Post by paxmiles on Jul 26, 2012 18:10:56 GMT
he had:
1xBloodthirster
1x great unclean one
2x demon princes with the St8 AP2 tzeentch shot (fatal as it turned out later)
2x 5plaguebearer
1x 7-9slanesh beasts
1x 9 nurglings
1x 7khorne riders
1x 3tzeentchflamer
That is a nasty list.
As for suggestions, I've found that daemons respond best to volume fire and large blasts, as they'll always have an often good save anyway. Eternal warrior and a few with the new FNP only bolster this concept.
For Marines, I'm using plasma cannons, vindicators, and thunderfire cannons to get rid of daemons. For 'nids, I'd look at Biovores, Stranglethorn Cannons, and thorax swarms/acid sprays.
Flamers... Kill something and die. Haven't been impressed with them before, but glancing is nicer for them now. New question: does that actually mean something?
I have tried running them as a non suicide unit, but they die before doing anything. I personally don't like them
For flamers, I always find this unit to be the biggest threat, so it always must die the turn it lands. I find flamers to be the perfect suicide unit, as they are just as dangerous on turns after they land should you choose to ignore them, unlike sternguard drop squads with all their combi-weapons (one-shot special weapons for 'nid exclusive players).
I find the flamers particularly dangerous, not to my vehicles, but to any exposed units that are guarding objectives. They usually have a pretty solid cover save, denied by the template, as well as their armor. I've lost well placed entire tactical squads on turn 1, which is both crippling in my scoring units and expensive in points.
Biggest strong point with flamers in this edition is the 'first blood' rule, which they seem built for. If you can drop them down and kill an entire unit, which shouldn't be hard with 3 templates, you basically just claimed an objective that can't be taken back.
For my Slaanesh, I've been considering a unit of 5+blue scribes (instead of flamers, they are noise daemons...). I stick with my favored number (6), and I could potentially place 6 templates on something turn 1 (half glance, so 3 hull points of damage. Enough for first blood and for wrecking any non-flyer mid sized vehicles, or lightly damaged land raiders). Blue Scribes especially fit the theme, as they have the pavane of slaanesh.
-Pax