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Thread: Chaos Daemon 1750 "general purpose"

  1. #1

    Chaos Daemon 1750 "general purpose"

    40K Army: Chaos Daemons
    Trying to put together a 1750p "general purpose" army of Chaos Daemons - i.e. one that can be fielded both against tanks and infantry based armeis with a reasonable chance of success...

    Chaos Daemons - 1750 points
    HQ (1-2)
    1 Great Unclean One;220 (Breath of Chaos;Aura of Decay;Cloud of Flies
    1 Herald of Tzeentch;100 (Chariot;Breath of Chaos;Master of Sorcery
    1 Herald of Tzeentch;110 (Chariot;Bolt of Tzeentch;Master of Sorcery;We are Legion

    Troops (2-6))
    6 Pink Horrors;112;(Bolt of Tzeentch;Changeling
    16 Plaguebearers;290;(2 units;Chaos Icon x2
    8 Bloodletters;128

    Elites (0-3))
    8 Bloodcrushers;320;
    5 Fiends of Slaneesh;150;

    Fast Attack (0-3))
    0;Seekers of Slaneesh;0)

    Heavy Support (0-3))
    2;Soul Grinder;320;Phlegm

    48 models 1750 p

    I am very uncediced if I should include Seekers or not (as you can se...) and if I do, which of the others to leave out?
    Last edited by swordhawk; 22-06-2012 at 16:44. Reason: removed upgrade points

  2. #2
    Commander Reivax26's Avatar
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    Re: Chaos Daemon 1750 "general purpose"

    Switch the Bloodletters and Plaguebearers around. Take an 8 man Plague squad and a 16 man Bloodletter squad. Don't need Great Unclean One. Make the Crushers 2 squads of 4 kitted out for Wound Allocation. Use the points that are leftover to get another troop choice if possible or maybe another Chariot Herald. Another possibility would be to get Skulltaker and put him on a Juggernaught to join a squad of Crushers. People underestimate him but they really shouldn't.

    I like the rest of it quite a bit. Double Grinder works well in most cases. All in all a good Daemon list. When you scale it up to 2k definetly bring a Bloodthirster. I never left home without mine but I can understand that you want to try new things. I even used Nurglings in a non Epidemus list. People laugh at them until they tie up an Ironclad Dread for an entire game...muhahahahaha

  3. #3
    Brother Sergeant Krunstal's Avatar
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    Re: Chaos Daemon 1750 "general purpose"

    One quick note, you should not have the upgrade points shown. This is against the terms posting on this site. Just put the number of models in the unit and the number upgrades and the total points of the unit don't break it down for people. People who will comment have the codex or know the point values for the upgrades.

    That being said, I like the list. I agree with what Reivax26 suggested. If you are going to run bloodletters you need them to be in bigger squads or they will die to small arms fire. If you keep your plaguebearers I would break them up into two or three squads whichever you are more comfortable with. I would not take the seekers. I would drop the Great Unclean One for another tzeetch herald on a chariot using the extra points to beef up the other squads. I hope this helps and good hunting!
    Those who say nothing is impossible have never tried to slam a revolving door.

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  4. #4
    Scout
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    Re: Chaos Daemon 1750 "general purpose"

    edited to abide with forum rules
    Last edited by Fazatron; 21-06-2012 at 23:59.

  5. #5
    Scout
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    Re: Chaos Daemon 1750 "general purpose"

    I have been running the following 1750 list and have had some amazing results against pritty much everyone I think you and others here who play daemons should try it out also and give some feedback.

    The list is as follows and ill explain why and how I make it all work in tandem

    HQ's
    Scarbrand (GD)

    Skulltaker mounted on a chariot (H)

    Herald of khorne on a chariot with blessing of the blood god and unholy might (H)


    Elites

    Bloodcrushers x3 fury of khorne and icon

    Flamers of tzeetch x3

    Flamers of tzeetch x3


    Troops

    Bloodletters x10

    Pink Horrors x5 bolt + changling

    Pink Horrors x5 bolt


    Heavy support

    Daemon Prince iron hide mark of nurgle cloud of flies noxious touch

    Daemon Prince iron hide mark of nurgle cloud of flies noxious touch

    Daemon Prince iron hide mark of nurgle cloud of flies noxious touch




    How to play the list its all about synergy and having to many threats with high toughness for your opponent to deal with its a super killy fun list that i have also had some sucess in tornaments with.

    Ill start on waves 1st wave preffered we have 12 units so 6n 6 wave

    first 6 the big boys the standard (what the hell is that even allowed due to force organiation chart?) question from your opponent is a standard response when you field this and i assure you its is.

    scarbrand,skulltaker,deamon, prince of nurgle x3 and bloodcrushers of khorne x3 with icon

    The idea here is that you drop 4 Mon Creatures all with 4 wounds with a 3/5+ save and the kicker of T6. All backed up with a Sidewinder missile in the shape of Skulltaker who also has a 3/5+ and 4 wounds be at T5 and a Large enough squad of Bloodcrushers who also share the 3/5+ and have 6 wounds between them but the kicker of the icon for whats about to come.

