I am teaming up with a friend for a teams tournament this weekend, and though I pride myself a primarily daemon player I come to you guys for suggestions.
I am running chaos daemons competitively for the first time and I'm trying to compliment 1000 points of necrons my list is
1 Herald of khorne on juggernaut with the king of blades new relic 115 pts
1 exalted flamer 50 pts
1 Herald of Tzeentch mastery 3 95 pts
10 bloodletters with icon instrument and bloodreaper 125 pts
20 pink horrors with icon and instrument 200 pts
5 seekers of slaanesh with icon instrument and heartseeker 85 pts
And one skull cannon 125 pts
The icons are for easier deepstrike if need be the instruments are to ensure my units come in if I need to deepsreike and my psykers are for situational use summoning if need be or psykic shooting attacks. Seems solid to me but what do the people think ?
February 23rd, 2016, 14:23
I'm assuming his necrons are going to be set up for shooting?
I think you need to cmmit to one God. Either go full combat or full psychic ability.
Without back up in the form of juggernauts your hherald of khorne is going to become a quick kill real early on.
I'm only seeing 4 guaranteed dice on psychic phase which could lead to your struggling to cast.
You need to decide how you're going to play as a team. The necrons are like to remain static and provide heavy shooting, so what is it you want the demons to do? Do you need them to provide combat troops and charge into the fray or sorcerers to add range attacks to what the necrons are already hurling out.
I'd be tempted to go for all out combat simply because it's slightly more reliable. In order to have a good psychic phase you are relying heavily on the favour of the dice. A few bad rolls and you could have an entire army doing next to nothing.
Take either khorne or nurgle and just aim to tie up the enemy. Bog them down leaving the necorns free to shot the unengaged units or move forwards to grab objectives.
February 23rd, 2016, 14:38
No I'm getting 6 guaranteed dice for psychic phase 20 pink horrors is mastery 3. While that's still not a lot they are only there for any situation I'm not expecting if I see a lot of armor more than the crons can handle I'll summon nurgle units if they have hard to kill units summon bbloodthirster if I need more bodies for an assault summon bloodletters if I need to hold objectives then plaguebearers.
February 23rd, 2016, 14:40
I did accidentally leave out a unit I am running 4 bloodcrushers
February 23rd, 2016, 15:09
But you do make some good points I'll see how well a nurgle khorne melee mix tests out today
February 23rd, 2016, 16:19
Ah....yeah the bloodcrushers are needed. lol
I've tried running a mixed psyker/combat force with demons and sadly it just doesn't seem to work. It seems to be the key to getting them to work in smaller games is focusing on one "disclipline" as it were.
The problem with setting your tzeentch up to summon is that they have to roll the higher level summoning spells to get stuff of note. Throwing out small units of horrors in the first turn is great, but turn 2 will likely see enemy combat units closing and the horrors will be little more than a speed bump. This is of course assuming you get the spells off.
A combat list will be more relaible in that you can set it up to go "this will do this" nurgle with their increased toughness will be good for objective camping, whilst Khorne will take a chunk from the enemy. I can't remember the name of the item, but in the new wulfen book (there's a thread on this site somewhere with it in) there's a weapon that for every unsaved wound dealt out after the bearers attacks you get that many plaguebearers to plaguebearer units in 12".
So whack it on a character, stick them in a plaguebearer unit, tool the unit up to make them harder to hit/better saves and flank them with two more plagubearer units and you can build a pretty good tarpit.
February 23rd, 2016, 18:22
That's a good point I took your advice took out the Tzeentch and the seekers of slaanesh added the Herald of nurgle with the horn of nurgles rot and the loci that gives him and his unit poison 2+ on a roll of a 6 added 10 plaguebearers and threw in 30 bloodletters plus the skull cannon and 4 bloodcrushers with Herald on juggernaut I figure necrons should be able to handle any armor I can't it's what they do.
February 23rd, 2016, 19:22
Marius the Possessed
I would go Hounds over Crushers. Crushers are simply too big, costly, and too fragile since they lost their 3+ save, and Hounds can get into combat much faster and can provide a better escort for your Herald on a Juggernaut.
With Daemons, don't focus too much on Summoning. It's fine if you are summoning a unit or two of Horrors to gain more Warp Charges, but mass summoning isn't really the best use for Daemon Psykers. Put one point in Malefic just so you can Summon if you need to (backyard objective holder or Warp battery), but then focus on other disciplines. Tzeentch has decent spells now (even a Strength D one!) so use that. Don't use Summon to try and plug up holes in your army, it's inefficient.
February 23rd, 2016, 19:39
I may consider using the hounds cheapen up my list a little isn't a bad idea he would have to start not with the hounds though because I believe a model without scout cannot join a unit with scout I'd have to look and I do love the new psyker powers for Tzeentch but thanks to the new bloodthirsters models replacing the spot of the old one in the codex I may use power 6 to summon any of the 3 plus the other greater daemons 275 or so points for free isn't bad
February 23rd, 2016, 19:45
I mean come on it says in daemonology summon one blood thirster from codex chaos daemons thanks to curse of the wulfen there is now 3 wrath of khorne bloodthirster bloodthirster of insensate rage and bloodthirster of unfettered fury what daemon player doesn't want their opponent to have to deal with all that at 1000 points lol.