Showing posts with label Daemon Prince. Show all posts
Showing posts with label Daemon Prince. Show all posts

Thursday, July 11, 2013

40k: "Nerd Crush Units" (NCU)


A new theme that seems to be making the rounds on some popular forums is the theory of the "Nerd Crush Unit." The idea behind it is that everyone has that one unit, or model that you love to field. No Matter how bad or good it might be, you always find a way to put it in your lists because dammit, it's just so damn awesome...in your mind.

Maybe its due to your bad ass paint job on it, or maybe its because it was the first thing you purchased, or maybe it's because it has won you so many games...we all have that one unit.

Mine currently is the Slaanesh Daemon Prince in the new Daemon Codex, with Fateweaver coming in a close 2nd.

Yes he's expensive, but he's worth it.

I give mine 3 Mastery Levels, a Greater Reward for the Lash of Despair, Daemonic Flight, Warp-Forged Armor, and Maybe and Exalted depending on the rest of my list.

What makes him so amazing, in my opinion, is the fact that I can basically change him from game to game.
With the options available to daemons before the game, I can adjust him on the fly to what ever I need.

-Need Anti-Air? Check. Biomancy.
Iron + Lash = Amazing.

-Opponent have a lot of shooting? Check.
Telepathy. Invisibility + Puppet Master = Game Changing.

-Need Anti-Mech? Check. Biomancy.
Iron Arm + Endurance = Invincible.

-Playing against Hordes? Check.
Excess Powers can decimate hordes quickly.

-Happen to have an Exalted Reward in a kill point game and no need for the Portaglyph?
Eternal Blade + Iron Arm!

He is the ultimate Jack of all Trades in my opinion, and for that reason he will always been in my Daemon lists...unless its Rogue Trader.

Friday, May 17, 2013

40K Battle Report: Daemons Vs Tau

So last night I was finally able to play my first game with my Daemons in 6th.

Yes I know it has been a long time coming, but with night classes, a new job and a new dog, time has been hard to find. Amazingly, in my first game I was paired up with a friend of ours by the name of SeeJay who was trying out a new Tau list as well. Needless to say, ours wasn't the fastest game of all time...

Deployment: Vanguard Strike
Game: The Scouring
I rolled to deploy and go first, but elected to pass to SeeJay instead.

Lists: 

Fateweaver
Great Unclean One
Herald of Khorne on a Juggernaut, with Locus of Wrath and an Axe of Khorne

15 Plaguebearers
10 Daemonettes with Alluress upgrade
10 Pink Horrors
20 Flesh Hounds
Prince (Red) Tzeentch, Armor, Wings, Grimore, Psyker (3)
Prince (Grey) Tzeentch, Armor, Wings, Portaglyph, Psyker (3)

I don't remember everything SeeJay had but I think it was close to this

Darkstrider
Cadre Fireblade
5 units of  10 Firewarriors
3 units of  10 Pathfinders with pulse rifles
2 units of 3 Crisis Suits with SMS galore
2 Hammerhead Gunshipsm one with Longstrike
1 Sky Ray Gunship
1 Razorshark Strikefighter
Aegis Defense line with a Quad Cannon.

All his vehicles had disruption pods, and i think he had something like 20-25 marker lights.

Then I had to roll for my psychic powers, and this is where things got interesting.

Fateweaver
Shriek, Warp Speed, Prescience, Fire Shield

Nothing to brag about here, but nothing really bad either

Great Unclean One:
Iron Arm, Life Leech, Haemorrhage ....and Dark Blessing for his Greater Reward (re-rolls ++ saves)

I think the term here would be "Yahtzee!"

Daemon Prince (Red):
Endurance, Iron Arm, Warp Speed

It doesn't get much better than that.

Daemon Prince (Grey):
Iron Arm, Endurance, Life Leech

It was at this point that the happy dance was started.
Horrors rolled Firestorm, but took Flickering Fire instead.


SeeJay castled up in the back of his corner, with everything. He had just mobs of firewarriors behind his defense line with the Fireblade on the quadcannon. He put 2 units of firewarriors in the woods toward the middle of his side of the board, and a unit of pathfinders in the middle of them with darkstrider. 2 Units of suits on either side of the defense line and a unit of path finders in the ruin in the far corner. Flyer in reserve.

I put the 15 Plague bearers in the woods on my side of the board (No idea why, bad move in retrospect, but it wouldn't matter in the end) The pink horrors just in front of them behind cover, with one exposed for flickering fire. Hounds as close to the line as I could get them. Daemonettes on the right side, behind cover to steal the other objective in the woods. I elected to start Fateweaver and both princes on the board in glide mode, due to the amount of shooting he had, and the fact that Tau can knock them out of the sky with marker lights (Yes it's true, and ridiculous in my opinion, check the Tau FAQ) Great Unclean one in reserves. 

Hounds make scout move up towards him.

