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HQGreat Unclean One - Cloud of Flies, Instrument of Chaos 170
unkillable Tar pit, turns out quite an MEQ slayer as well
Herald of Khorne - Chariot, Unholy Might 100
monsterous creature in every way but 2d6 armor pen
2 Fiends of Slaanesh 60
I'd love to fit in more if I could. 6 s5 rends, good for 1-turn tie-ups
and the occasional tank hunt if I'm desperate
3 Flamers of Tzeentch 105
large squad hunter, particularly those reliant on armor saves
5 Pink Horrors - Bolt of Tzeentch, Changeling 100
tank hunter, also very useful to hover around low Ld shooters
5 Plaguebearers - Icon of Chaos 100
my pustulent campers! get the most out of their icon,
then lay low on an objective or throw them at some dakka
10 Bloodletters - Icon of chaos 185
preferably MEQ/TEQ hunting, good general beat-em-ups
10 Daemonettes 140
more front-line bodies, these for GEQ hunting or tar pitting for the 'letters
Soul Grinder - Phlegm 160
everyone's favorite all-around trouble maker. drops bombs on MEQs,
gnaws on tanks, slices, dices, makes joulienne fries!
Demon Prince - Daemonic Gaze, Iron Hide 130
ah, my 'budget' prince. still fights like a monsterous creature,
but BS5 and laser-eyes makes him a MEQ hunting master for his price (usually 2
dead marines every turn, before a finishing charge? yes please!) avoid
serious melee squads in their element though, he gets chewed up easy.
this will be a take-all-comers list at the end of the month, so I need to cover all eventualities. I can garauntee space marines/chaos marines will be there, in all likelihood marines will be the majority in fact.
I've only had two matches with my new daemon army, both with this list (on a single outing, obviously), and it performed admirably but neither of the armies I faced used any tanks other than transports, so I face a few concerns.
My biggest concern is unusually tank-heavy armies (mechanized tau, armored IG, and, oh I don't know, Landraiders). The soulgrinder (melee and to a lesser extent the phlegm mawcannon), monsterous creatures, fiends/bloodletters on rear armor 10, pink horrors and flamers are all technically capable of hitting tanks, but lacking a mobile, dedicated tank hunter will make it damn hard for me send bloodletters or flamers after a predator when they could be chewing on tasty infantry.
I've tried to find a place to fit 3 screamers to get some garaunteed tank toasts but the only thing that jumps out at me is losing the fiends (very important early strikes), or cut 4 daemonettes which I need. Besides, my unit counts are already dangerously low as it is!
Input would be much appreciated. comments, suggestions, violent and personally insulting diatribes (ok maybe not so much that last one). Alternatively, if you just feel like judging me because I'm a multi-god mongrel, and I can't bring myself to field the all Khorne army I like or fund the all Nurgle list I want.
Last edited by The Defenestrator; August 6th, 2008 at 21:02.
you mentioned fleet being a good special rule for deep strikers, I'm curious what you meant? after all, anyone can run in the shooting phase, but no one can assault the turn they deep strike, correct?
"One must do violence to the object of one's desire; when it surrenders, the pleasure is greater."
Marquis De Sade
Correct, but as I understand it, units with fleet can make some sort of move on the turn they Deepstrike, therefore being able to move from a bad scatter on the first turn is somewhat valuable.
By the way, I was wrong about the flamers. I would keep them at US3 because as a suicide unit you'll only get 1 BoC each, and flamer #4 usually won't be able to fire his BoC because he's base to base with the other flamers.
Fantasy: Daemons (Angels), 40k: Black Templars