
This is a blog about Daemons. I've always liked them. Ever since the first Realm of Chaos models (see the dude above) they have fascinated me. I love playing against them, whether the games end in glorious victories or crushing defeats. In former times I briefly played Cult of Slaanesh and so had a decent number of them already. A short step then, to building a full army under 8th edition rules.
Last Saturday I ended a fairly intense time of painting Plaguebearers to travel to London for a game with Thomas, a strong Wood Elf player who posts on Asrai.org as Mollesvinet. He is preparing for a tournament next month and needed some practice. I brought what I could piece together, not tailored to WE's. 2000 points:
Daemon Prince, Lvl4 Slaanesh, Chaos Armour, 50pt gift, 25pt gift
Nurgle BSB, Regen Locus, 25pt gift
10 Daemonettes
10 Horrors
19 Plaguebearers, Champion, Musician
5 Seekers
5 Furies
6 Beasts
5 Flesh Hounds, Ambush
3 Flamers, Pyrocaster
The Plaguebearers and Beasts (and BSB) need no explanation. Horrors are a decent Core pick (though currently proxied) and supplement the DP's magic. 10 Daemonettes are an unusual but not stupid pick I feel. Furies are always going to be useful and the Ambushing Flesh Hounds give an extra tactical dimension. The sheer speed of the Seekers demands attention. Flamers are controversial but I wanted a shooting phase and the Warpflame rule, whilst awful vs Crypt Horrors for example, has potential against Skinks and T3 elves. The Daemon Prince is vulnerable but the magic is strong and he's a powerful fighter.
Thomas brought:
Treeman Ancient, General
Treeman Ancient
Lvl4 Dark Magic, Steed, Dispel Scroll
BSB, Steed, Starfire Arrows, MR2
12 Hagbane Glade Guard, Musician
10 Trueflight Glade Guard, Musician
10 Trueflight Glade Guard, Musician
7 Sisters of the Thorn, FC
6 Wild Riders, Eternal Flame
5 Waywatchers
So a classic Core full of the best Enchanted Arrows. The Ancients are unusual but they have strong points, as I know from using one myself. Stubborn 10 is excellent (especially with 18" range). Each is a level two of Life, which yields a good pick of the Lore and the ability to cross-heal with Lifebloom. In general they are very hard to kill but they need to watch out for cannon, high-strength Flaming and Initiative-test attacks.
Dark Magic is a nasty Lore which fits Life quite well. Add to that the magic of the Sisters and it's plain that this is a strong phase. The elf characters ride with them, so the unit has a juicy 2+ Ward vs magic missiles for example. It also shoots Poisoned javelins and as 18" Fast Cav, goes pretty much where it pleases. As do the Wild Riders, who also hit like a freight train. Waywatchers are always useful, whether against armour or simply as a source of flexibly deployed shots.
So how do the two armies match up?