Monday, 1 April 2013

Allies

So, I've been thinking of alterations to my daemons list having suffered a crushing defeat at the hands of Grazer's squats - in fact it was almost exactly like the scene from Enemy at the Gates when the Soviet conscripts run towards the Nazi guns and get mowed down almost to a man.

By the end of turn 1 I'd lost my Lord of Change and most of my screamers. My Daemon Prince had come crashing to the ground but had around half its wounds remaining though. Everything else including my Burning Chariot of Tzeentch was out of range and likely to get blasted to pieces by the massed armour facing them. My soul grinder was a shining beacon of hope due to most of Grazer's weaponry being fairly low strength and it put up a valiant effort but was ultimately fruitless.

Here is my list:

HQ - Lord of Change w/2 x greater rewards
HQ - Tzeentch Daemon Prince w/daemonic flight, Psyker level 2, staff of change, 2 x greater rewards
TR - 16 Horrors
TR - 16 Horrors
EL - 9 Flamers
FA - 3 Screamers
FA - 3 Screamers
HVY - Burning Chariot of Tzeentch
HVY - Soul Grinder

I know what the 'internet' reckons are good and bad units but it's an army that feels cohesive if a little lacking in punch. I've had some thoughts about changes to this:

  1. Run some heralds of Tzeentch, probably on discs (I love the models). These can run with the Horrors of leap forward with the Flamers as required.
  2. Give the Horrors icons and deep strike a good chunk of the army. A little like daemons of old. With almost everything having some shooting ability, it's not a bad strategy.
  3. This was admittedly a 1500 point list and I prefer to play around 1750/1850. At this point I would have another Soul Grinder and some more screamers. This would help.
  4. I've ran pair of Soul Grinders in the past with the S10/AP1 shot. Normally one of them would successfully hit and do some damage against AV11/AV12. With the updated codex this is more viable as it means moving and firing the Harvester Cannon and Warp Gaze. With fleet not being what it once was this isn't a bad idea.
  5. Run a mixed god list. Not very likely...
Allies

Another option is allies. Daemons can ally as follows:
  1. CSM - fluffy and practical. Top choice really. I like the idea of a Tzeentch Sorcerer Lord summoning daemons with cultists playing a large part.
  2. Eldar - now this doesn't make a great deal of sense, BUT I do have around 3K points of Eldar.
  3. IG - Hmm, chaos renegades anyone? I like this one, some nice modelling potential.
  4. Orks - Again, I have a large Ork army. This sort of makes sense, the Orks will ally with anyone if there is potential for krumpin' sum 'eadz.
  5. Tau - Not an obvious combination, but there is some new Tau models out VERY soon. Also a great looking army and big guns will work well with the daemons.
I'm going to try and play Eldar and Orks as allies first and see where it leads me.

Any thoughts?

2 comments:

  1. Traitor guard would be good, and CSM ate the obvious choice.

    But what do you need to add to your list? If it's high-strength shooting, IG are cheap and have access to loads. Allying in an Infantry Platoon with special and heavy weapons teams would give you plenty of Dakka!

    Marines are hardier with their 3+ save but you probably get less guns for your points.

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  2. Traitor guard is definitely very appealing. There is good modelling potential too...

    Also, I mentioned Eldar in my post when I obviously meant Dark Eldar!

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