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I primarily play CSM but have explored into the Chaos Daemons codex and found that I really like the way they sound and constructed a 1750 army. My only conflicts with the interested deployment with the groups and deep striking. I was just wondering if its really worth spending the money to get an army that has the potential to kill itself before getting fielded? Maybe I just need to read closer. Well in the mean time my question still stands.
if your at least a compatent general, you shouldn't be worrying about losing your units to mishap
Last edited by CrownAxe; July 3rd, 2009 at 05:25.
It's a fun, random army. Not the most competitive, but a lot of variety within the book and with the models.
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I find nurgle is an excellent choice for a first wave, like Plague marines they are very hard to kill. They can whether the enemies shooting phase pretty well unless they take alot of meltas and plasmas, then things get ugly.
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
I agree i composed a 1750 CD army and it consists of khorne and nurgle with a splash of tzeentch. Also, the way i've split up my groups its either super offense or super defense. idk. I just still can't get over how dangerous it really is just to play CD with the whole deep striking to deploy. I've done something smart by adding chaos icons to two seperate units(one in each group) but even then if i roll bad and they die it makes it that much harder to safely place my army.
You tend to roll with the deepstriking. I prefer to have a few groups who do DS really close to the enemy, like a 3-man flamer squad. My dice tend to like it when I do dangerous stuff like that, and I tend to roll hits, or low scatter's. My shooters are always placed at least 12" from something just in case, as they can still shoot or run after. I will admit to a few bad DS, but these tend to be few as you get used to knowing how well you can gamble. Just remember 7" is going to be your average DS range. It's quite rare to roll that 11 or 12, and it always could be rolled on a hit.
Overall the slight drawback of our whole army DSing is kind of outweighed by the cost of our units, and how tough almost all of them are. I would recommend giving them a shot, as they are really a blast, to play, almost because of the randomness and need to constantly change your strategy as things go on.
Thanks for the boost in confidence! I'll definitely be sure to give them a try as I was giddy as a school girl thinking about the army that I did make and desired to have its!!! lol well thanks again.
I'm just going to join in the chorus and say that Daemons can be one of the most interesting armies to play, and yes, they can certainly win, but their randomness keeps them from being 'competitive'.
Of course, I generally try not to worry about being competitive, as that keeps changing with each new codex release. The idea is to exploit the rules in a way that all but guarantees you victory against any non-competitive list.
In casual games, people who play this way are mocked and shunned. In tournaments, you grudgingly have to play them, but I try not to worry about it. Just keep in mind that you can't always win, and try to go to tournaments (or encourage the places in your area) to also have prizes for good sportsmanship, and/or best painted models. From my experience, the most competitive players tend to work very little on the models themselves. Hell, most of them don't even prime them, and just play unpainted, grey models.
Anyway, with Daemons, there are three very important things to remember:
1. The models are expensive. I'd playtest and make absolutely sure you want the models before you buy them, and even then you might want to consider trying to make them yourself, out of bits, or plastic models (chaos spawn and tyranid models make really good daemons). Soulgrinders can be good, but they're very expensive, and you generally need 2-3 to be effective. Personally, I prefer Daemon Princes, but it comes down to personal taste.
2. You have to divide your army into two groups, one to deep strike in on the first turn, and the other to come in from reserve. Also, you only have a 2 in 3 chance of getting the group you want in first. Don't put all your good units in the first wave and just assume you'll get them. Have a plan for each half of your army.
3. The real core strength of the army is with the HQ, Elite, and Heavy units. The troops, and some of the fast attack (seekers and screamers) are good support units, to help claim/contest objectives, support, and harass, but they probably aren't going to win you the game by themselves. They need monstrous creatures (and/or soulgrinders), bloodcrushers/fiends (either, or a mix of both), and flamers of Tzeentch to tip the balance of the game in your favor.
Personally, I'm just a beginner as well (although I have played 40k for a long time as the Tau, Imperial Guard, and Orks), but I did very well with the Daemons at my first tournament with them, taking third. I may have even won the whole thing, had I not been cut to ribbons by the new Imperial Guard codex (don't worry, I'll be better prepared next time ^_^).
Last edited by mynameisgrax; July 11th, 2009 at 16:09. Reason: forgot one thing
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