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Ron
19th August 2008, 17:54
HQ: 190

Herald of Tzeentch
Master of Sorcery, We Are Legion!, Bolt of Tzeentch
95 Points

Herald of Tzeentch
Master of Sorcery, We Are Legion!, Bolt of Tzeentch
95 Points

Elites: 210

3x Flamers of Tzeentch
105 Points

3x Flamers of Tzeentch
105 Points

Troops:785

10xPink Horrors
Chaos Icon, Bolt of Tzeentch, The Changeling
210 Points

10xPink Horrors
Chaos Icon, Bolt of Tzeentch
205 Points

10xBloodletters
Chaos icon
185 Points

10xBloodletters
Chaos icon
185 Points

Heavy Support: 315

Daemon Prince
MoT, Wings, Daemonic Gaze
185 Points

Daemon Prince
MoT, Daemonic Gaze, Instrument of Chaos
130 Points

dal9ll
19th August 2008, 21:31
No Fiends or Soul Grinders????

Ron
19th August 2008, 21:40
I don't have any fiends and I only one Soul Grinder. I was under the impression that one SG is just target practice for anti-tank weapons.

dal9ll
19th August 2008, 21:47
Well I always run 2 Soul Grinders but there are ways to keep it alive.

You could try:
--put the SG in your SECOND cohort
--then Deep Strike it without scatter, using a unit with an Icon
--have it land in cover if possible to make it an obscured target, but also within movement/fleet/assault distance of an enemy unit
--the next turn, when you can move, have it fleet (and shoot all its weapons of course) then assault that enemy unit. Once its in combat, it no longer has a target on its back.

Its a walker so it can Fleet and shoot and assault. You really only have to keep it alive for that first turn. Then once its in combat, its over...

Phail
20th August 2008, 08:13
have i missed something in the rulebook here??

walkers can run, shoot and assault?!?? Page number plz?

yWizePapaSmurfy
20th August 2008, 14:35
Yaaa...that doesn't seem right regarding Walkers.

Loror
20th August 2008, 17:04
fleet/run replaces shooting so no