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I want to try making an army of all terminators and deamons.
I play EC but any army would be acceptable (accept khorne)
can anyone give a list/ tactics/ units that would be good for this type of army?
PEACE AND CHICKEN GREASE!!!!!
W/ L/ D
Necrons-38/ 7/ 2
Black templars- 6/ 0/ 0
Eshin-40/ 4/ 0
Actually, using Terminator chosen, and fill your troops choices with daemonettes.
Without actually making a list:
Lord/Lt with termie armor use icon
Chosen terminators (with lord) retinue
Lt with termie
chosen terminators with retinue + icon
chosen terminators stand alone + icon(or special icon)
daemonettes for troops.
follow above forumula for all cult or daemon army types(other than alpha legion)
though tzeenchian armies can field termies as troops as well.
Last edited by theyak; October 26th, 2006 at 22:11.
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
i would suggest word bearers or undivided. hands down tzeentch cults have the best for the points terminators( that is our rubrics) but our daemons are by no means game winning.
try 6 undivided terms 2xreapers 2x chain fist tank hunters plus icon
comes in at 296 ish, and probably 3 squads like this... then for daemons id say either go straight, bajillion daemonettes or mix'n' match bloodletters and daemonettes.
then take a term lord with essence and rune with an icon. that should take care of about 1000 points easy. from there add daemonettes, 4 squads of 8 come to a total of 480 points. that will just about do it.
something like that....
As for tactics I posted the following quote in another thread:Originally Posted by Inquisitor Hause-
As for daemons...
Keep in mind you must summon them. When building your list make sure you have a plan for this. For most of the daemons, when you summon them try to get into combat the same turn. They can assault the same turn they are summoned.
Daemon Packs: You have 4 differnet types of these, excluding Nurglings. These are Bloodletters, Plaguebearers, Horrors, and Daewmonettes.
Bloodletters are great, albiet they are the most expensive of the bunch, coming in at almost twice the cost of a base chaos space marine. They are however, the most powerful of the daemon packs chaos have. They have a hefty strength 5, and possess Hellblades which function as a power weapon. Not to mention, they have the best save out of all the daemonpacks, and still have the 5++ invlunerable save. They have a decent toughness and initiative, striking at the same time as enemy marines. Another thing that comes into play, is there high initiative. This is oftne overlooked when people look at the different daemon packs, but it is actually quite valuable. The high initiative of the Bloodletters helps them pass daemon instability tests. For fluff reasons, they are best taken in squads of 8. This is actually a pretty good squad size tactically as well. You'll want to summon them and assault hte next turn. They will be able to kill most of their targets striking at the same time, or before most enemy infantry. With their powerweapons they can rip through squads that even embrace the strongest armor around, for example power armor, and terminator armor. Run these into a enemy Space Marine, and I guarentee that they will come out victorious. They will be strikign first against their powerfists/thunder hammers, and will force the terminators to fall back to their invulneraqble save. Bloodletters even come at a cheaper price compared to terminators. Still be careful with them. They are too valuable to be used carelessly.
Plaguebearers are just a tiny bit over the cost of a normal chaos space marine. They have Nurgles Rot, and deamon venom. They have a good amount of attacks, and are tough to kill, with toughness 5. Unforunatly all they have is a 5++ invulnerable save, so they are susceptible to large volumes of fire. These are decent at taking down high toughness enemies, as they bear D. Venom like I mentioned above. With Nurgles Rot, they are bound to roll some 6's and do some extra wounds sometime within' a battle. Generally marines are better then these, except for taking down high toughness enemies, like the classical example of the Wraithlord, or Talos. They, as all daemons, are very fluffy to play in a World Bearers, or legion of that type of daemon.
Horrors, cost the same amount of points as a Chosen Chaos Space Marine. Horrors, take a little differnet route. Instead of going close combat, they have a more shooty, psychic power style. They act as they have D. Fire, but can be upgraded to having Flamers of Tzeentch, which is basically a Doombolt with no psychic test required. Another thing to note is they have 2 wounds. This makes them quite stable, and frusterating for your enemy to take down. Keep out of combat though - Horrors aren't meant for that. Whether you upgrade them or not is a personal preference; I would usually upgrade them for maximum shooting effect.
And the last but not least of all the deamon packs, the Daemonettes. These are the cheapest of all the daemon packs, and basically play as they had rending, because of D. Talons. These are extremely effective on the charge, but after that, very weak. Because of Warp Scream, they will almost always strike first, in which they will tear apart the enemy with their D. Talons. After that however, they won't last long with their bad toughness coupled with their low save. These are great daemons; IMHO, the most effective of them all, for me, at least.
