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Better to go all out in their face
Better to play stay away and blast them with magic and shooting
A mix is best.
I played mostly defensive with daemons where i have horrors/plaguebearers and flamers and tzeentch heralds and basically wait for opponent to come to me while thinning down their lines so i can get a good charge. It seems to me that i have to devote to go all out offensive to work or else my force will be split up too thin. I am thinking about going more "all out" with flamers, hounds, Bloodthirster, bloodletters with herald on juggernaut and maybe seekers - with that although i will be taking possibly heavy casualties from shooting and magic but i think i might be able to do some good damage on 2nd turn charges. Anyone care to share some tactics on more offensive daemon armies and what to have/not have? I know flamers might be out of place but i think they can help clear out flankers and pesky shooters... Fiends might be good call too...thanks!
Last edited by shaselai; September 10th, 2008 at 00:25.
its hard to say, it really depends on what your comfortable with, i like to go uber defensive, blasting them with magig and using flight to stay out of reach, equally i could see the army go uber offensive with plenty of tzeentch and khorne speedy troops, just remember to use thins like siren standard and icon of endless war to smash into artillery or gang up on enemy units, nothings better thasn a flank charge unless its a flank charge your enemies cant do jack shite about.
lastly, theirs alway, always, ALWAYS room for flamers, their simply too cool to leave out.
hope this helps
is 2 units of bloodletters w/herald too much for 2k army or better with a bloodletter unit and a plagueunit? if i do want to go all out i am not sure i want any "points" lagging behind...
You can't flee, so go straight with your daemons and your army will be unstoppable.
Anyway, for the same reason, it's good to keep something shooty so you can own a quarter or two in the end of the battle for free.
It is a matter of personal style.
Food for thought: Nurgle or Tzeentch are the only armies that are geared to a sit back and wait style, though only Nurgle is really tied to that as Tzeentch can by ultra mobile in your face if they want to. Slaanesh and Khorne are geared to aggressive play and perform sub-par in a sit and wait role.
I personally play fast and aggressive Khorne and Tzeentch and I enjoy it, but that is just my style.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
As far as Tzeentch with offense, flamers provide shooting with movement 6, Heralds of Tzeentch can be given wings, and the lord of change and screamers fly. Over all, Tzeentch probably has the second highst movement rate on average.
I'll bet it consists of a large unit of bloodletters (20) with a herald on a jugger, 2 smaller nits of them on it's flanks (10), 2 heralds of Tzeentch with master of sorcery and wings, a Lord of Change, a unit of furies or two, a unit or two of flesh hounds, and 1 unit of 6 flamers.
Let me know how close I get!
I'm too lazy to come up with a witty sig.
It's always going to depend on the Gods you choose. My 2250 has Khorne mainly, backed a little Tzeentch and Slaanesh, so I run a very aggressive army. However, one thing to keep in mind, is aggresion mixed with propper timing. A dead Bloodthirster is no good to you, no matter how agressive you run him. So, if he needs an extra turn behind trees, while Flesh Hounds rip appart enemy artilery, I think it must be done.
it depends on what you want to do, if your aiming for a offensive force then plaguebearers are really kinda useless.
two units of bloodletters is fine, i find that in 2k, that 3 units of "weight" is best in order to createe a decent front line to push against your enemy, heralds might be a bit much oint wise, remember, just cause youo've got 4 spaces for heroes doesnt mean you need to fill all 4, its better to make sure the army works before you go throwing loads of heroes at it.
personally i like to use the khorne herose in units of bloodcrushers, it makes them damn near impossible to kill, say artillery, and allows them to be speedy of the bat, espeacially good if you want to smash the skulltaker in your enemy generals face!
but i diverse, hopefully this information helps.
played a game against brets the other day... he looked at my list and tailored his lord to go against my BT and we still drew...
herald khorne x2 w/jugger,ak one has bsb with unholy victory
11 x 2 bloodletters fc w/endless
1 unit grails
3 units of kotr
BSB warbanner plus some virtue for +1 CR)
3 pegasus knights
5 mounted yewman
2 mages one with "no flying next turn" item
lord on griffin w/ immune to fire skill and killing blow large targets skill
he basically used the "no fly" and charged his lord into my BT. I didn't know he had the immune to fire -apparently the griffin was too.. So BT was basically stuck there for 4 turns till he rolled a killing blow and i failed the ward save.
My endless wars banners were horrible - i rolled 1 and 2 and need 3+ on both charges... In the end it was a draw but i wouldve butchered him if he hadn't tailored his list against me - he basically brought 2 lists - the list you see and i played against BT w/combat. the other list is mages with 4DS and MR items against magic heavy...
I also played against HE with same army and i won pretty good... he had 2 L2s and group of DP but i just rushed forward and he didn't have much time to magic and shoot me to death....
I guess verdict is still out for this khorne army...