This part will be integrated into my first post
Making a Mono-God Army that Works
Daemons were designed to be competitive as a mixed god army. There's no real way around this. If you're going for a list that is going to win you a tournament or league, you're probably going to have to mix it up. However, that does not mean you still can't make a winning list that will be competitive, or at least challenge, most opponents.
To that end, these are some general guidelines and ideas to help you build a good Mono-God list. Again, look to the Daemons forum or specific army lists for particulars. This is framework to help you start thinking in the right direction.
Blood for the Blood God! Mono-Khorne List
FoC Breakdown
HQ: Khorne HQ, despite how strong they are, is really best thought as "what kind of defensive counters will I need to face my opponent.". As I stated previously, Khorne HQ is the brute force of your army you need to overcome something nasty your opponent throws at you, like a couple of Wraithlords for example. These guys aren't elegant, tactical solutions to your opponents troops, they're just so big and mean they kill anything. The trick here is to not hamstring yourself on points. Two BTs cost 500 pts, or a third of your army. HoKs are a good substitute and add more attacks, but aren't the catch-all counter of a BT. It's weird to think of a BT as a defensive unit, but that's really what it is, a catch-all counter to your opponent. The spearhead of your unit is going to be....
Elite: BCs are very nasty, and should scare the crap out of your opponent. In an assualt, these guys are the tip of the spear. Because of the Eternal Warrior rule, W2, T5, and good armor, these guys make an excellent shock unit. A couple of these units carrying an icon are a good candidate for the first wave of your daemonic assault. They'll likely survive the turn of shooting mostly in tact, and even if they take heavy casualties, will still be force to be reckoned with. The icons will allow you to strategically D/S your BLs where you want them to form the second wave. Be wary of a bad BC deepstrike though. These guys move at normal speeds and cost as much as terminators. If done correctly, they will provide your foothold and anchor for the main assault.
Troops: BLs are the backbone of your force, and will probably end up doing most of the killing. You want to set these guys up such that they will take minimal casualties, and most importantly, BLs must get the charge. FC adds so much to your BL's abilities, especially against MEQs. The BL's lake of assault grenades can be an issue, so be aware of charging units in cover.
FA: If BCs are the tip of the spear, FH's are the hooked edges that get your blade dug in. As a flanking unit, heir real forte is not so much in their killing power, but in their speed. 24" charge will be vital toward tying up enemy support. Your BLs will gradually roll over an army, but if your opponent has split his force or uses small units, you'll find your BLs stranded and at the mercy of support fire. FH's can move fast enough to plug this gap. Their lack of power weapon attacks makes them less lethal though, so be aware they will not be taking down much.
HS: SGoCs are a good choice for a Khorne army. They will add badly needed fire support you won't have otherwise. DPoK aren't bad, but a herald on a chariot is really just as good and cheaper. Since you can't take shooting attacks with the MoK, DPs become redundent next to BTs. Consider these guys if you want Demonzilla.
Special Characters: Khorne has 3 characters to choose from. The Skulltaker is very costly for what he does. He was amazing in 4th Ed, but with the rending nurf, he's best left if you think you'll be facing big stuff you want to wound easily or insta-kill. Skarbrand is very costly. His power is very cool, but can hurt you as much as help you. If you want a particularly bloody game, he's a good pick, but don't expect the win. Karnak is great. He's a touch expensive, but will give a kick to your hounds, and his "Move Through Cover" rule will come in handy when your trying to make that long charge through cover to the enemy.
Mono-Khorne in Action
Daemonic Assault: It's your prerogative as always, but I feel that BC and HoK with icons, then BTs should be at the top of your list for turn 1 dropping. FH's third, and BLs last.
Battle Plan: You want the BT/BC/FH combo to tie up and distract as much of the army as possible. When your BLs come in, that's when you begin to massacre your opponent. There's really nothing as good as Khorne in hth point for point. If you can deliver your BLs into combat with 75%+ of them in tact, you will likely win the game.
Weak points: You are totally at the mercy of your opponents shooting. You can hope for a good D/S or poor rolls on his part, but ultimately, you just have to grit your teeth and weather the shooting. Hopefully the BT and FH groups will get through. Once you have your foothold, it's all over, and if you don't...it's all over. Highly mobile armies like Tau, Eldar, and Veiling Necrons can also leave you high and dry. Remember, lock your opponent down in HtH and get the charge, and you will win.
Your Desire Will be Your Downfall... Mono-Slaanesh List
FoC Breakdown
HQ: Slaanesh HQ is some of the best in the Daemon army. Both the KoS and HoS can have the hit and run ability. This allows you to selectively charge and disengage your opponents such that you can hop your way through an entire army under the cover of HtH. Aura will also be very helpful. In think in a Mono-Slaanesh army, one KoS is a must to get those MC attacks and to have something tougher out there. The HoS is a real monster in a chariot. For the price, two of them are not a bad deal at around 200 pts. Your opponent will be horrified at how good they are.
Elite: Fiends will end up being your shock units, but require more finesse than BCs. Because of the 24" charge coupled with the hit and run, Fiends should be considered units who will soften up the army enough to let the Daemonettes take over.
Troops: If your Daemonettes get to CC, they're fine, but you have to get them there first. Their frailty will mean you'll have to be very careful with how you DS them, and I would consider putting them far enough away from combat to avoid being rapid fired. As they're a little cheaper, you should be able to field more of them, and their attacks make them very good against hoard lists.
FA: Seekers are vile for what they do. These ladies will put serious hurt on your opponents flanks. Slaanesh has the best FA in the army, use them in abudence.
HS: Since all of Slaanesh has rending, high toughness isn't an issue. Slaaneshy DPs can add shooting, or Paven if you feel up to spending the points. Their toughness will also help the army. SGoC aren't as useful because the army will quickly outpace them and has enough attacks that SGoCs aren't as immediatly useful. I think DPs are a better choice due to their toughness.
Special Characters: The Masque is Slaanesh's lone special character. Her ability to paven half an army isn't bad, but compared to how obscene a regular HoS is, she's not that great in Mono-Slaanesh. DPoS can also hit with a 2+ on Paven. She's better in mixed armies that don't move as fast.
Mono-Slaanesh in Action
Daemonic Assault: You want your quick units, Fiends and Seekers, down first. With musk and aura, both units will be fine on their own with second turn charges. DPs and KoS's next. Daemonettes last. Hopefully your crab ladies won't have to worry about being shot too much at this point.
Battle Plan: You are faster, your army can hit and run and has offensive/defensive grenades, meaning you will go first and have no fear of being charged. All you have to do is deny shooting and not get outclassed by high toughness units like Plague Marines. Paven can help, but is very overpriced and weak compared to its brother in the CSM army. Like Khorn, lock up the army, then have your troops move in for the kill.
Weaknesses: Lasguns are dangerous to your units, bolters are deadly. Avoid shooting like the plague. If you get caught by even a couple of enemy units with rapid fire, your daemons will fall quickly. You're fast enough not to let this happen. Finesse will be very important in the early turns of the game.

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