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  1. #1
    PANDAmBEAR's Avatar
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    Red face Looking for tips on a new addition to my army.

    So far I have the Daemonettes of Slaanesh and I'm buying the Masque tomorrow when my Game Workshop opens. :3 Do you guys have any good tips on what I should probably get next and how it will improve my chances of winning? I'd like to get something similar to the Masque because she has a higher save. Any tips would be much appreciated. Not many people I've asked seem to know too much about the Daemons. :/

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  2. #2
    PyroSikTh's Avatar
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    A second unit of Troops so that you actually have a legal army. It doesn't matter which as they're all top notch - Daemonettes if you want to hit first, Bloodletters if you want to hit hard, Horrors if you want to hit from range, Plaguebearers if you want to say 'Fuck You' to anything the enemy throws at you.

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  4. #3
    Dracon Zorial's Avatar
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    Seeing as I got here after Pyro there isn't much to be said, personally, I don't like The Masque. I'd rather take a Tzeentch Herald on Chariot. I'm just starting Daemons as well and so far I have 20 Daemonettes (I need at least one more box of these), a Tzeentch Herald on Chariot (converted), and a daemon prince (also converted). My additions will be another box of Daemonettes to run squads of 15. Another Tzeentch Herald on Chariot. Some Horrors (not sure how many units yet) and some Flamers. A couple Soulgrinders and some Bloodcrushers. The Tzeentch Heralds offer some much needed shooty support where it needs to be to our armies. The Horrors add some shooty power in when they drop along with the Flamers to thin out the enemy. The Soulgrinders can be used for knocking out tanks/troops/MCs/ you name it really, but they are our only vehicles. Personally I'm going to be testing out the Bloodcrushers for a hard hitting unit that can take a beating compared to my main core of Daemonettes. I might try to get some Slaaneshi Heralds on Chariots as well for some Hit-and-Fun to thin out the enemy a bit more or support my Daemonettes where needed. Now I just need to actually get to writing my list.

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  5. #4

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    I rec flamers, fiends, horrors and plague bearers. definilty some princes and you have a decent start.

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  6. #5

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    dont let the nay sayers sway you from daemons, yea we are the most random army in 40k but they definitly can be competive and fun. unless you just
    have the absolute worst rolls. me personally im have the best luck using multiple small horror units with one or two plague units for objectives, and 3 princes of what ever configuration you like, ive done alot of experimenting. boon of tzeentch is probably my favorite thing to pull of or spam, its not the
    most effective but it is funny when it works. but anyways i tend to lean towards more flamers while the fiends definitely hold there own in most situations.

    all depends on how you want to play.

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  7. #6

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    It's a great army. Masque is cool but don't rely on her too heavily as you can't hide her in a unit. In the spirit of the army you're building; I'd say go with the fiends. They are amazing for their point cost and being beasts they are extremely mobile, something daemons need with all those pesky DE, stormravens, ...

    I sincerely love them and they take up all of my elite slots in my current daemon army...

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  8. #7

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    The main thing to keep in mind with your main troops units;
    - Bloodletters & daemonettes need to be in big units, like 12+ to be effective. Average toughness and only a 5++ invuln save makes them very squishy.
    They'll hit hard sure, but they'll also die in droves like orks!

    - Horrors tend to work best in smaller squads. We'll never out-shoot opponents unless you go for a mainly mono Tzeentch list, so those horrors provide a duel role; objective sitting thanks to their better 4++ save and tank-sniping with the bolt of tzeentch upgrade.

    - Plaguebearers are objective campers who can work in smaller squad sizes. High toughness combined with the 'feel no pain' rule makes them damn hard to shift! I also like them for carrying an Icon to help bring in accurate re-inforcements... On a good day, they'll also poison a monstrous creature to death too!

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  9. #8
    PANDAmBEAR's Avatar
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    Ok, so I went with the daemonettes and got the skull taker instead of the Masque. I finally went with Pink Horrors as a second troop choice because they can just jump in and start shooting while I leave my daemonettes in reserves. [: OH! and of course my Changeling in with my pink horrors. for only 5 points, that guy can kick some butt. XD

    Now I've got the lord of change. I'm currently putting him together and should have my first game tomorrow at GW. Any tips on how I can win most of my battles? My daemons are pretty tough especially against these imperial guards and space marines. but.. they are usually pretty hit or miss. I mean, if I roll bad on my first go and accidentally send my daemons in they just stand there and get shot and I lose half of my army on the first turn (it's usually pretty hard to save the daemonettes from shooting with a +5 save. :/ )
    So.. any tips to help me out?
    I'm going to repost this as another thread too so it's not just a reply.

    Last edited by PANDAmBEAR; 31st December 2011 at 00:58.
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  10. #9
    PANDAmBEAR's Avatar
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    I haven't heard much about the Plaguebearers. Inform me? [:

    I got the Horrors as a second troop choice b/c most of the armies that I fight against just shoot me and I really don't stand a chance once they start shooting since my saves are 5+ unless I can find a quick cover.

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  11. #10
    PyroSikTh's Avatar
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    Plaguebearers are brilliant at capturing objectives. They are immovable rocks. Don't expect them to do any damage though.

    As for the Horrors, split them into 2 units of 5 with a Bolt of Tzeentch each. As for the Lord of Change, you're better off not bothering with him yet until you have more models as, at the point limit you're currently at, he's far too much of a point sink. I wouldn't consider using him until 2,000pts.

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  12. #11

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    plagues are awesome, t5 5++ save plus feel no pain. its really hard for someone to move them, i had a unit of 10 bunker down a unit of orc nobz,w/ pain boy and war boss for 4 turns before finally dieing. i usually always take at least unit of plagues, one unit of blood letters and 4 units of 5 horrors each with bolt. i tend to play at 2k level though.

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  13. #12
    PANDAmBEAR's Avatar
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    Originally Posted by PyroSikTh View Post
    Plaguebearers are brilliant at capturing objectives. They are immovable rocks. Don't expect them to do any damage though.

    As for the Horrors, split them into 2 units of 5 with a Bolt of Tzeentch each. As for the Lord of Change, you're better off not bothering with him yet until you have more models as, at the point limit you're currently at, he's far too much of a point sink. I wouldn't consider using him until 2,000pts.
    Took your advice and broke them up. O.M.G. they are pretty much unstoppable now.
    My weakness with the daemonettes was that I couldn't get them in any type of shooting battle. and My weakness with the horrors was of course hand to hand... but now I usually deep strike the daemonettes and put them n cover for at least the first turn since all they can really do is run anyway and then deep strike in my horrors and blow everyone to pieces. XD

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  14. #13
    PANDAmBEAR's Avatar
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    Originally Posted by jmg202 View Post
    plagues are awesome, t5 5++ save plus feel no pain. its really hard for someone to move them, i had a unit of 10 bunker down a unit of orc nobz,w/ pain boy and war boss for 4 turns before finally dieing. i usually always take at least unit of plagues, one unit of blood letters and 4 units of 5 horrors each with bolt. i tend to play at 2k level though.

    Yeah, I'm definitely going to go with the plagues next. XD I've heard a lot of good things about them

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