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I saw some sample armies where the daemon troops arent 20 strong for +3 rank bonus - some are 12, some 10. Are those numbers OK or it is better for 15/20 strong? your thoughts? thanks!
It'll all depend on the role of the unit, and what characters are going to join it. Units like 10-12 are generally designed for a flanking role, or to tie up the enemy for just a turn, while flanking support arrives.
And then it depends which Gods we're looking at. Khorne or Nurgle are good in nice blocks of 20 with Herald support, where Slaanesh and Tzeentch qork well in small blocks, where Slaanesh has speeds and Tzeentch has fire power.
So, it's never a big deal to have small units instead of large ones, just have a plan! :party2:
To expand on what Timk111 already said, what your seeing is variations in use of the units and a reflection of the elite nature of the Daemons army.
Plaugebearers should almost always be fielded in units of 19-25 as they typically serve as anvil units and need the combat res.
Daemonettes and Bloodletters are both more offensively oriented troops which means you will likely see them in 10 (MSU), 12 (2 ranks, 6 wide frontage) or 18 (3 ranks, 6 wide frontage) The MSU units are intended as flanker or distraction units while the 18-20 is a main combat block with a Herald present, focused on dishing out attacks with some static res as well.
Horrors typically come in 10 (MSU for magic defense and offense + Herald of Tzeentch bunker) or 30+ (for uber offensive magic and combat res to last longer)
The other reason you wont see blocks of 20 in the Daemon lists as comonly as the other armies is that our CORE troops are so expenive in points and the emphasis in a Daemons army is on Heros, Lords, Specials and Rares. This means that points are very pinched for filling out our CORE troop slots. If you see a 2000 point list with a GD in it, chances are that the CORE will be filled out with 2 if not 3 MSU sized units simply because the GD eats so many points, plus our flanking units can negate the need for static res by negating the enemies static res. Think about a squad of 12 Daemonettes hitting the front of a block of skeletons while Seekers hit the flank, suddenly the fight is about combat abilities and not static res, which is the way the Daemons are geared to play (with the exception of Nurgle)
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
ic. The thing is sometimes flanking might come 1 turn too late and the unit that got attacked may need to hold up for one turn before poofing. But generally is it safe for 10-12 units or i still need a big 20 block as tarpit or as main block?
Those are the risk of war. Hopefully you are good enough commander that you don't sacrifice your unit without a cause.The thing is sometimes flanking might come 1 turn too late and the unit that got attacked may need to hold up for one turn before poofing.
'nettes should be able to hold against most things for a turn even in a small unit with their stubborn banner.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Depends on your flavour. My current Khorne list uses 1 big unit with herald 6 wide 4 deep, 1 medium with herald 3 ranks, and 1 x 10 flanker. Often it comes down to points and the other stuff you want to include. I've seen lists with 2 x 15 + herald and 2 x 10 flankers work well. Good luck with it.
<span style='color:green'>40k, fantasy, magic</span> <span style='color:red'> World Eaters </span><span style='color:blue'>Necrons </span><span style='color:purple'>Nids</span> Dark Eldar
<span style='color:blue'>It was so nice out today... I decided to leave it out all day!</span>
I like PBs with 21 in the unit with the herald on the
palanquin to give the unit 5x5