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Help with deamons (1200 pts)
Topic Started: Dec 23 2011, 01:36 AM (162 Views)
Valdee
Warrior of the Chamber
Hi. In our local club we play small league. 1200 pts, no lords. In my first match my army was totally destroyed by skaven (thanks to my helcannon which 2 times didn't pass rampage test and died from skaven magic :/
Now, I'll be play against daemons.

I was thinking about:
- sorceror with third eye
- 2x18 warriors of Khorne with halberds
- 3x5 dogs
- 6 knights of Khorne or Hellcannon

Sorceror with eye is easy way to have all spells from herald of tzeentch (I'm almost sure that there will be one). I cannot break my opponent so I have to do so much damage that deamon that they should fall his instability test. And I don't have to worry about fear test. Dogs are from redirecting opponent charge or to block my own charge forceb from frenzy. And I don't know if I should take hellcannon or knights.

What do you think?
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David L
The Chosen
Daemons should have so much killing blow that knights are not so great. Knights can try to hunt flamers, but those things shoot so far and move to far getting them will be difficult.

Warriors should have banner and musician, and one should have Banner of Rage instead of Mark of Khorne.
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iggy666
Member Avatar
Slayer of Neckbeards
I don't know much about Daemons, but if it is true that they have a lot of killing blow, I would advise you to use some monstrous infantry. Trolls might be a bad idea, especially if your opponent is Tzeentch heavy. Dragons Ogres might be a nice replacement for your Knights, they are immune to killing blow (not fear tho =/) and can unleash some amazing damage.

I would bring Knights of Khorne. I love knights and they've never failed me. I trust my knights, and you could always avoid the killing blow enemies.

Others may correct me, but it might be worth it to bring add. HWs. Daemons are heavy with armor so your extra strength will purely be for better rolls. Daemon infantry aren't very tough, I think your better off forcing him to take a lot of saving throws. Slaanesh and Khorne are t3, nurgle is t4 and I'm not sure about flamers of horrors (I'm assuming t3 as well).

Mathematically speaking, the extra 6 attacks in your units should force 1 extra save.
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David L
The Chosen
Because halberds apply to supporting attacks while extra hand weapons apply only to the front rank, mathematically speaking, halberds are never worse than extra hand weapons, and are usually better. Assuming you have a supporting rank, of course.
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Valdee
Warrior of the Chamber
Frenzy warriors with AHW, 6x3 vs WS 5, T3, WSv 5+
30 attacks, 15 hits, 10 wounds, 6.67 kills

Simililiar unit with halabards:
24 attacks, 12 hits, 10 wounds, 6.67 kills

Dragon Ogres seems good but maybe I should try something like that:

Chaos Sorcerer
General; Lore of Death; Magic Level 1;
Third Eye of Tzeentch
Infernal Puppet
Dragonhelm
Luckstone
Barded Chaos Steed

18 Chaos Warriors of Khorne
Halberd; Standard; Musician

18 Chaos Warriors of Khorne
Halberd; Standard; Musician

5 Ogres of Khorne
2nd Hand Weapon; Heavy Armour; Standard; Musician

5 Chaos Warhounds

5 Chaos Warhounds

5 Chaos Warhounds

Models in Army: 57
Total Army Cost: 1198.0
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