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Entropy Fetishist
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Discussion Starter · #1 ·
Kinda tired of making a new thread for every Daemons army list I create and cluttering the forum with relatively unreplied-to threads, so I figured I'd take a leaf out of @venomlust's book & consolidate my lists here. as I post them. I may dig up and repost some lists I've put on the forum in the past few months, or alternative builds of those, but first, here, some new thinkins. I imagine I'll also make a similar CSM thread in that forum when I next feel compelled to post a CSM army list, though I've been enjoying my Daemons an awful lot, recently.
 

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Entropy Fetishist
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Discussion Starter · #2 · (Edited)
So, to start things off. Dunno if I've posted my "Fatescriber" list here on the forum, but I figured this version of it is changed from whatever it was before by a decent amount.

Fatescriber Quicksilver
1850 points, 2 CADs

300 - Fateweaver
81 - The Blue Scribes
75 - Herald of Tzeentch w/ Exalted Reward (Grimoire)
110 - Herald of Slaanesh w/ Exalted Locus of Beguilement, Steed of Slaanesh, & Greater Reward (Greater Etherblade)
110 - Herald of Slaanesh w/ Exalted Locus of Beguilement, Steed of Slaanesh, & Greater Reward (Greater Etherblade)

99 - 11 Horrors
135 - 15 Daemonettes
126 - 14 Daemonettes
45 - 3 Nurgling Bases

105 - 3 Fiends of Slaanesh

144 - 12 Seekers of Slaanesh

180 - Soul Grinder w/ Nurgle, Phlegm
165 - Soul Grinder w/ Tzeentch, Warp Gaze
100 - Burning Chariot of Tzeentch

75 - ADL w/ comms beacon

This list is based on splitting the enemy then lunging in to pincer where it shows weakness. The core of the list is the Horrors sitting behind the ADL, supported by Nurglings and the 3 daemonic vehicles while Fateweaver swoops around--a damned hard nut to crack, if I may say so myself. The Nurglings can hide in a ruin on an objective with 2+ cover, the Horrors can hide on another objective going to ground for rerollable 2+ cover while doing their best to help bring in the Reserves.

The Herald in the Horrors will be throwing Grimoire on the Chariot so it can soak up as much punishment as the Soul Grinders, while the Blue Scribes will be casting a random power per turn--probably from Daemonology for free WC3 summoning spells, but only if I have the minis available; in a recent game with them I found myself hitting Biomancy and Pyromancy for the close range shooting and melee buffs. Still, if you get something useless in the psychic phase and didn't have to use Fateweaver's reroll on Grimoire--bam. Reroll so that "Dark Flame" turns into "Possession" and swap the Blue Scribes for a 81 point Lord of Change.

The Soul Grinders work in tandem with the Fiends: the Fiends assault a hard target like a Knight or Wraithknight or Dreadnight, or something scary, and reduce it to I1 while the I3 Soul Grinders pound the thing into scrap. I'm not above offering a juicy target as bait to sucker that Knight in, or something: a Grimoire'd Chariot sounds just about right, to my eyes...

Then come the reserves. All 3 units of Slaaneshi forces are Outflanking with Acute Senses, thanks to the Heralds on Steeds that join the 'Nette squads, rerolling their Reserve Rolls, thanks to the comms beacon. The Herald-Daemonettes squads are the real killers, thanks to Beguilement, but the Seekers are fast and vicious and will still pile on enough wounds and rends to shred a squad of Termis or guardsmen in a turn when they hit home. If possible, I'd Grimoire one of those Outflanking squads as they come in. A Herald can hop from, say, a squad of Daemonettes that got shredded by massed light arms fire and join the less-damaged Seekers, and similar, as needed.

Tested the list in one pick up game, so far, against a Grey Knights list (with allied Guard) and absolutely shredded the enemy player. Wraithknights and Termis absolutely cannot take as many rending hits as I was throwing out, to say nothing of the Soul Grinders' S10 AP2 handful of melee attacks apiece.

