Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
My friends and I are sort of starting and unofficial league-type-deelio, and I was looking for suggestions as to what I should tailor a new list to do. One friend is starting Dark Elves, with a unit of corsairs and warriors, one is starting lizard-men with the boxed set, and one is starting dwarfs and I don't know what he's doing. I'm planning on cannibalizing the latter friend's old force of Orcs and Goblins into test subjects for my experiments in converting cheap models of other forces into Horrors and various Nurgle units.
I was thinking of a final force looking something like this (In the order that I plan on getting them):
Start with a couple of 10-model converted horror units for dice and damage
A large, 8x3 wall of converted plaguebearers with full command and a hero (Just try and get around this!)
A herald of Tzeentch, with either a disk or wings and Master of sorcery, creating terror bombs, surprise charges, or an almost khornate melee monster depending on my mood.
A 5-model unit of fleshhounds made from Warhounds, because I like the models more and they're cheaper.
A 5-model unit of Furies to defend the flanks of the plaguebearers, act as living missiles, be potential Terror-bombs, and generally make a nuisance of themselves.
A fiend or 2, because they're just wonderful.
A unit of 3, later to be 6 flamers because I like them so much!
Perhaps a unit of Nurglings to harass the enemy's back line, march-block, etc. Maybe to be there for a great unclean one to use as a nurgling factory.
And finally, a Blood-chariot of Khorne, because it's so freakin' cool!
The plan is to walk my plaguebearers forward and laugh at the enemy's inability to knock down my wall, while picking off anything that tries to attack its flanks with zappy horrors and fast units. When they get to the lines, they'll hold the enemy still for attacks from the back and side from fiends, characters, etc. All the while blasting away with my horrors and flamers.
I'm not sure as to what the greater daemon should be (If I even need one). I'm thinking maybe a Keeper of secrets to even out balance out the gods a bit, and because I just can't say no to a near-invincible soul-eating monster. Otherwise, I could go with a Nurgling factory Great unclean one (Highest level Wizard and Nurgling infestation). Alternatively, you can never go wrong with a Bloodthirster, and as I read in another thread "Cannot... resist... bomb spell... on flying chicken..."
I know that Daemonettes (Especially with a herald) eat elves for breakfast (as well as skaven, and any other squishy units), but I just don't like they're new models that much, and am too lazy to find any proper, cheap substitutions. I really just don't like bloodletters all that much in this version, and I think that I can get my bloodcrusher fix with the chariot. I might get screamers later, but I really don't want to shell out so much ca$h for something like them.
I don't know how this comes out points-wise as I am away from my Book, but will be getting it back shortly. Let me know what you think, ways to play, things to add, things to take out, etc.
Thanks in advance!
I'm too lazy to come up with a witty sig.
Ok, let me try and help:
*A couple of units of Horrors is hardly going to deal massive damage, nor will it zap the life out of your opponent. They have a chance of getting a spell of everynow and then, that's it. Level 1 wizards don't generate enough power dice, use them for dispel dice, primarily.
* Your Pague Bearer 'wall' is far from optimal. Firstly, the entire front rank wont even see combat, as your front tage is to big. Second, you may not even see combat, since the unit will be extremely hard to manouvre. Optimal size here would be 6 wide, or 7 wide, with the Herald in the corner (assuming he's on a palaquin) so the entire front rank gets into combat (could mean his Noxious Vapours have less effect, though)
*I wouldn't start laughing just yet at the enemy, either. 2 out of the 3 armies you'll be facing have access to Fire and Metal magic, and DE's have access to Killing Blow. Plague Bearers are tough, but certain things will kill them.
The models you plan to use are pretty good choices all round though. As for which GD to use, it's hard to say without a propper list in front of me. I wouldn't go for Bloodthirster, as you have 'zappy deaths' in mind, so you need a spell caster. A GUO doesn't really have enough units he can support, because in the end, that's what he is. Between Kipper and Lord of Change, both would be good for this list, just decide what mix of Close Combat and Magic you want. Each one is better at one than the other...
The final thing i'd sugget is writting up a proper list in the Army List section. You already have a rough idea what you want, so it shouldn't be too hard ffrom here
I finally got my army book back yesterday, and I've been absorbing its contents and scrolling the internets for tactical advice. From what I can tell, there are 5 general types of daemon army one can build, one for each of the faces of chaos.
1 Is a Nurgle based army, designed to keep from dying, abuse epidermus, and create armies of nurglings with a great unclean one.
2 is a Tzeentch based army, shooting and magiking the enemy to death before they can cross the board.
3 is a Slaanesh based army, controlling the movement phases and abusing people psyche's with leadership drain.
4 is the Khorne army, Khorne Smash!
5 is Chaos undivided, a mix and match of the other 4, blending the strengths of each one and creating a whole that is greater than the sum of the parts that are greater than their parts.
What I want to do is, take some of the best parts from each of the respective gods and create a balanced force to take on all comers, especially the ones mentioned earlier. My friend also isn't ready to start anew, so scratch the dwarfs and replace them with Orcs, his favorite strategy is "Hey diddle diddle, run down the middle."
As I mentioned earlier, I was thinking of having a center line consisting of plaugebearers, backed with a herald to give them regeneration. I was planning on having a pair of 10-model horror units (With Icon of sorcery, now that I have my book back!) on it's flanks to shoot anything that gets too close, as well as generate dispel dice, although I am perfectly open to having small-medium sized units of Bloodletters or Daemonettes. I'm not sure if it goes without saying, but I will be taking a unit of 5 or 6 furies, simply because they provide the opportunity for so much synergy. For special units, I was going to go with some Flesh hounds for their awesomeness, and maybe (not sure about this) some nurglings, perhaps even some Seekers with a siren standard to insure that combat monstrosities hit home.
For rare, I was thinking of replacing the flamers with a unit of bloodcrushers, simply because they're awesome, and I'm not sure about the fiend as I will discuss later. For heroes, I was thinking of either replacing the blood chariot with a second Master sorcerer Tzeentch Herald, or go without a greater daemon, although I can't help but feel like a Daemonic Army needs a greater daemon, or else it just wouldn't feel right. When it comes to them, my favorite is by far and away the keeper of secrets. Slicing shards with the great icon of despair and doom & darkness can on the target unit will make mincemeat out of just about anything. I also just love the spirit sallower gift, making a properly supported Keeper not only invincible, but a massive point denial as well.
That's all that I've got at the moment, I'm holding off on writing up a proper army list until I sound things out some more on the part of the board, but I really like the synergies of abusing all the leadership-based things in the daemon army, while baiting the enemy into being charged by fleshounds and bloodcrushers.
Thanks for the tips!
I'm too lazy to come up with a witty sig.