Tau turn 1
Basically everything he had shot my hounds. Everything. So many marker lights, and so many shots. 
But amazingly, I only managed to lose a few hounds, I think maybe 2 or 3 here. Suits move some, fire some shots off, and jump back.

Daemons Turn 1
All prince powers go off, and 5's and 6's are everywhere for Iron Arm. Both are now S9, T8, Eternal Warrior, Feel No Pain, It Will Not Die, 3+, 5++ and rerolling 1's on ++ saves. I'm so excited I forget to roll for Warpspeed, luckily it really wouldn't have mattered this turn.

Grimore on Hounds is a success
Portaglyph lands DIRECTLY in front of his pathfinders in the ruin.

I move the hounds up to assault his firewarriors.
Fateweaver moves up into the ruins
I swoop both princes directly at him, as they are basically almost invincible at this points, to help get into CC faster. Plagebearers move up to mid field to hold objective. Daemonettes move up into better coverage so the suits cant wipe them out as fast.

I forget to roll on the WarpStorm table.

Horrors cast 2d6 fire on the suits on the far left side. 7 hits, and a few wounds. He loses one model , but makes his toughness test, they now have FnP(6+)

Fateweaver says go big or go home, and casts 4d6 shots into a firewarriors unit, wiping almost the entire unit out. They fail the Toughness test and take 2 more wounds, only a few left. 

Hounds assault into the full unit of firewarriors successfully. 
So...much...overwatch. SeeJay was using a great method of this where the pathfinder shoot marker lights in over watch, so the better units are overwatching on 5's instead of 6's.
Thankfully the wounds I get are spaced out and a few of them only take a wound a piece. I think I may have lost 1-2 in this phase and taken around 5-6 wounds total.

The assault is a blood bath, and the whole unit is wiped out. 
I use the consolidate move, to move the models with 1 wound left to the back of the pack and the 2W models to the front. I stay in the woods for cover.

Tau Turn 2
Flyer does not come in.
He moves everything back from the hounds, and groups up a lot more to maximize his over-watch potential.
Darkstrider moves from the unit of pathfinders to a unit of firewarriors.

All of his firewarriors and pathfinders again shoot at my hounds, except for the unit of suits on the right, which manage to take out the portaglyph on a glancing shot! But at least they aren't shooting at my hounds or princes. So far I have lost about 7 of my 20 hounds.

Longstrike unloads on the Grey Prince and does nothing. Same with the other Hammerhead. 
The Sky Ray manages to take him down to 2 wounds however with missiles.

In his assault phase he jumps his suits back farther into cover.





Daemons Turn 2

Great Unclean One Deep strikes in, scatters 11" and goes into ongoing reserves.
Grimore Successful again
All Powers go off again on princes, this time 6's on both for Iron Arm and Warp Speed on the Red one. SeeJay doesn't look very happy.

Plaguebearers move up to hold midfield objective. Daemonettes move up farther into ruins toward objective on his side of the board instead. I did think because I knew that he was expecting me to go for the one on my side of the board in the woods. Fateweaver moves a bit to better cover. Princes glide into assault range. Horrors move to keep out of LoS of the 2 suits just off the left side of the picture.

I forget Warp Storm Table again.
Daemonettes run and are now into his deployment zone but in cover, should be able to charge them in next turn if the Great Unclean One doesn't scatter very far or mishap
Horrors Flickering fire again, and wipes out the suits on the left.
Fateweaver unloads another 4D6 into the unit of pathfinders and wipes out the unit on a failed Toughness test for a Victory Point. Grey Prince casts Life Leech on the unit of firewarriors with the Fireblade in it, and regains 2 wounds. 

Hounds Assault in and take out another unit of Pathfinders for another Victory point, but loose another few models, they consolidate back to hold the objective in the woods.
Red Prince assaults in, takes zero wounds to overwatch, and takes out darkstrider and the remaining firewarriors.
Grey Prince assaults in, and takes a wound to overwatch. He challenges the Fireblade who refuses. I decimate the unit, and only the fireblade and 2 firewarriors are left in it.



It was at this point that it was getting late and we decided to call the game. 
I held 3 objectives to his 1. I had First Blood, Line Breaker, killed 2 of his Fast Attack units, and was on the verge of killing his warlord next turn. We checked the points on the objectives and it was currently 14-2.

Lessons Learned:
If you're going to play Daemons and you aren't going Mono-Khorne, memorize the psychic powers.
15 Plaguebearers is too many to hold backfield objectives. 
I will most likely need an icon on the Daemonettes if I'm going to deep strike in the Great Unclean One.
Hounds are worth every point. 
The Locus of Wrath May be overkill, more testing needed.
There was never one single shot fired at my troops or Fateweaver, and even with all the focus on my hounds and Princes, neither one went down.

For the first time playing in a few months, it was fun to get back into the swing of things. And see that the timespent building this army from scratch was worth it. He didn't have any Broadsides or Riptides, so more testing will definitely be needed, but the list will surely be adjusted for next week.

Daemons 1-0! Undefeated!

