smashthedean Posted January 3, 2014 Report Share Posted January 3, 2014 I've talked to Joey about this a little, but all of the recent list advice that's been floating around has given me the gumption to throw up a Daemon list I've been kicking around in my head for a little bit. The premise of the list is assault and speed with the thinking that for assault armies to really have a chance in 6th edition, they have to be able to close ground, pick their targets, and do it fast. As usual I'm limiting myself to Khorne just cuz. Here's what I'm looking at right now: HQ [290] Bloodthirster -greater reward x 2 [155] Herald of Khorne -juggernaut -exalted locus of wrath (hatred) -greater reward -lesser reward [155] Herald of Khorne -juggernaut -exalted locus of wrath (hatred) -greater reward -lesser reward TROOPS [100] Bloodletters x 10 [100] Bloodletters x 10 [100] Bloodletters x 10 FAST ATTACK [160] Flesh Hounds x 10 [160] Flesh Hounds x 10 HEAVY SUPPORT [260] Daemon Prince -daemon of khorne -daemonic flight -warp-forged armor -greater reward x 2 [260] Daemon Prince -daemon of khorne -daemonic flight -warp-forged armor -greater reward x 2 [260] Daemon Prince -daemon of khorne -daemonic flight -warp-forged armor -greater reward x 2 TOTAL: 2000 Heralds would be running with the dogs. My biggest concern play-wise is the lack of troops, but if I keep all three units in reserve and spread them out enough to avoid getting pie-plated, I should be able to have my fast units in combat by the time they are showing up on the board and I'm presenting a very target rich environment to make people choose just which big threats they want to try to shoot down and which they're going to have to eat in the face. From a composition standpoint I worry a little that the list will be seen as spammy with the four flying monstrous creatures, but I'm hoping the fact that Daemons aren't at the top of the pile competitively and that this is an assault army will give me enough slack to pull this off. Thoughts? Quote Link to comment Share on other sites More sharing options...
JMGraham Posted January 3, 2014 Report Share Posted January 3, 2014 Does the Bloodthirster actuall need greater rewards? He's pretty sweet (and cheap) right out of the box. At first blush, I wish those Fleshound units were bigger, though I don't know for the life of me where you'd find the points. It's spammy, but leaves no doubt as to how its intended to be used. Pure Khorne rage. I can't see folks complaining about it. You'll learn to hate grounding checks, particularly the first time you're knocked out of the sky by a flashlight. Quote Link to comment Share on other sites More sharing options...
smashthedean Posted January 3, 2014 Author Report Share Posted January 3, 2014 I've been running a Bloodthirster with my CSM and the rewards definitely help his survivability. If I can score +1W and It Will Not Die or 4+ Feel No Pain (or both!) with him he is very hard to kill and being able to drop one reward I don't want for the Greater Etherblade to give +1S, +1A (since his Axe of Khorne is a Specialist Weapon), and mastercrafted is pretty nice for making him even more killy than usual. Even rerolling invuln saves is handy sometimes and the Lance attack isn't bad with BS10. Armorbane/Fleshbane are usually a little overkill and the 3+ armor save that he already has (but has a different name so I can't reroll it) is completely worthless, but usually I've ended up with something good. I definitely wish the Fleshhounds were bigger too, but finding points to significantly boost them really is the trick. I could drop some rewards here and there to bring them up to 12 or 13 dogs each, but I'm not sure if that would make a big difference. I'm going to have to play the list some to figure out which targets people prioritize and go from there probably. I'm imagining the FMCs would be the primary targets because they're scary single models, but who knows. And yeah, good old grounding tests. Quote Link to comment Share on other sites More sharing options...
Raak Posted January 3, 2014 Report Share Posted January 3, 2014 As I'd eventually like to dabble in Daemons this thread is extremely interesting. I haven't seen much Warhamster commentary on Daemons yet. Quote Link to comment Share on other sites More sharing options...
