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So, now I've played about a dozen games with the new daemons and I wanted to share my impressions and also get feedback from other people who have played a few games. I will roughly post the list I used, not for critique, but to put my comments into some form of context.
So far my opponents have included a 2 Monolith necron army, deathwing, dark eldar, chaos, loyalist marines, guard and nids.
The list I used,
Great Unclean One, Aura of Decay
This guy rocked, he did not die once and the aura really came in handy at taking out horde units. Most times my opponents gave up trying to kill it. Slow and purposeful isn't that big a deal, noxious touch is very handy against Talos'.
Bloodthirster, Blessing of the Blood God, Unholy Might
Solid. Wished I had given him the Deathstrike upgrade. Tough to take out, did die in several games but always pulled his weight.
Absolutely brilliant! These were my favourite units. Worth every point they cost you and devastating when they plop those three flamer templates. Won't leave home without them.
9 Horrors with changelling
Very resilient, the better save really helped out against long range fire. The shooting was solid and the changelling helped in several games. Always take the upgrade.
Rock hard. Loved them, will always take them. They don't need to be too large to be effective.
7 plague bearers, banner
My opponents hated these guys, they just couldn't get rid of them. Very resilient but can't really do much damage in combat. Being limited to one attack really limits their ability to win fights.
12 daemonettes, banner
Worst peformers. The rending really didn't pay for itself, very fragile and die in droves to small arms fire. I will probably take a unit of 6 every now and again but really didn't find them all too effective.
7 nurgling bases
Hehe, these guys are gold. Couldn't hurt much but they sure held things up.
Used them as last turn objective grabbers, I bagged one vehicle with them but found they can help mop up a unit but are best at using that last turn turbo boost to contest or capture.
DP of Tzentch, Wings, Bolt and Unholy might
Solid performer. Bagged plenty of vehicles and acted as a good firemagnet. Expensive at 220pts but always paid for itself.
Roughly about 1750pts
With the list, I found myself wishing I had more banners. In future I will be including banners on every unit that can take them. It gives you a lot more flexibility in deciding where to fight the battle.
The random choice of which half ot the list starts is annoying as invariably the one I didn't want to come was the one that came, alright it wasn't that bad, but it felt like it.
After the first few games, with nightmares about losing units during deepstrike, I settled in and found the shakes where subsiding. Each win gave me more confidence and so far no unit has been lost in an "accident" sure the odd model here or there died but overall it worked out fine.
I haven't played with the Daemons, but I have played against them.
What I have found:
The bloodthister is good.
Flamers are amazing.
Plague bearers are so so.
Nurglings are mediocre.
Limited experience, but I think the biggest thing I learned was that daemonettes are the crappiest option ever.
I was very surprised with how bad daemonettes actually were. They are totally reliant on rending and if they don't get any they just get pasted in return. I now understand why they are as cheap as they are.
So far i have found that: Keeper of Secrets Rapes Period. Combined with a pavane he is insane allowing bloodletters etc easier access to combat as well as flame templates from flamers.
Bloodletters: Mean, solid
Pink Horrors: Devestating to everything but marines, changeling is insane for 5 points.
Daemonettes: Played well can be strong but have to have a good deepstrike into cover or they are shoot me signs.
Soulgrinder: Awesome has netted me land raiders and monoliths as well as the odd character. hasn't died yet.
Plaguebearers: The ultimate icon/objective squad. Don't even worry about htem getting their points back. Deepstrike them in front of enemy lines and use the icon or sit them on an objective
"I did my first model at the age of 7"
Wow. When I first read that I misinterpreted it. Bad.
Ahh, I forgot about the soul grinder. Probably because it died on the first round it showed up. I might recommend against using it. Granted it was only one game, but I look at it this way. Daemons don't have any tanks, so if you take a soulgrinder (with its awesome weapons) all those AV weapons that were wondering what to shoot at now have a big juicy target.
I played my first game with them yesterday. 1500 points, mono-Khorne against a shooty Black Templar army The mission was Take and Hold.