    The order of deepstrike

    Scarbrand goes around 14 inches away from the biggest baddest thing the opponent has usually a landraider eq in roughly midfield not to close this is so his 24 inch bubble of reroll to hit gets the greatest coverage in turn 2 and hes not the no1 priorty.

    bloodcrushers should deepstrike 10 inches away from the largest concentration of infantry models this is to make them a target and ensure that after your first turn run your icon is ideally placed for the flamers/bloodletters to come in turn 2

    Drop the 3 daemons princes 10 inches away at a diagonal from his vehicles this is so you massively reduce the chance of deepstrike mishaps try and make the Daemon Princes and Bloodcrushers the closest target to the enamy lines.

    Finally drop skull taker on his chariot in the open midfield behind the DP or Bloodcrushers roughly 10 inches from Scarbrand to provide support to him

    Daemons turn 1

    You run everything forward starting with the daemon princes and bloodcrushers try to box in your opponent in and make sure he knows the crushers and Daemons Princes are in his face they have a 12 inch threat range and that is why they are up front. Run skulltaker towards Scarbrand and Scarbrand inturn run forward (dont worry skulltaker has a 24 inch threat range and scarbrand 18 inches) they will still make combat after the first run.) shooting doesn't happen just a lot of running.


    Opponent turn

    Normal response of most 40 k players is to shoot the nearest threats makes sense. He will open up with his heavy high strength low ap weapons into the bloodcrushers and deamons princes unfortunatly they will soon run out and his average strength 3/4 attacks will be needing 6's to wound. He will cause a few wounds but not enough focused fire to bring down more than maybe 1 Mc and a Bloodcrusher or 2 with a few scattered wounds around your other models at best. clever opponents will focus fire on a unit at a time most shoot a bit of this and that at different targets and in that case you could have all your models up.

    Turn 2 reserves do the flamers first. If they arrive from deepstrike use the Bloodcrushers icon to place them for a fire from deepstrike on his infantry or at a last resort to glance some vehicles. 3 flamer templates x2 that ignore armour will destroy heavy weapons squads terminators scouts in droves they are jump infantry. If its bloodletters same position them as far forward as possible. as for the khorne herald on chariot try to get him centrally he also has a 24inch threat range next turn. if you get the pink horrors deep strike them onto objectives or if its changlings group place them centrally to maximise the 24 inch bolt a and 18 inch warpfire ranges as well as changlings glimmer.

    Turn 2 movement

    move daemon princes to assult the vechicles and bloodcrushers/skulltaker to engage infantry scarbrand runs up making sure he has range giving them all re roll to hit 24inch.

    Turn 2 shooting open up with the flamers or scarbrands breath if in range. if not fleet scarbrand and skulltaker closer to the enemy.

    Turn 2 assult everything in range with a Priorty of opening cans first and remember you get to reroll failed hits in close combat even against vehicles the daemon princes have cloud of flies which grants offensive and defensive grenades so don't care about assulting into cover or being charged. You also wound everything on a 2 due to noxious touch with a reroll to wound unless its T6 because its a poisoned close combat attack.
    On the charge your mostly I6 or I5 so will put out a beating before most infantry hurts you back with the aid of scarbrand reroll to hit and noxious touches reroll to wound. the synergy is awsome.

    let the reserves come in and use the icon remember to back up your units with the flamers and horrors softening up units of infantry let the Monsterous Creatures eat the armour with a little help from bolt here n there. use skulltaker and the herald to hunt phykers with there 2 up save or backing up scarbrand as its a lot of instant death in a wrecking ball. with the 2/3 of them. the flamers should be bouncing around droping as many templates as they can until both groups are dead.

    For the rest of the game try n keep the horrors on objectives and use the bloodletters as your forward scoring troops.

    let me know how you get on. look forward to hearing your thoughts.

    P.s if its the non prefered wave then use flamers as a alpha strike with pink horrors to open cans and bloodletters to threaten with the herald up front until the big boys arrive. not ideal but not a disaster.
    Last edited by Fazatron; 22-06-2012 at 00:32.

  6. #6

    Re: Chaos Daemon 1750 "general purpose"

    Thanks for all feeback.

    I haven't playtested this list yet, I made it after a weekend of playing where I got my behind thoroughly kicked - but this is what I learned:

    - Plaguebearers with Chaos Icons are very useful; scattering happens all too often (9 times out of 10, actually), the greatest success is to deep strike GUO almost in close combat and use Breath
    - Boodcrushers are tough, they take more than their share of hits before going down, allowint the others to survive long enough to do damage
    - Soul Grinders or Daemon Princes as Heavy Support... I have found that I need to use either-or, not a mix of both.

    I make the waves as identical as possible, one each of Tzeentch Herald, Plaguebearer, Bloodcrusher unit and Soul Grinder in each wave, Pink Horrors+GUO in first wave and Bloodletters+Fiends in the second (seems to be about 50/50 which wave comes first...), trying to get to close combat as fast as possible.

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