I am trying to develop a competitive tournament army.
The relevant comp is:
No units bigger than 400pts (for daemons, everyone else is 450pts).
0-6 flamers
0-3 units with "fly"
no more than 2 additional power dice excluding channeling
I ran a list pretty close to Brother Maynard's in
this thread. 2400 Pts - Daemons of Chaos Roster
1 Great Unclean One, 585 pts General; Level 2 Wizard
1 Balesword
1 Pestilent Mucus
1 Herald of Khorne (Battle Standard Bearer), 225 pts
1 Great Standard of Sundering
1 Obsidian Armour
1 Herald of Khorne, 140 pts
1 Armour of Khorne
1 Firestorm Blade
1 Herald of Tzeentch, 165 pts
Master of Sorcery-The Lore of Death
Spell Breaker
30 Bloodletters of Khorne, 378 pts Musician Standard Bearer
30 Bloodletters of Khorne, 378 pts Musician Standard Bearer
5 Chaos Furies, 60 pts
1 Bloodcrushers of Khorne, 70 pts
1 Bloodcrushers of Khorne, 70 pts
1 Fiends of Slaanesh, 55 pts
1 Fiends of Slaanesh, 55 pts
6 Flamers of Tzeentch, 210 pts
I had 2 games with it, the first against High Elves. This was an interesting game, I deployed to try and take on his army in 2 parts around the terrain, but in the end the BL hordes struggled to manoeuver well. One unit never saw combat, the other smashed his swordmasters that had me pretty worried.
Not sure what I learned here other than to manouver better. 2 level 4s with Death and Life made my standard less useful for magic defence than it could have.
I would have been better off deploying the bloodletters to get into combat quicker and buffing them I think.
My GuO never saw combat but between the nurglings he generated his terror and general all around bad-assery he had a big effect on the game.
My second game was a humiliating defeat against lizards.
I made a really stupid mistake of charging some skinks with my furies and ended up blocking my own bloodlettters for 2 turns.
He just out-chaffed me though, 2 skinks, 2 chamelion skinks, 2 units of terradoons made life a nightmare, they fled from my charges, came back, fled again... it was torture.
My GuO was star of the show again, he wiped out a saurus combat block single handed, although it took him forever but he only took 2 wounds in the process.
My thoughts on what to change. I didn't rate the death magic, the idea was to snipe characters but I really struggled to pull it off.
I feel that a level 4 might serve me better than the sundering standard as I really missed having light. It is hard to tell against 2 magic-heavy armies though.
I need better chaff-destruction abilities, I dealt with 3 eagles well enough, the 12-22" charge on the fiends is great to run stuff down once something else gets it fleeing. But I really struggled against the lizzards, who used their chaff very well, every turn I was hemmed in and struggling to move as I wanted.
I didn't like having the tzerald in the flamer unit. 2 units of 3 would have been helpful and wouldn't have had to worry about making sure the herald was facing in the right direction.
I'm not sure what to do to fix things though. I think dropping the sundering banner so I can use light will mean there is very little the bloodletters have to be afraid of.
Running the letters 6 or 7 wide should help their manouverability and I got very little out of the horde formation with only 30 in the unit.
I'm a little stuck because having a light tzerald and a L4 GD is just such a waste, as you will still only be able to cast the usual 3 or 4 spells in a good turn and having a l4 GD means you cant give him many gifts.
The basic options as I see them are:
1. Lv4 GD, Tzerald Nice spells and defence but a lot of waste.
2. Lv1/2 GD, Tzerald Less wasted magic but lacking a lot of magic defence and casting power.
3. Lv4 GD Nice casting power and defence on a tough caster, but I either need a LoC with MoS which means I cant have a scroll or have to do without all the nice BRB magic.
4. Screw magic. Take a character assasin bloodthirster, flesh hounds, and hope for the best. I'm tempted but this leaves me even less able to deal with chaff.