The list doesn't have much of anything in the way of anti-flyer, but flyers aren't too popular in my local meta, to be honest. Luckily for me, otherwise people would be bringing more effective anti-air to counter my lists with Fateweaver and Be'lakor!


Naming convention: Fatescriber, since it's built in part around those two special characters, and Quicksilver to represent the Fiends slowing enemies so my Grinders strike first... and a bit because the oh-so-quick I5 on all the Daemonettes and Seekers is hard for most enemies to keep up with.
 

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Entropy Fetishist
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Discussion Starter · #4 ·
Enough rending, hopefully, to take out anything that isn't AV13 or flying.
 

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nice sounding list and nice descriptions helps me out a bit with regards to my daemon building voyage.
 

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Entropy Fetishist
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Discussion Starter · #6 · (Edited)
I figure I went pretty far in one direction, there, so let's play with some other tools for this next list. Well, mostly other tools. Still going to Outflank one big block of Daemonettes with a Beguilement-Herald, I think.

Shadow Shift
1750 points

110 - Herald of Slaanesh w/ Beguilement, Greater Reward (Greater Etherblade), Steed of Slaanesh (Warlord)
120 - Herald of Khorne w/ Juggernaut, Greater Reward (Greater Etherblade)
75 - Herald of Tzeentch w/ Exalted Reward (Grimoire)
350 - Be'lakor

180 - 20 Daemonettes
99 - 11 Pink Horrors

288 - 18 Flesh Hounds
200 - 8 Screamers
168 - 14 Seekers of Slaanesh

Skull Cannon of Slaanesh

The Flesh Hounds will be Scouting to get into the enemy faces immediately. Meanwhile, Be'lakor will be casting his Shrouding bubble so that the Screamers can Jink for a rerollable 2+ cover save, and the Seekers (partially obscured by the Screamers) will be able to take a 3+ cover save. The Hounds will be getting Grimoire the first turn, but if that backfires, Be'lakor will back them up with Invisibility (though I'd prefer to get Invisibility onto the Seekers, instead). That covers my defenses early, but I figure things will probably be moving out of my deployment area fast, so Grimoire will pick targets of opportunity, afterwards. The Skull Cannon is there so that my folks can assault enemies in cover without Initiative penalties.

A real decision here was whether to keep the most-survivable Be'lakor as my Warlord, or to throw it onto somebody who will have a chance to roll a good Warlord Trait off the Daemons table. Ideally I'd get Lord of Unreality, but the only reliable way to get that is Fateweaver, and I don't have the points to spare, so there's a chance with rerolls... but I wouldn't mind getting Instant Death or rerolls on Instability checks.

Be'lakor and the Screamers are designated anti-armor, but the Seekers and 'Nettes will be able to rend light transports to bits easily enough, and Flesh Hounds on the assault can sure junk a Rhino. Similarly, Be'lakor, Seekers, and 'Nettes will be rending/AP2 Fleshbaning any big or hard targets like MCs or Termis to bits, too.


Naming convention: I stick "Shadow" into list titles where Be'lakor is the only special character, since he sort of defines how I'll build the list around him. "Shift" for the Scouting and Outflanking that will be going on, plus the idea of Be'lakor's shadows shifting the daemons they are defending to planes of reality where they can't be touched, can barely be seen as they rush towards the trembling foe...
 

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Entropy Fetishist
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Discussion Starter · #7 · (Edited)
Went to a tournament yesterday that ended up getting canceled due to low attendance, then got a game in with one of the 3 other players who had shown up with this list:

Disgusting Telepathy Spam
1500 points

350 - Be'lakor
160 - Herald of Slaanesh w/ Steed, Beguilement, ML2, Greater Reward (Greater Etherblade) (Warlord)
160 - Herald of Slaanesh w/ Steed, Beguilement, ML2, Greater Reward (Greater Etherblade)
130 - Herald of Slaanesh w/ Steed, ML2, Greater Reward (Greater Etherblade)
125 - Herald of Slaanesh w/ ML2, Exhalted Reward

195 - 20x Daemonettes w/ Alluress w/ Lesser Reward
180 - 20x Daemonettes

200 - 8x Screamers


Be'lakor and Screamers are the hyper-mobile, 2+ cover save, Armorbane one-two anti-tank punch. Meanwhile, Be'lakor and 8 rolls on Telepathy ought to usually net me at least 2 Invisibilities, so that's 2 blocks of 20 invisible Daemonettes rerolling to hit and rending whatever they do hit (that isn't AV13+) to death with relative ease.