You also have Nurglings, although these arne't summoned as daemon packs are. These are basically cheap ways to get lots of wounds on the field. They also have lots of attacks, which can help. Good in games where your opponent will have trouble destroying lots of wounds. Watch out, though, they are instnat killable, and only toughness 3.
And then, you have daemonic beasts. They literally are beasts in combat ^_^
Going down the list under the Daemonic Beasts entry, Flesh Hounds are first! They are the most expensive of the Daemonioc Beasts. They are fast, as they move as calvary, and wear Collars of Khorne. They have a decent weapoon skil and toughness, but what stands out is the powerful strength and initiative, as well as attacks.
Screamers are next. They are the same point cost as Furies. Screamers are interesting. They are fast, and have Furious Charge. What makes them unique however is their special ability (chaos space marine codex:pg. 33 screamers entry): "At the end of a round of close combat a unit of Screamers must break off if it and at least some of its close combat opponents do not have to fall back. The unit falls back 3D6" in any direction and automatically regroups at the end of the move (regardless of enemy within 6" or being below half strength). Enemy models that were in close combat with them before the break-off may only consolidate." This can be useful sometimes, but a pain others. It's good in the sense that it lets you continuely charge, but can leave your screamers very vulnerable to fire.
And finally, Furies. These are the only unvidived daemons. They are fast, and strong against hoard enemies, but weak against any kind've MEQ opponents.
wow that was great!!
Im looking to play probably slannesh- because of the sonic blasters effectivness+ being able to shoot and charge. Plus i really likr deamonettes.
nurgle or tzeentch would tie for second
nurgle- toughness 5 and nurgles rot to take care of hoarde armies
zeentch- can make an all terminator army, but i dont know how an army composed like this would look, any examples?
Im probably going to keep with the sacred #'s for fluffyness (hopefully)
the only problem i see with the army as a whole is the fact that they will probably come in peace meal. i would have to deepstrike them because of their lack of mobility this means i get one squad turn 1, and they get the poop shot out of them, and it happen to all my squads.
or i could start them on the board and march, btu this only seems like an opion against foot armies, as moblie armies only have to stay out of my range and shoot me.
tzeentch's lasting power is what could make them stay on the board after their DS, but what could i do about some other armies?
Any comments for any army( slannesh, nurgle, tzeentch) would be welcome, be it tactics, army comp, unit strenghts/ weeknesses
thanks alot guys
PEACE AND CHICKEN GREASE!!!!!
W/ L/ D
Necrons-38/ 7/ 2
Black templars- 6/ 0/ 0
Eshin-40/ 4/ 0
(FWIW - only Dark Angels can field Termies as Troops choices.)
Oh, and if I were forced to choose a God to do this with, I'd go with Slaanesh.
Use Slaaneshi Terminators for their anti-horde firepower. 4x Sonic Blasters (too cheap to pass up!) and either 2x Reaper Autocannons or 2x Blastmasters, depending upon your style of play. Use them to handle your anti-horde and anti-MEQ, since they're strong at doing both. 2x Chainfists would be appropriate, and then 4x Power weapons. Flavour in a Champion as you see fit.
Then just use the Daemonettes as more anti-MEQ and MC.
It really depends on the number of points you are aiming for.
I'll see if I can come up with some sample Tzeentchian lists for you.
EDIT: Ok, if I were to play a 2000 points, terminator army. I'd try THIS (2000 pts Thousand Sons Dustwing army) as a first list.
In that example of Chosen in Inquisitor Hause's quote - the Chosen with MoK and D.Speed should be 107pts each, not 109. Not much difference, I looked at it and was expecting it to be more off, but only 2 off.
Side-questtion - is there any merit to giving Chosen infiltrate + D. Speed + Talons?
"Long live the Emperor!"
- a patient Chaos God
If you're looking for daemon variety and at the same time wish to meddle around with Slaanesh, you should really consider going Black Legion (as Purple40k first mentioned). If you took a Chaos Lord without a mark (or the MoCU) then you could select from any of the daemon options. You could still take three units of Slaaneshi terminators. Here's a sample:
Chaos Lord w/ Termi armor & a Darkblade
6x Terminator Squad #1 (configured to your choise)
6x Terminator Squad #2 (configured to your choise)
6x Terminator Squad #3 (configured to your choise)
Last edited by Rabbit; October 29th, 2006 at 23:46.