Wiccus Posted January 4, 2014 Report Share Posted January 4, 2014 There is the possibility of dropping one dp and using the points to up both hound units. You will have one less threat but your hounds can absorb some punishment Quote Link to comment Share on other sites More sharing options...
smashthedean Posted January 6, 2014 Author Report Share Posted January 6, 2014 One thing I could do if I drop a DP is: HQ [290] Bloodthirster -greater reward x 2 [135] Herald of Khorne -juggernaut -exalted locus of wrath (hatred) -lesser reward [135] Herald of Khorne -juggernaut -exalted locus of wrath (hatred) -lesser reward TROOPS [105] Bloodletters x 10 -bloodreaper [100] Bloodletters x 10 [100] Bloodletters x 10 FAST ATTACK [224] Flesh Hounds x 14[224] Flesh Hounds x 14 HEAVY SUPPORT [260] Daemon Prince -daemon of khorne -daemonic flight -warp-forged armor -greater reward x 2 [260] Daemon Prince -daemon of khorne -daemonic flight -warp-forged armor -greater reward x 2 [165] Soul Grinder -daemon of khorne -phlegm bombardment TOTAL: 1998 That would give me beefier Flesh Hound units and replace the extra in your face threat with a backfield threat capable of laying down some fire support for the advancing squads. Thoughts? Quote Link to comment Share on other sites More sharing options...
smashthedean Posted January 6, 2014 Author Report Share Posted January 6, 2014 And I suppose I could also replace the Soul Grinder with a Skull Cannon for overcoming cover in assaults... Hmm.... Quote Link to comment Share on other sites More sharing options...
Wiccus Posted January 7, 2014 Report Share Posted January 7, 2014 I like the idea of some fire support in there. Turn 1 your entire army will be directly on top of your opponents nuts thus leaving your troops vulnerable to attack. A grinder or skull cannon can be an extra deterrent to units contemplating messing with your objective grabbers. Quote Link to comment Share on other sites More sharing options...
huggies01 Posted January 7, 2014 Report Share Posted January 7, 2014 Here is my two cents and I have said it time and time again. It doesn't seem like it should work but deep strike as much as possible. I have tried to Sprint across the board but it is far too risky. On paper it seems nice but something always goes wrong. Quote Link to comment Share on other sites More sharing options...
smashthedean Posted January 7, 2014 Author Report Share Posted January 7, 2014 The Soul Grinder idea would also be one less model to acquire as I have a Soul Grinder already :P I was thinking that depending on the mission I might Deep Strike one or more of the Bloodletters, but it doesn't seem like the best move with the rest of my units, though I could be wrong. My line of thinking is just that I can generally get units with a 12-24" move up where I want them within a turn or two at the most so it doesn't make sense to wait until turn 2 to bring them on the board and then have a possibility of losing them to a mishap. With my Bloodletters it makes sense because they really aren't around to be heavy hitters, but I feel like I want to get my strike units out there and in my opponent's face as soon as possible. I'd say it's worth some experimentation though as I've been probably overly wary of deep striking in the past so we'll see. Quote Link to comment Share on other sites More sharing options...
huggies01 Posted January 7, 2014 Report Share Posted January 7, 2014 As a nid player I have tried many ways getting my beast versions, the raveners up the field quickly. I have even given some of them shroud. I am not entirely sure as to what the toughness of you 12" movement models are, but instant death will always be a factor. The way I look at it is, if I set up my fast models the enemy is either going first (not good as they get 2 rounds of shooting at you before you get to assault) or they are going second and have set up thier army in reaction to where your fast power units are. Arriving from deepstrike prevents this. They will always have to react to you on that spot. Too many armies nowadays have too many options in dealing with the "move across the board philosophy". Especially against assualt armies. Now keep in mind also that due to the opponents reaction, deepstrike scatter, etc. the deepstrike will not always work how you want. Which the second part to that is; to swarm them with deepstrike. It's harder to do with an army in which every unit can deepstrike yet has no modifiers. But I still think on a 3+ it is still possible. Idk maybe I am wrong, but I suggest to try it out. Try out the "move across the board" army too. Nothing makes cake taste better than a lifetime of eating jalapenos. Quote Link to comment Share on other sites More sharing options...
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