Whatever gets Grimoire'd, if Grimoire fails, is the prime target for Invisibility. If Grimoire succeeds... well, stacked defensive buffs are great. A Herald is a squishier target than Be'lakor to be Warlord, admittedly, but gets a rerollable shot at Instant Death or rerolls on the Warp Storm table, so I'll take that over Be'lakor's mediocre WL trait happily.

4 units (with Heralds that can calve off on Steeds in order to claim objective markers if necessary) total, all with with easy access to great defensive buffs. Pick a target, any target. I dare you.

(here's to hoping I don't kack my pants with a forced 3D6 Instability check on Be'lakor from Warp Storm though, or something)



The game I actually played was against a CSM list with 4 CSM Daemon Princes of Nurgle with maxed Daemonology and spell familiars... and 40 Cultists. Now, the real nemesis of a Daemon Prince in close combat is sort of a many-numbered light infantry they can't cut their way through with their handful of attacks, who all have a lot of attacks in return and who are, say, WS 5 so they still hit the WS9 DP on 4+ (unlike WS4 SMs on 5+), and who, for example, have Rending.

So he spent the whole game Swooping with all 1250 points of Daemon Princes (for his 1500 point list) and casting Nurgles Rot on the Daemonettes (autohitting to ignore Invisibility) and failing his rerollable Summoning tests on 3 or 4 power dice, while I rampaged around slaughtering cultists and grabbing bunches of Maelstrom objectives. It was rather... one-sided.

Naming Convention: calling it like it is, for this one...
 

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Hey, a quick question.

You mention in a couple of your posts about units getting 2+ cover saves.

The horrors for example in your first post. How is this possible? In ruins they get 4+ and then going to ground they get 3+. The screamers as well in the last post.

I am clearly missing something, can you explain? Many thanks.
 

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hmm yes.. i can see how you can give one unit shroud by joining them.. hmm no he cant as a monstrous creature can he??

then im out of ideas
 

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I would assume the screamers are jink (4+) and ruins or whatever adding to it. Otherwise shrouding bubble from telepaths with the spell combimg with cover or jink.
 

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Entropy Fetishist
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Discussion Starter · #12 ·
You mention in a couple of your posts about units getting 2+ cover saves.

The horrors for example in your first post. How is this possible? In ruins they get 4+ and then going to ground they get 3+. The screamers as well in the last post.
The first list includes an ADL from the Stronghold Assault expansion--it was a part of the main rulebook in 6th Edition, but has since calved off into its own expansion and all. The ADL gives a 4+ cover save and going to ground behind it improves cover by +2, so there's your 2+ cover save. Rerollable, since the Horrors have Daemon of Tzeentch.

Other 2+ cover saves I reference are almost caused by having Shrouded in various combinations--like @mayegelt says, Be'lakor casting Shrouding within range of units that can Jink, units with the Daemon of Nurgle rule hiding in a ruin... that sort of thing. Daemons of Nurgle can also go to ground in a forest, or something, if they need to in order to get a 2+ cover.
 

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Aegis and a few other things have a special rule called "Defence lines" this rule means that rather than +1 to cover when going to ground you get +2.
 

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Entropy Fetishist
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Discussion Starter · #15 ·
Aegis and a few other things have a special rule called "Defence lines" this rule means that rather than +1 to cover when going to ground you get +2.
Similar, oddly enough, to craters, which normally only give a 6+ save but give +2 when going to ground for a 4+ cover save (and if there are Nurglings in the crater, well...)
 

