game's end.  Also, this guy with flying monsters that can flank the opposing knight, you can usually dodge the shield and lay some serious hurt.  

Heralds of Tzeench, Horrors, Plague Drones whenever available.  Versus Knights, plague bearers are great, or if you need to stay in cover to claim an objective.   Later game, Khorne dogs and Daemonettes are great to go further.  

 

Summon heavily in the 2 first turns of the game to get more Warp charges.  Usually, 2 units of horrors and a Herald

  • 3 months later...
Another event I attended my my trusty Daemon's army.  Last one before Adepticon, which will probably be the last, as I plan to sell the army there.  Hope you enjoy these tales of Bat Fights in the land of the french :)

 


 


 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.