Post by golfboy222 on Mar 7, 2013 23:10:50 GMT
2,000 points Chaos Daemons
Bloodthirster w/Greater Rewards
Herald of Tzeentch w/psyker lvl 3, locus of conjuration
Karanak
(x2)Herald of Nurgle w/ psyker lvl 1, locus of fecundity, greater rewards
Pink Horrors x17 w/instrument
(x2)Plaguebearers x15 (1 squad has instrument)
Bloodcrushers x5 w/ bloodhunter, greater rewards, banner of blood
Seekers of slaanesh x15 w/ rapturous standard
(x2)Skull cannon of Khorne
Alrighty so I have found nothing good online yet to help with ideas of daemon lists just general themes.. so I'll run through my list unit by unit and see if I can justify their purpose for choosing them.
Bloodthirster: Arguably the best greater daemon left in my opinion.. either that or the GuO if you get lucky with biomancy and deep strike him. I would probably start him in reserves and swoop him on 2nd turn when most of the army comes up.. either that or deploy him hidden as possible seeing as he's my only real threat vs land raiders and flyers and such, plus he beats the (please do not swear) out of most infantry/terminators.
Herald of Tzeentch: I feel a very cheap level 3 psyker who has access to divination and makes the pink horrors strength 6 with their shooting attack..very nice buff if you ask me.
Karanak: Probably get (please do not swear) for this but really the only reason behind taking him is to scout move him with the bloodcrushers to get them up the board as soon as possible since they are super fragile now, but pretty fast especially with that move. I suppose it would also provide his squad of crushers with some sort of higher defense vs psychic powers w/ his collar.
The heralds of nurgle: Basically only being used to buff the two plaguebearer squads, with their FnP ability with shrouded they should both be pretty tough units to crack. That AP 3 primaris power for them is pretty nice as well along with the balesword if the greater reward rolled isn't very appealing.
Pink Horrors: Most likely being deep struck in hence the added instrument to bring in another unit. Mostly being used as a pretty nasty shooting base if their power goes off with the added herald (4d6 shots at strength 6 potentially on the way down)
Plaguebearer units: In my opinion these are the best troops the book has left. Poison is always nice + there ability to wreck transports and light vehicles now is very useful. With the buffs from the herald and being nurgle the units would be semi-resilient (FnP + shrouded). But they are slow hence I would most likely keep them in reserve and deepstrike them, hence one of the squads having an instrument. Depending on the game type one of the units would most likely camp on an objective and the other would go off.. in KP games they would both just truck forward and hope for the best!
Bloodcrushers: This is the most difficult unit I have justifying for. Very point heavy and not so durable any more but I have 12 of them so I thought I'd try.. haha. Anyway karanak would join these guys and scout up as far as possible, hopefully into cover or out of sight for a turn so they don't get punked by some missiles. If they stayed alive I would most likely use them as a base for my deep striking since they can get up there so fast. If they get into combat.. great! They'll most likely tear up most infantry and with the greater reward and furious charge that AP 2 weapon on the champ will do justice. Probably the cause is not at all worth their points.. but I'll see what everyone else has to say if the points can be used in a better way. ;D
Seekers: There fast enough to kind of keep of with the crushers and they hit fairly hard if ignored. Added the standard in case the crushers are the target priority in which they will become the base for my reserves (vice versa). I would literally deploy them as far up as possible and try to keep them close to the crushers while everything else begins to tag along. Yet again im not sure if the purpose im using them for justifies their points.. but thats what the advice is for!
Skull cannons: I feel the list needed some fire support and these new chariots seemed pretty legit. There chariots so they can keep up with the rest of the army plus the hammer of wrath attacks are pretty nice at strength 7.
Once again just seeing what everyone else thinks of the new book and please and comments and advice would be appreciated because I had a really difficult time writing this list because I was so used to the old codex's rules, thanks in advance!
Bloodthirster w/Greater Rewards
Herald of Tzeentch w/psyker lvl 3, locus of conjuration
Karanak
(x2)Herald of Nurgle w/ psyker lvl 1, locus of fecundity, greater rewards
Pink Horrors x17 w/instrument
(x2)Plaguebearers x15 (1 squad has instrument)
Bloodcrushers x5 w/ bloodhunter, greater rewards, banner of blood
Seekers of slaanesh x15 w/ rapturous standard
(x2)Skull cannon of Khorne
Alrighty so I have found nothing good online yet to help with ideas of daemon lists just general themes.. so I'll run through my list unit by unit and see if I can justify their purpose for choosing them.
Bloodthirster: Arguably the best greater daemon left in my opinion.. either that or the GuO if you get lucky with biomancy and deep strike him. I would probably start him in reserves and swoop him on 2nd turn when most of the army comes up.. either that or deploy him hidden as possible seeing as he's my only real threat vs land raiders and flyers and such, plus he beats the (please do not swear) out of most infantry/terminators.
Herald of Tzeentch: I feel a very cheap level 3 psyker who has access to divination and makes the pink horrors strength 6 with their shooting attack..very nice buff if you ask me.
Karanak: Probably get (please do not swear) for this but really the only reason behind taking him is to scout move him with the bloodcrushers to get them up the board as soon as possible since they are super fragile now, but pretty fast especially with that move. I suppose it would also provide his squad of crushers with some sort of higher defense vs psychic powers w/ his collar.
The heralds of nurgle: Basically only being used to buff the two plaguebearer squads, with their FnP ability with shrouded they should both be pretty tough units to crack. That AP 3 primaris power for them is pretty nice as well along with the balesword if the greater reward rolled isn't very appealing.
Pink Horrors: Most likely being deep struck in hence the added instrument to bring in another unit. Mostly being used as a pretty nasty shooting base if their power goes off with the added herald (4d6 shots at strength 6 potentially on the way down)
Plaguebearer units: In my opinion these are the best troops the book has left. Poison is always nice + there ability to wreck transports and light vehicles now is very useful. With the buffs from the herald and being nurgle the units would be semi-resilient (FnP + shrouded). But they are slow hence I would most likely keep them in reserve and deepstrike them, hence one of the squads having an instrument. Depending on the game type one of the units would most likely camp on an objective and the other would go off.. in KP games they would both just truck forward and hope for the best!
Bloodcrushers: This is the most difficult unit I have justifying for. Very point heavy and not so durable any more but I have 12 of them so I thought I'd try.. haha. Anyway karanak would join these guys and scout up as far as possible, hopefully into cover or out of sight for a turn so they don't get punked by some missiles. If they stayed alive I would most likely use them as a base for my deep striking since they can get up there so fast. If they get into combat.. great! They'll most likely tear up most infantry and with the greater reward and furious charge that AP 2 weapon on the champ will do justice. Probably the cause is not at all worth their points.. but I'll see what everyone else has to say if the points can be used in a better way. ;D
Seekers: There fast enough to kind of keep of with the crushers and they hit fairly hard if ignored. Added the standard in case the crushers are the target priority in which they will become the base for my reserves (vice versa). I would literally deploy them as far up as possible and try to keep them close to the crushers while everything else begins to tag along. Yet again im not sure if the purpose im using them for justifies their points.. but thats what the advice is for!
Skull cannons: I feel the list needed some fire support and these new chariots seemed pretty legit. There chariots so they can keep up with the rest of the army plus the hammer of wrath attacks are pretty nice at strength 7.
Once again just seeing what everyone else thinks of the new book and please and comments and advice would be appreciated because I had a really difficult time writing this list because I was so used to the old codex's rules, thanks in advance!