Thursday, May 2, 2013

40k Daemons: League List


This week starts the new campaign in our league, but alas, I will be unable to make it tonight or next week, so I'll be a tad late to the show, which is a huge bummer because I am really looking forward to finally getting my completed Daemon army on the table.

First off, let me start by saying that I have always hated Khorne stuff and liked Nurgle. No specific reason, just have. Maybe its because of my belief that there are far too many things in the 40k universe that are red and black, or maybe its because I spent the better part of the first year I played getting waxed by Berzerkers, and the only thing that saved me was Feel No Pain (I started by playing Dark Angels) either way, Flesh hounds are too good to not use.

HQ:
Fateweaver
Great Unclean One - Greater Reward, Pysker (2)

Troops: 
Plaguebearers x 10
Plaguebearers x 10
Daemonettes x10
Pink Horrors x 10

Fast Attack: 
19 Flesh Hounds

Heavy: 
Daemon Prince: Daemon of Tzeentch, Daemonic Flight, Warp Forged Armor, Greater Reward, Pskyer (3)
Daemon Prince: Daemon of Tzeentch, Daemonic Flight, Warp Forged Armor, Greater Reward, Pskyer (3)

Total: 1999

Army Explanation: 
Basic stuff first, scout the dogs with the herald up. Keep Fateweaver in the back out of close combat and always keep him moving. I will use the Plaguebearers to hold objectives in mid field or my deployment zone to start the game. On turn 2, DS in the Great Unclean One to force my opponent off an objective and possibly "Push" them farther into my hounds, then use the horrors to steal that objective if is is located in terrain. Push the Princes up the board if they have no flyers, using Divination powers to buff/debuff and Tzeentch powers to wreck face when possible. If the opponent has flyers, they will be the Princes top priority depending on what they are. (I do however expect a large drop in the number of flyers we see because the new Tau, see previous post)

I anticipate changing out the Plagebearers soon, with another squad of horrors of Daemonettes. With zero ranged attacks, and being slow and purposeful, I just dont see them being much of a use since they lost Feel No Pain. 

Other Thoughts: 
1. Adding in a Nurgle Soul Grinder....or 2.
2. Swapping out the Great Unclean One for a Keeper of Secrets to make those Princes of Slaanesh.
3. Dropping to 3 troop units and picking up a portaglyph.
4. Saying f*** it and adding in some allies with Kharn and 8 Berzkers in a Land Raider with lascannons and Helldrake.

Thursday, March 7, 2013

40K: Daemons. Nerfed or Buffed?



Since the first rumors started coming out about the new Daemons, everything looked and sounded as though the entire codex was being nerfed into oblivion. But after reading the codex a few dozen times, I'm not so sure that is the case.

The problem I think is that a lot of things changed.
People fear change.

Since the release of the White Dwarf update for daemons and screamers, everyone was excited about the possibility of running flamers/screamers list and just dominating their opponents over and over and over...which, lets all be honest, isn't going to win you many friends at your local gaming store...so when the new codex was released and the flamers and screamers were "nerfed," the majority of the first articles I started reading were geared toward desperately looking for that new "OP Unit." (I'm in the group that thinks it's the Nurgle Soul Grinder)

I believe that this codex was brought to be on par with everything else. It's not overpowered, but it's not crap either. It's still only a few days from the release, so everyone is working out what they feel is going to be a competitive list.

I'm choosing to wait to purchase some new models until i have a better grasp on what's good and what's bad. (I do keep hearing that flesh hounds are better than people think, but I'm not a Khorne type of guy) So I've been trying to make out a list with what models I currently have until further play testing has been completed.

HQ
Lord of Change - Psyker (2), 2 x Greater Rewards - 270
Great Unclean On - Psyker (2), 2 x Greater Rewards - 255

Troops
Plague Bearers of Nurgle (10) - 90
Plague Bearers of Nurgle (10) - 90
Pink Horrors (11) - 99
Pink Horrors (11) - 99

Elites
Flamers of Tzeentch (6) - 138
Flamers of Tzeentch (6) - 138

Fast Attack
Screamers (6) - 150

Heavy Support
Daemon Prince - Deamon of Tzeentch, Flight, Warp Forged Armor, 1 Greater reward, Psyker (2) - 300
Daemon Prince - Deamon of Tzeentch, Flight, Warp Forged Armor, 1 Greater reward, Psyker (2) - 300

Fortification
Aegis Defense Line - Comm Relay - 70

Total = 1999

The goal here is to be rolling all psyker powers on Biomancy, with the Greater Rewards as compliments.

The only downside here is redundancy. The princes already have the 3+ save in this build, so on a reward roll of 6 we would just take the Warpblade or Bale Sword.  But on a 2,3, 4 or 5, our unit gets a lot of staying power for only 20 points.

The best option is to roll for powers first, then the rewards.

GUO obviously benefits the most from Warlord traits in this list.

Hopefully I'll be able to get a game in this weekend or next, to see how it works out. I plan to start getting some BatReps posted as well, on a consistent basis with my findings.