Here is what I took:
Herald of Khorne on juggernaut- worked pretty well. Destroyed a rhino then wiped out half a unit of marines in close combat the next turn.
Bloodthirster- definitely earned his points back. Got stuck in CC with a unit of marines after wiping out a rhino, then proceeded to destroy a dreadnought that charged him while he was in CC with the marines. Finally died by turn 6, but not before making my opponent weep.
Bloodcrusher- I only used 1, because I only own 1...died to lascannon fire from a land raider before doing anything useful
Bloodletters- awesome...assault a unit of assault marines and wiped them out, and almost got a lucky rending hit on a land raider
flesh hounds- another awesome unit. They were largely ignored by my opponent(I took 2 units of 5), until he saw them destroy a marine squad on the charge.
daemon prince of khorne- I took two...didn't do much, they were basically a fire magnet. Although I did have one get lucky and cause a weapon destroyed result on a land speeder
Soul Grinder- huge fire magnet...was destroyed by a lucky lascannon shot on the turn after it came on the table.
I still won the game by a huge majority
So, a Land Raider spent a turn shooting at a -50pt model. The tank destroyed it apparently, but it could really have messed things up good if it shot something else. The Crusher did exactly what it should do - present a dangerous target and soak up fire.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
I've played 3 games with my daemons and i found:
letters-cut marines to ribbons, even when 3 get into CC
skulltaker-basically the bestest guy ever 4+ rending is amazing, he can take on a 10 man marines squad and dominate
daemonettes-I've been taking 2 squads of 10, if I can get half into CC with a charge they can also tear apart marines
flamers-got killed in one round of shoot after destroying a predator, i was pretty happy on how they did
daemonettes got dominated by rapid firing bolters if they can avoid fire then they do well but if they get shot t3 is nothing in the eyes of a bolter
i hate tanks...
GUCs and Kugath are absurdly hard to kill. They are the best GDs point for point in my opinion. The BS and KoS are good in their own right, but you can't beat 160 pt GD that is hard nails to kill.
Plagebears are best left to small units carrying icons, as living cover from larger units, or as a large unit to hold an objective. However, I don't think a unit counts towards scoring in 5h ed if it's in HtH, I could be wrong though.
Soul Grinders the better of the two support choices in my opinion. They provide ranged support Daemons just don't have otherwise.
I don't like the DPs that much. Unless you do an MC spam/Deamonzilla list, they really expensive for what they do. All their upgrades cost a lot of points, twice as much as their CSM counter part in most cases. Even a shooty DP gets to the 150 points mark. However, they do add MCs to your list, which can get brutal very fast. They're also the most tactically flexible unit in the army, being able to shoot, fly, fight, etc.
Aye, never ever forget the Soul Grinder. Keeping it reasonably cheap makes taking two or three perfectly viable. Not only are they the ONLY shooting the Daemons have (come on... the horrors really don't cut it) as well as great AT and MEQ slaughterers...
but they're perfect cover for that Deep Strike drop that leaves the Daemons out in the open. A Soul Grinder in front of a unit of Bloodletters or Fiends (or even Seekers) distracts your opponent beyond belief. They're surprisingly resilient too, a little bit tougher than your average Defiler. Plus of course, assault 6 guns, flamers, large blast templates.... they kill stuff.
Greatest experience had to have come from the perfect Soul Grinder shield wall while assaulting a Chaos Marine bunker. They dropped and slagged a Dreadnought and slaughtered the Marines. Plasma Weapons weren't enough to take it down and the Defiler cannon missed.
Meaning that not only did the Defilers kill plenty, they screened the Seekers and Bloodletters behind them. Next turn, everything was not only in assault, but the Soul Grinders were able to move defensively to prepare for his inevitable teleporting Terminator reinforcements.
However, I do feel that the Soul Grinder MUST be used in numbers- 1 is just not enough. Too many AT guns are pointed at it. 2 or 3 are great.
I'm not a big fan of any Daemon Prince. With my Dark Eldar I ran circles around my opponent's winged Daemon Prince, slowly shooting it to death. It could never catch up.