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Up until now I've been using mainly 3 gods, Slaanesh, Nurgle, and Tzeentch. I kinda want to drop it down to two, half because I don't like having Nurgle and Tzeentch in the same army since they are rivals, and half because I haven't been a fan of my horrors or Fateweaver as of late. Made up this list for 1850 to try it out

HQ:
KOS w/ UM 215
Should have Musk too. Prevents him from being bogged down and makes him faster.
GUO w/ COF and BOC195
Drop breath. The GUO is good when kept as cheap as possible.
410

Troops
PB x 7 w/ IOC 130
PB x 7 w/ IOC 130
You rarely need 2 Icons. Consider dropping 1.
Daemonettes x 13 w/ TG 187
Daemonettes x 13 w/ TG 187
Why do they have Gaze? No need. Maybe bump them up to 15 or down to 10. Maybe you could tell why they don't work?
634

Heavy
2 x Nurgle DP
w/ IH, NT, COF, and wings 430
Good choice. Pretty standard shit.
1 x Slaanesh DP
w/ IH, BOC, AOA, and wings 215
Why is he Slaanesh? If you want bolt, go Tzeentch. Otherwise give him Pavane and make him cheaper.
645

Elites
Fiends x 5 w/ UM 160
160

Total: 1849

-I'll probably group them with KOS and 2 DPs in one group and the GUO, another DP, and the fiends in the other group but that's obviously subject to change based on my enemy.

-This will be the first time I'm running a GUO and wasn't sure on using Ku'gath or not, thoughts? BOC on a GUO is 30 points right? I'm doing this from memory
Kugath is a major point sink. Don't like him very much.

-I'd run more fiends but I don't have any more atm. As a side thought, how do you guys group up your fiends? If I have 12 for example, would I be better off using two units or 3?
Fiends should be in units of 5-6 to decrease easy KP and give them a chance to reach combat. And because the Elite section is jammed full of awesome choices.

Happy hunting.
 

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Much better imo.
If the daemonettes aren't performing well it sounds like you have them get shot up too much. Well, they shouldn't be in your 1st wave since they die so quickly. Besides, its perfectly fine having them DS a distance away behind cover or your PBs. They do have fleet. And with their loads of attacks, high I and rending they should be able to even munch marines on the charge and reduce the incoming amount of attacks.

Remember, you'd rather charge the marines, kill a few and then take the returning blow than charge and murder them all. After all, the most optimal result is to kill some marines, hopefully winning you the combat and staying locked in it, then finish them off on his turn. This prevents the nimble daemons from being rapid-fired back to the warp. And the biggest reason why Bloodletters arent all that good. They'll just slaughter pretty much anything they hit (and if they don't, they are seriously screwed. Anything that can take their charge is either a nasty unit in cover or a big fat mob of boys.) leaving them vulnerable to return fire.

And seekers are pretty cool. Sure, they cost 3 points more but they can charge longer and gain +1 attack, so they aren't half bad. They are very good at supporting your daemonettes charges if your aren't confident you'll end out on top.
 
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