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Entropy Fetishist
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Discussion Starter · #17 · (Edited)
That's just the sort of compliment that gets me wanting to post another list!

Skar'lakor
1750 points, 2 CADs

225 - Skarbrand (Warlord)
350 - Be'lakor
120 - Karanak
75 - Herald of Slaanesh w/ Exalted Reward (Grimoire)

170 - 15 Bloodletters w/ Banner of Blood
144 - 16 Daemonettes
135 - 15 Daemonettes
100 - 10 Daemonettes w/ Instrument

156 - 13 Seekers
150 - 6 Screamers

125 - Skull Cannon

_____


Karanak gives Scout and +2 to DTW to the Bloodletters, like they'll be needing, and Scouts them forward so that they are in prime position to DS in Skarbrand without scattering off their icon on T2--Skarbrand who has 2 rolls to come in, thanks to the Instrument of the 10-Daemonette squad.

As soon as Skarbrand comes in, he's priority for Be'lakor's Invisibility. Before then, Be'lakor is focusing on Shrouding the Screamers for a 2+ jink or keeping the Bloodletters intact with Invisibility/Grimoire. If Grimoire succeeds on whichever unit, then I can Invisibility the Seekers without a qualm, who are certainly going to be attracting enemy fire.

Ideally, I'm going for a T2 assault wave of Daemonettes and Seekers galore, assaulting into cover without I penalty thanks to the Skull Cannon.

Naming Convention: Conjoined 2 Special Character names around which the list is built, really. So... the usual.
 

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challenge:

Make a viable (and fun) list with out using the Fatebird og belalkor.

come on, i know you can do it!!

although Skarbrand is cool too
 

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Entropy Fetishist
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Discussion Starter · #20 · (Edited)
Make a viable (and fun) list with out using the Fatebird og belalkor.

come on, i know you can do it!!
Oh, fiiiiine. I was considering posting a Skarbrand list that had about 30 Flesh Hounds instead of Be'lakor, but I didn't like how little protection that list could give Skarbrand after he DSes in (since he's the most killy [non-Imperial Knight] character in the game, but slow and not too tough, so such a massive fire magnet), so felt compelled to bring in Be'lainvisibilitykor.

In any case, here is a viable, moderately competitive list without either Be'lakor or Fateweaver.


Phlegmatic Symptomatic
1750 points, Daemons CAD w/ Allied CSM

280 - Great Unclean One w/ ML3, 2x Greater Reward (Warlord) (DS Reserve)
100 - Herald of Nurgle w/ ML1, Exalted Reward (Grimoire)

109 - 11 Plaguebearers w/ Instrument (DS Reserve)
45 - 3 Nurgling Swarms

141 - 3 Plague Drones w/ Icon

335 - Daemon Prince of Nurgle w/ ML3, 2x Greater Reward, flight, armor
335 - Daemon Prince of Nurgle w/ ML3, 2x Greater Reward, flight, armor


Allied CSM

355 - Daemon Prince of Nurgle w/ ML3, spell familiar, Black Mace, wings, power armor

50 - 10 Cultists



_________


The CSM Daemon Prince and Herald will probably roll on Malefic, for a shot at Cursed Earth and also to start summoning extra squads of Plaguebearers. The other Princes and the GUO will roll on Biomancy for as many Iron Arms as they can scrape together, with a 50% chance on each to get the power. Eternal Warrior and 4+ FNP from Endurance wouldn't go amiss, though!

The PBs will use their instrument to serve as a backup reserves roll for the GUO, and both they and the GUO will try to land next to the Plague Drones' icon. The Plague Drones will ideally be hidden behind cover for an excellent cover save, and have the mobility to get up the field as fast as they need for T2 DSers to come in.

Naming Convention: I call my Mono-Nurgle lists all some variation on "Phlegmatic (rhymes with -matic)." I opted for Symptomatic here because it has such a nice diseased ring to it.
 
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