Tuesday, March 5, 2013

Chaos Daemons - Test List - 1500









So after a few days I have my first concept list for the new Daemons. It owes alot to my successive Tyranid swarms, both in the wave concept and in relying on Biomancy to get by.

HQ:

Great Unclean One w/ ML 3, Greater Rewards x2, Lesser Reward - 290

It's not cheap by any means, but with a little luck can be even more durable than the previous incarnation, and much more dangerous. This thing will live and die by rolls on the Greater Rewards and Biomancy charts. It has enough chances to get something useful each game, but that may not be enough to justify its inclusion.

Herald of Nurgle w/ ML 2, Lesser Reward - 105

Herald of Nurgle w/ ML 2, Lesser Reward - 105

These two will always be rolling on Biomancy, and will hide in the Plaguebearer squads while throwing out blessing and maledictions. The etherblade won't save him or his buddies from a dedicated combat unit (or even a moderately decent generalist unit) but will make him a credible threat in challenges or let him whittle down/finish off a character. Enfeeble and Endurance will be used to buff the Slaaneshi units and debuff their targets.

Troops:

10 Plaguebearers - 90

10 Plaguebearers - 90

Both of these units are designed for rear and midfield deployment, objective sitting, and babysitting the Heralds.

15 Daemonettes w/ Alluress, Lesser Reward - 145

15 Daemonettes w/Alluress, Lesser Reward - 145

These will be the secondary assault wave and forward objective holders. They're fragile, but can still hit hard, and the Alluress has a reasonable chance of ending most squad upgrades.

Fast Attack:

10 Seekers of Slaanesh -120

10 Seekers of Slaanesh - 120

These are the first wave. They're fragile, but if they aren't destroyed by the opening shots, they should be able to cause some sufficient mayhem for the Daemonettes to get into my opponent's lines unmolested.

Heavy Support:

Soulgrinder w/ MoT - 140

Soulgrinder w/ MoT - 140

They aren't magnificent fire support, but they can swat flyers, break open transports, resist all but heavy anti-tank fire, and defend themselves passably in melee.

Thoughts?


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