Saturday, December 5, 2009

Chaos Daemons

So I ran mono-Tzeentch, after some playtesting, once at a tourney a couple years back (just after the codex dropped). It was awful-I lost two games and barely scraped a draw in the third. So, given that my CSM are nearly done and new Nids aren't dropping for a little while, I think I might take the time in between to fix my Daemons.

Now, there's balanced Daemon armies that can outfight just about anything in the game in HtH, there are wacky-ass Daemon builds like "Skarbrand's Bitches" or the Epidemius Tally List, and then there's mono-Tzeentch. Very little HtH power means that if you go mass horrors, you'll get multicharged right back to the Warp. Soul Grinders really don't help that much since the Lord of Change sucks and they'd be the only melta targets on the board. Furthermore, they can't really open trasports for flamer and horror anti-infantry goodness.

So taking that into consideration, my list for 1750 looks like this:

Fateweaver
333
3 Flamers
105
3 Flamers
105
3 Flamers
105
10 Horrors, Bolt, Changeling
200
6 Horrors, Bolt
122
5 Horrors, Bolt
105
5 Horrors, Bolt
105
DP, MoTZ, Bolt, Gaze, Iron Hide
190
DP, MoTZ, Bolt, Gaze, Iron Hide
190
DP, MoTZ, Bolt, Gaze, Iron Hide
190

1750

Fateweaver's almost madatory if I want to stay on the table. Horrors with saves better than Marine ones? Yes please. Flamers fry exposed infantry or can hold down heavy shooting by glancing tanks. The Changeling's awesome. The other Horror squads are designed to maybe pop a tank or fry a squad, get shot/charged, and evaporate, leaving me free to shoot next turn. The DPs are there to help open transports, fry MEQs with gaze, and do the heavy lifting in combat. Iron Hide is on because I really don't need them dying to small arms fire, and with Fateweaver the difference between 3+ and 4+ is a 14% increase in survivability. That's worth about 14% of the DP's points to me.

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