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Thread: 1k, no Khorne

  1. #1
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    1k, no Khorne

    Here's my first Daemon list. I have no previous experience of playing with/against them.

    Heroes:

    Masque

    Herald of Tzeentch
    -Winged Horror, Master of Sorcery

    Core:

    18 Plaguebearers
    -Icon of Eternal Virulence

    10 Horrors

    10 Daemonettes

    Special:

    5 Seekers of Slaanesh
    -Siren Standard

    Rare:

    3 Flamers

    I'll hope to draw the enemy on to the block of plaguebearers, and follow the move by flanking it next turn. With the heroes and seekers of slaanesh I'll push the other flank, while horrors and flamers guard the other. Only thing I'm scared of is hevily armed troops/cavalry. Ideas on beating them will be appreciated.

    Thanks!

    Last edited by Clearasil; April 19th, 2009 at 00:20.

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    i like the list and the variance in units in the army but there are a few changes i would make to it

    - change the flames of tzeemtch off the herald and change it for master of sorcerey

    - plaguebearers are not that great unless you add a herald of nurgle into it

    - you said that you were having problems against armour and so i would change the seekers to flesh hounds of khorne

    otherwise i dont think its that bad a list i played in a 1000 point fantasy tournament today and the list i took was like this:

    Heroes:

    Herald of Nurgle
    - Level 1
    - Planaquin
    - Noxious Vapours
    - Slime Trail

    Core:
    16 x Plaguebearers
    - Standard + Musician
    - Icon of Eternal Virulence

    10 x Horrors

    Special:
    5 x Flesh Hounds

    Rare:
    6 x Flamers

    there were three games and won 2 and drew the last but lost to the player by 50 victory point i beat ogres and skaven and lost to bretonnia

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    I might swap in the nurgle herald, but as for the heavily armored opponents, I'd like to beat them using Tzeentch, Nurgle or Slaaneshi units. Herald with the etherblade?

    Thanks

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    if oyu give the tzeeralds the master of sorcery ability then you can pick the lore of metal and just cast the number 6 spell at them doing 2d6 strentgh ? (the better the armour save the higher the strength) hits no armour save allowed and so that way you can have more anti light infantry units such as daemonettes and the horrors even have a chance against the heavy cus they cast the number 1 spell at them and if your lucky you can get 7 strength 7 hits at them so then you have two units which can take them heavilied armour troops in the magic phase

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