Join Date: Jan 2012
Location: Cadian Battle Cruiser "Divine Wrath"
Also, i would stay away from the large minimum range Artillery, unless you ironically want to either hide it in your castle (not always great), or leave it on its ownsome (but this depends on your interpretation of Barrage weapon rules).
4 Flamer PCS units are absolute filth when they pull off the templates of death - might be easy if the daemon player tries to DS in your face (to compensate for the lack of movement and to cause as much nuisance. Fortunately, Daemons (largely) lack decent shooting (particularly that which hurts tanks on its front), so after dealing with the Flamers and Pink Horrors, a good mech castle that CAN re-deploy fairly rapidly might work - outmaneuver them and torrent them, never assault (unless you were going to lose the unit anyway).
Also i do wonder if sentinel tarpits work well vs mainstay daemon units (i don't advocate them normally - they do suck against most armies now (easy hitting Krak Nades and low HP count), but as daemons lack nades and are fearless (so can't do "our weapons are useless" - although the armoured sentinels poor attacks are unlikely to do enough REAL damage). Deck out with heavy flamers, charge and lock down a unit for the game. Seems legit